feat: botfights v1 — full fighting game with Kaplay engine
- Vue 3 + Vite + Tailwind 4 frontend with synthwave aesthetic - Hono backend on port 9100 with SQLite/Drizzle - Procedural pixel-art sprite generator (48x48, 8 animation states) - Kaplay fight scene with punch/kick/special/knockback/KO animations - 12 mock bots across 6 tiers with Elo rating system - 9 challenge types, 10 fight arenas with modifiers - Fight replay with staggered battle log and ~1 min timing - Sprite preview page at /sprites Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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import kaplay from 'kaplay'
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import { generateSpriteSheet, getBotColors, FRAME_SIZE, MAX_FRAMES, TOTAL_ROWS, ANIMATIONS } from './sprites'
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export interface FightSceneConfig {
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canvas: HTMLCanvasElement
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botA: { name: string; seed: string; tier: number }
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botB: { name: string; seed: string; tier: number }
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arena: string
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onReady?: () => void
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}
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export interface RoundEvent {
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round: number
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challengeType: string
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winnerId: string | null
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botAId: string
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botBId: string
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narration: string
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isCritical: boolean
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botAScore: number
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botBScore: number
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}
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const ARENA_THEMES: Record<string, { bg: string; ground: string; accent: string }> = {
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datacenter: { bg: '#0a0a1a', ground: '#1a1a3a', accent: '#00f0ff' },
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stackoverflow_ruins: { bg: '#1a0f00', ground: '#2a1f10', accent: '#f48024' },
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gpu_graveyard: { bg: '#0a0a0a', ground: '#1a1a1a', accent: '#76b900' },
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prompt_dungeon: { bg: '#0f0a1a', ground: '#1f1a2a', accent: '#b83dff' },
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silicon_valley_dojo: { bg: '#0a1a0a', ground: '#1a2a1a', accent: '#00ff41' },
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paper_mill: { bg: '#1a1a10', ground: '#2a2a20', accent: '#f0e68c' },
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localhost: { bg: '#000000', ground: '#111111', accent: '#00ff41' },
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the_cloud: { bg: '#0a0f1a', ground: '#1a1f2a', accent: '#4488ff' },
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hacker_news: { bg: '#1a0f00', ground: '#2a1f10', accent: '#ff6600' },
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the_singularity: { bg: '#1a0020', ground: '#2a0030', accent: '#ff00ff' },
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}
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const spriteAnims = {
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idle: { from: 0, to: ANIMATIONS.idle.frames - 1, loop: true, speed: 6 },
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attack: { from: MAX_FRAMES, to: MAX_FRAMES + ANIMATIONS.attack.frames - 1, loop: false, speed: 12 },
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kick: { from: MAX_FRAMES * 2, to: MAX_FRAMES * 2 + ANIMATIONS.kick.frames - 1, loop: false, speed: 10 },
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special: { from: MAX_FRAMES * 3, to: MAX_FRAMES * 3 + ANIMATIONS.special.frames - 1, loop: false, speed: 8 },
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hit: { from: MAX_FRAMES * 4, to: MAX_FRAMES * 4 + ANIMATIONS.hit.frames - 1, loop: false, speed: 8 },
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knockback: { from: MAX_FRAMES * 5, to: MAX_FRAMES * 5 + ANIMATIONS.knockback.frames - 1, loop: false, speed: 8 },
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ko: { from: MAX_FRAMES * 6, to: MAX_FRAMES * 6 + ANIMATIONS.ko.frames - 1, loop: false, speed: 6 },
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win: { from: MAX_FRAMES * 7, to: MAX_FRAMES * 7 + ANIMATIONS.win.frames - 1, loop: true, speed: 6 },
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}
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// Pick a random attack animation based on challenge type
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function pickAttackAnim(challengeType: string, isCritical: boolean): string {
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if (isCritical) return 'special'
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const map: Record<string, string[]> = {
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speed_blitz: ['attack', 'kick'],
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riddle: ['attack', 'special'],
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code_golf: ['special', 'attack'],
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roast_battle: ['special', 'kick'],
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hallucination_check: ['attack'],
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token_economy: ['kick', 'attack'],
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creative_writing: ['special'],
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math_blitz: ['attack', 'kick'],
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trap_card: ['special', 'kick'],
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}
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const options = map[challengeType] || ['attack', 'kick']
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return options[Math.floor(Math.random() * options.length)]
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}
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// Pick defender reaction
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function pickDefenderAnim(isCritical: boolean): string {
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return isCritical ? 'knockback' : 'hit'
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}
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export function createFightScene(config: FightSceneConfig) {
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const { canvas, botA, botB, arena } = config
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const theme = ARENA_THEMES[arena] || ARENA_THEMES.localhost
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const k = kaplay({
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canvas,
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width: canvas.width || 800,
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height: canvas.height || 500,
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background: theme.bg,
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global: false,
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scale: 1,
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crisp: true,
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texFilter: 'nearest',
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})
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const colorsA = getBotColors(botA.seed)
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const colorsB = getBotColors(botB.seed)
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const sheetA = generateSpriteSheet(botA.seed, botA.tier, colorsA.primary, colorsA.secondary)
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const sheetB = generateSpriteSheet(botB.seed, botB.tier, colorsB.primary, colorsB.secondary)
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k.loadSprite('botA', sheetA, { sliceX: MAX_FRAMES, sliceY: TOTAL_ROWS, anims: spriteAnims })
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k.loadSprite('botB', sheetB, { sliceX: MAX_FRAMES, sliceY: TOTAL_ROWS, anims: spriteAnims })
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const W = k.width()
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const H = k.height()
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const GROUND_Y = H * 0.78
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k.scene('fight', () => {
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// Ground
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k.add([k.rect(W, H * 0.25), k.pos(0, GROUND_Y), k.color(k.Color.fromHex(theme.ground))])
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k.add([k.rect(W, 2), k.pos(0, GROUND_Y), k.color(k.Color.fromHex(theme.accent)), k.opacity(0.5)])
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for (let i = 1; i <= 5; i++) {
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k.add([k.rect(W, 1), k.pos(0, GROUND_Y + i * 12), k.color(k.Color.fromHex(theme.accent)), k.opacity(0.06)])
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}
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for (let i = 0; i < 24; i++) {
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k.add([k.rect(1, H * 0.25), k.pos(i * (W / 24), GROUND_Y), k.color(k.Color.fromHex(theme.accent)), k.opacity(0.04)])
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}
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const scaleA = 1.8 + botA.tier * 0.4
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k.add([k.sprite('botA', { anim: 'idle' }), k.pos(W * 0.28, GROUND_Y - 6), k.anchor('bot'), k.scale(scaleA), k.z(10), 'fighterA'])
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const scaleB = 1.8 + botB.tier * 0.4
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k.add([k.sprite('botB', { anim: 'idle' }), k.pos(W * 0.72, GROUND_Y - 6), k.anchor('bot'), k.scale(-scaleB, scaleB), k.z(10), 'fighterB'])
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k.add([k.text('', { size: 42, font: 'monospace' }), k.pos(W / 2, H * 0.3), k.anchor('center'), k.color(k.Color.fromHex('#ffffff')), k.opacity(0), k.z(100), 'announcement'])
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k.add([k.text('', { size: 32, font: 'monospace' }), k.pos(0, 0), k.anchor('center'), k.color(k.Color.fromHex('#ff2d2d')), k.opacity(0), k.z(90), 'hitText'])
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k.add([k.text('', { size: 14, font: 'monospace' }), k.pos(W * 0.28, GROUND_Y + 16), k.anchor('center'), k.color(k.Color.fromHex('#ffe14d')), k.opacity(0), k.z(50), 'comboA'])
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k.add([k.text('', { size: 14, font: 'monospace' }), k.pos(W * 0.72, GROUND_Y + 16), k.anchor('center'), k.color(k.Color.fromHex('#ffe14d')), k.opacity(0), k.z(50), 'comboB'])
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config.onReady?.()
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})
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k.go('fight')
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let comboA = 0
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let comboB = 0
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return {
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k,
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async showAnnouncement(text: string, color: string = '#ffffff', duration: number = 1200) {
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const ann = k.get('announcement')[0]
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if (!ann) return
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ann.text = text
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ann.color = k.Color.fromHex(color)
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ann.opacity = 1
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ann.scaleTo(0.5)
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await k.tween(ann.scale.x, 1, 0.2, (v) => ann.scaleTo(v), k.easings.easeOutBack)
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await k.wait(duration / 1000)
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await k.tween(1, 0, 0.3, (v) => { ann.opacity = v })
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},
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async playAttack(side: 'a' | 'b', attackAnim: string, defenderAnim: string, isCritical: boolean) {
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const attacker = k.get(side === 'a' ? 'fighterA' : 'fighterB')[0]
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const defender = k.get(side === 'a' ? 'fighterB' : 'fighterA')[0]
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if (!attacker || !defender) return
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const origAX = attacker.pos.x
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const origDX = defender.pos.x
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const direction = side === 'a' ? 1 : -1
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const lunge = attackAnim === 'special' ? 20 : 40 + (isCritical ? 20 : 0)
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// Lunge forward
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await k.tween(attacker.pos.x, attacker.pos.x + direction * lunge, 0.15, (v) => { attacker.pos.x = v }, k.easings.easeOutQuad)
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attacker.play(attackAnim as any)
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await k.wait(attackAnim === 'special' ? 0.35 : 0.2)
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defender.play(defenderAnim as any)
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// Hit text
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const hitFx = k.get('hitText')[0]
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if (hitFx) {
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const words = isCritical
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? ['CRITICAL!', 'DEVASTATING!', 'BRUTAL!', 'OBLITERATED!']
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: attackAnim === 'kick' ? ['KICK!', 'ROUNDHOUSE!', 'SWEPT!']
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: attackAnim === 'special' ? ['SPECIAL!', 'HADOUKEN!', 'ZAPPED!']
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: ['POW!', 'BAM!', 'WHAM!', 'CRACK!', 'SMASH!']
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hitFx.text = words[Math.floor(Math.random() * words.length)]
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hitFx.pos.x = defender.pos.x + (side === 'a' ? -20 : 20)
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hitFx.pos.y = defender.pos.y - 90
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hitFx.opacity = 1
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hitFx.color = isCritical ? k.Color.fromHex('#ffe14d') : attackAnim === 'special' ? k.Color.fromHex('#00f0ff') : k.Color.fromHex('#ff2d2d')
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k.tween(hitFx.pos.y, hitFx.pos.y - 50, 0.8, (v) => { hitFx.pos.y = v })
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k.tween(1, 0, 1, (v) => { hitFx.opacity = v })
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}
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// Screen shake
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k.shake(isCritical ? 15 : attackAnim === 'special' ? 8 : 5)
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// Knockback — push defender back
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if (defenderAnim === 'knockback') {
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const pushDist = direction * -60
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await k.tween(defender.pos.x, defender.pos.x + pushDist, 0.3, (v) => { defender.pos.x = v }, k.easings.easeOutQuad)
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await k.wait(0.3)
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// Return defender
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await k.tween(defender.pos.x, origDX, 0.4, (v) => { defender.pos.x = v }, k.easings.easeInOutQuad)
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} else {
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// Flash defender
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await k.wait(0.1)
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defender.opacity = 0.3; await k.wait(0.05)
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defender.opacity = 1; await k.wait(0.05)
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defender.opacity = 0.3; await k.wait(0.05)
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defender.opacity = 1
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await k.wait(0.2)
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}
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// Return attacker
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await k.tween(attacker.pos.x, origAX, 0.2, (v) => { attacker.pos.x = v }, k.easings.easeInQuad)
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await k.wait(0.2)
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attacker.play('idle')
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defender.play('idle')
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},
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async playRound(event: RoundEvent) {
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const aWon = event.winnerId === event.botAId
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const bWon = event.winnerId === event.botBId
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const isCritical = Math.abs(event.botAScore - event.botBScore) > 4
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const atkAnim = pickAttackAnim(event.challengeType, isCritical)
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const defAnim = pickDefenderAnim(isCritical)
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if (aWon) {
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comboA++; comboB = 0
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await this.playAttack('a', atkAnim, defAnim, isCritical)
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if (comboA >= 2) {
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const ct = k.get('comboA')[0]
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if (ct) { ct.text = `x${comboA} COMBO!`; ct.opacity = 1; k.tween(1, 0, 1.5, (v) => { ct.opacity = v }) }
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}
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} else if (bWon) {
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comboB++; comboA = 0
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await this.playAttack('b', atkAnim, defAnim, isCritical)
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if (comboB >= 2) {
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const ct = k.get('comboB')[0]
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if (ct) { ct.text = `x${comboB} COMBO!`; ct.opacity = 1; k.tween(1, 0, 1.5, (v) => { ct.opacity = v }) }
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}
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} else {
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comboA = 0; comboB = 0
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// Draw — both take a hit
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const fA = k.get('fighterA')[0]
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const fB = k.get('fighterB')[0]
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if (fA && fB) {
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fA.play('hit'); fB.play('hit')
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k.shake(3)
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await k.wait(0.5)
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fA.play('idle'); fB.play('idle')
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}
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}
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},
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async playKO(winningSide: 'a' | 'b') {
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const loser = k.get(winningSide === 'a' ? 'fighterB' : 'fighterA')[0]
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const winner = k.get(winningSide === 'a' ? 'fighterA' : 'fighterB')[0]
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if (!loser || !winner) return
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loser.play('knockback')
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k.shake(20)
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await k.wait(0.4)
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loser.play('ko')
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await k.wait(0.6)
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await this.showAnnouncement('K.O.!', '#ff2d2d', 2000)
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winner.play('win')
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await k.wait(0.5)
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},
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async playPerfect(winningSide: 'a' | 'b') {
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const winner = k.get(winningSide === 'a' ? 'fighterA' : 'fighterB')[0]
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const loser = k.get(winningSide === 'a' ? 'fighterB' : 'fighterA')[0]
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if (!loser || !winner) return
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loser.play('knockback')
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k.shake(25)
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await k.wait(0.5)
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loser.play('ko')
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await this.showAnnouncement('PERFECT!', '#ffe14d', 2500)
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winner.play('win')
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},
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destroy() {
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k.quit()
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},
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}
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}
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export type FightSceneController = ReturnType<typeof createFightScene>
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