feat: 9 diverse brawl variants — knockdowns, wall bounces, suplexes, haymakers, dizzy staggers

Add knockdown, wall-bounce, dizzy-stagger, suplex, ping-pong, ground-pound,
haymaker, body-check brawl variants with dizzy stars, angle physics, and
screen-edge impacts. Fix missing synthStyle on music tracks 10.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
This commit is contained in:
Dorian
2026-03-08 17:10:59 +00:00
co-authored by Claude Opus 4.6
parent ba1deab0f6
commit 63960b5faf
2 changed files with 1079 additions and 393 deletions
+491 -99
View File
@@ -9136,57 +9136,491 @@ export async function createFightScene(config: FightSceneConfig) {
},
// === PHYSICAL CONTACT SYSTEMS ===
// Brawl exchange: fighters close distance and trade rapid blows at close range
async _brawlExchange(winningSide: 'a' | 'b' | null, intensity: number) {
// Helper: spawn dizzy stars orbiting a fighter's head
_spawnDizzyStars(fighter: any, duration: number) {
const stars: any[] = []
const starChars = ['*', '\u2605', '\u00d7', '!', '?']
const starColors = ['#ffff00', '#ffffff', '#ff4444', '#44ff44', '#ff88ff']
for (let i = 0; i < 4; i++) {
const s = k.add([
k.text(starChars[i % starChars.length], { size: 8 }),
k.pos(fighter.pos.x, fighter.pos.y - 55),
k.color(safeColor(k, starColors[i % starColors.length])),
k.opacity(0.9), k.z(55), k.anchor('center'),
])
stars.push(s)
}
const startTime = k.time()
const cancel = k.onUpdate(() => {
const elapsed = k.time() - startTime
if (elapsed > duration || !fighter.exists()) {
stars.forEach(s => { if (s.exists()) s.destroy() })
cancel.cancel()
return
}
for (let i = 0; i < stars.length; i++) {
if (!stars[i].exists()) continue
const angle = elapsed * 4 + (i * Math.PI * 2) / stars.length
stars[i].pos.x = fighter.pos.x + Math.cos(angle) * 22
stars[i].pos.y = fighter.pos.y - 55 + Math.sin(angle) * 8
stars[i].opacity = Math.max(0, 1 - elapsed / duration)
}
})
},
// Helper: reset both fighters to home positions
async _resetPositions() {
const fA = k.get('fighterA')[0]
const fB = k.get('fighterB')[0]
if (!fA || !fB) return
// Close distance — both fighters move to center
const midX = W / 2
const contactA = midX - 30
const contactB = midX + 30
sfxZoomWhoosh()
await Promise.all([
k.tween(fA.pos.x, contactA, 0.12, (v) => { fA.pos.x = v }, k.easings.easeOutQuad),
k.tween(fB.pos.x, contactB, 0.12, (v) => { fB.pos.x = v }, k.easings.easeOutQuad),
])
// Trade blows — number of hits scales with intensity
const hitCount = 4 + Math.floor(intensity * 6) + Math.floor(Math.random() * 3) // 4-13 hits
const anims = ['attack', 'kick', 'special', 'attack', 'kick'] as const
const hitColors = ['#ff2d7b', '#ff6600', '#ffcc00', '#00f0ff', '#ff2d2d', '#39ff14', '#ffffff', '#b83dff']
for (let i = 0; i < hitCount; i++) {
const aAttacks = winningSide === 'a' ? Math.random() < 0.65 : winningSide === 'b' ? Math.random() < 0.35 : Math.random() < 0.5
const attacker = aAttacks ? fA : fB
const defender = aAttacks ? fB : fA
const anim = anims[i % anims.length]
attacker.play(anim)
sfxPunch()
defender.play('hit')
k.shake(2 + Math.floor(intensity * 3))
// Sparks at contact point
const sparkX = (contactA + contactB) / 2 + (Math.random() - 0.5) * 20
const sparkY = GROUND_Y - 20 - Math.random() * 30
spawnSparks(sparkX, sparkY, 3, hitColors[i % hitColors.length])
// Small positional shifts during brawl — fighters push each other
const pushDir = aAttacks ? 1 : -1
defender.pos.x += pushDir * (3 + Math.random() * 4)
// Timing varies — faster hits at higher intensity
await k.wait(0.04 + (1 - intensity) * 0.04)
}
// After brawl: both stagger apart
fA.play('idle'); fB.play('idle')
await Promise.all([
k.tween(fA.pos.x, HOME_A, 0.2, (v) => { fA.pos.x = v }, k.easings.easeOutQuad),
k.tween(fB.pos.x, HOME_B, 0.2, (v) => { fB.pos.x = v }, k.easings.easeOutQuad),
k.tween(fA.pos.y, GROUND_Y, 0.15, (v) => { fA.pos.y = v }),
k.tween(fB.pos.y, GROUND_Y, 0.15, (v) => { fB.pos.y = v }),
])
fA.angle = 0; fB.angle = 0; fA.opacity = 1; fB.opacity = 1
fA.play('idle'); fB.play('idle')
},
// 0: RAPID BRAWL — close distance, trade rapid blows
async _brawlRapid(winningSide: 'a' | 'b' | null, intensity: number) {
const fA = k.get('fighterA')[0]
const fB = k.get('fighterB')[0]
if (!fA || !fB) return
const midX = W / 2
sfxZoomWhoosh()
await Promise.all([
k.tween(fA.pos.x, midX - 30, 0.12, (v) => { fA.pos.x = v }, k.easings.easeOutQuad),
k.tween(fB.pos.x, midX + 30, 0.12, (v) => { fB.pos.x = v }, k.easings.easeOutQuad),
])
const hitCount = 4 + Math.floor(intensity * 6) + Math.floor(Math.random() * 3)
const anims = ['attack', 'kick', 'special', 'attack', 'kick'] as const
const hitColors = ['#ff2d7b', '#ff6600', '#ffcc00', '#00f0ff', '#ff2d2d', '#39ff14', '#ffffff', '#b83dff']
for (let i = 0; i < hitCount; i++) {
const aHits = winningSide === 'a' ? Math.random() < 0.65 : winningSide === 'b' ? Math.random() < 0.35 : Math.random() < 0.5
const atk = aHits ? fA : fB; const def = aHits ? fB : fA
atk.play(anims[i % anims.length]); sfxPunch(); def.play('hit')
k.shake(2 + Math.floor(intensity * 3))
spawnSparks(midX + (Math.random() - 0.5) * 20, GROUND_Y - 20 - Math.random() * 30, 3, hitColors[i % hitColors.length])
def.pos.x += (aHits ? 1 : -1) * (3 + Math.random() * 4)
await k.wait(0.04 + (1 - intensity) * 0.04)
}
await this._resetPositions()
},
// 1: KNOCKDOWN BRAWL — combo ends with loser knocked flat, has to get back up
async _brawlKnockdown(winningSide: 'a' | 'b' | null, intensity: number) {
const fA = k.get('fighterA')[0]
const fB = k.get('fighterB')[0]
if (!fA || !fB) return
const winner = winningSide === 'a' ? fA : winningSide === 'b' ? fB : (Math.random() > 0.5 ? fA : fB)
const loser = winner === fA ? fB : fA
const dir = winner === fA ? 1 : -1
// Rush in, quick combo
sfxZoomWhoosh()
const contactX = loser.pos.x - dir * 40
await k.tween(winner.pos.x, contactX, 0.1, (v) => { winner.pos.x = v }, k.easings.easeInQuad)
const hits = 3 + Math.floor(intensity * 3)
for (let i = 0; i < hits; i++) {
winner.play(i % 2 === 0 ? 'attack' : 'kick'); sfxPunch()
loser.play('hit'); k.shake(3 + i)
spawnSparks(loser.pos.x, loser.pos.y - 20 - Math.random() * 20, 3, '#ff6600')
loser.pos.x += dir * 5
await k.wait(0.05)
}
// Final hit — KNOCKDOWN
winner.play('special'); sfxCritical(); sfxExplosion()
loser.play('knockback'); k.shake(12)
spawnSparks(loser.pos.x, loser.pos.y - 25, 12, '#ff2d2d')
screenFlash('#ff2d2d', 0.1)
if (Math.random() < 0.5) sfxRandomComedy()
// Loser falls to ground — scale Y to flatten, rotate
await Promise.all([
k.tween(loser.pos.x, loser.pos.x + dir * 80, 0.25, (v) => { loser.pos.x = v }, k.easings.easeOutQuad),
k.tween(loser.pos.y, GROUND_Y + 5, 0.2, (v) => { loser.pos.y = v }, k.easings.easeInQuad),
k.tween(0, dir * 90, 0.25, (v) => { loser.angle = v }),
])
sfxBonk(); k.shake(6)
spawnEmoteText(loser.pos.x, loser.pos.y - 20, 'DOWN!', '#ff4444')
// Loser lies there for a beat
await k.wait(0.4 + (1 - intensity) * 0.4)
// Slowly get back up — stagger, wobble
this._spawnDizzyStars(loser, 1.5)
spawnEmoteText(loser.pos.x, loser.pos.y - 40, '...ugh', '#aaaaaa')
await k.tween(loser.angle, 0, 0.3, (v) => { loser.angle = v }, k.easings.easeOutBack)
loser.play('hit')
// Stagger wobble while getting up
for (let i = 0; i < 3; i++) {
await k.tween(loser.pos.x, loser.pos.x + (i % 2 === 0 ? -12 : 12), 0.12, (v) => { loser.pos.x = v })
}
await k.wait(0.2)
await this._resetPositions()
},
// 2: WALL BOUNCE — punch sends fighter flying into screen edge, bounces off
async _brawlWallBounce(winningSide: 'a' | 'b' | null, intensity: number) {
const fA = k.get('fighterA')[0]
const fB = k.get('fighterB')[0]
if (!fA || !fB) return
const winner = winningSide === 'a' ? fA : winningSide === 'b' ? fB : (Math.random() > 0.5 ? fA : fB)
const loser = winner === fA ? fB : fA
const dir = winner === fA ? 1 : -1
const wallX = dir === 1 ? W - 15 : 15
// Rush in for the big hit
sfxZoomWhoosh()
await k.tween(winner.pos.x, loser.pos.x - dir * 40, 0.1, (v) => { winner.pos.x = v }, k.easings.easeInQuad)
winner.play('special'); sfxCritical()
await k.wait(0.06)
loser.play('knockback'); k.shake(15)
spawnSparks(loser.pos.x, loser.pos.y - 25, 15, '#ff2d7b')
screenFlash('#ffffff', 0.08)
// Loser flies across to wall
await Promise.all([
k.tween(loser.pos.x, wallX, 0.15, (v) => { loser.pos.x = v }, k.easings.easeInQuad),
k.tween(loser.pos.y, GROUND_Y - 30, 0.08, (v) => { loser.pos.y = v }, k.easings.easeOutQuad).then(() =>
k.tween(loser.pos.y, GROUND_Y, 0.07, (v) => { loser.pos.y = v }, k.easings.easeInQuad)
),
])
// WALL IMPACT
sfxExplosion(); k.shake(20)
spawnShockwave(wallX, GROUND_Y, '#ff6600')
spawnSparks(wallX, GROUND_Y - 40, 15, '#ffcc00')
screenFlash('#ff6600', 0.12)
sfxBoneCrack()
spawnEmoteText(wallX, GROUND_Y - 70, 'WALL!', '#ff6600')
// Bounce off wall — loser rebounds back toward center
loser.play('hit')
const bounceX = wallX - dir * (60 + Math.random() * 40)
await Promise.all([
k.tween(loser.pos.x, bounceX, 0.2, (v) => { loser.pos.x = v }, k.easings.easeOutQuad),
k.tween(loser.pos.y, GROUND_Y - 50, 0.1, (v) => { loser.pos.y = v }, k.easings.easeOutQuad).then(() =>
k.tween(loser.pos.y, GROUND_Y, 0.1, (v) => { loser.pos.y = v }, k.easings.easeInQuad)
),
k.tween(0, dir * -360, 0.2, (v) => { loser.angle = v }),
])
loser.angle = 0
sfxBonk(); k.shake(5)
// Dizzy stagger after wall bounce
this._spawnDizzyStars(loser, 1.2)
loser.play('hit')
for (let w = 0; w < 4; w++) {
await k.tween(loser.pos.x, loser.pos.x + (w % 2 === 0 ? -10 : 10), 0.1, (v) => { loser.pos.x = v })
}
await k.wait(0.3)
winner.play('win'); spawnEmoteText(winner.pos.x, winner.pos.y - 55, 'GET REKT', '#39ff14')
await k.wait(0.3)
await this._resetPositions()
},
// 3: DIZZY STAGGER — sustained combo leaves loser wobbling around the screen
async _brawlDizzyStagger(winningSide: 'a' | 'b' | null, intensity: number) {
const fA = k.get('fighterA')[0]
const fB = k.get('fighterB')[0]
if (!fA || !fB) return
const winner = winningSide === 'a' ? fA : winningSide === 'b' ? fB : (Math.random() > 0.5 ? fA : fB)
const loser = winner === fA ? fB : fA
const dir = winner === fA ? 1 : -1
// Rush in, big combo
sfxZoomWhoosh()
await k.tween(winner.pos.x, loser.pos.x - dir * 35, 0.1, (v) => { winner.pos.x = v }, k.easings.easeInQuad)
const combo = 5 + Math.floor(intensity * 4)
for (let i = 0; i < combo; i++) {
winner.play(['attack', 'kick', 'special'][i % 3]); sfxPunch()
loser.play('hit'); k.shake(3 + Math.floor(i * 0.5))
spawnSparks((winner.pos.x + loser.pos.x) / 2, GROUND_Y - 25 - Math.random() * 20, 3, i % 2 === 0 ? '#ff2d7b' : '#ffcc00')
loser.pos.x += dir * 4
await k.wait(0.04)
}
// Final uppercut
winner.play('special'); sfxCritical(); k.shake(10)
spawnSparks(loser.pos.x, loser.pos.y - 30, 10, '#ffe14d')
await k.tween(loser.pos.y, GROUND_Y - 40, 0.1, (v) => { loser.pos.y = v }, k.easings.easeOutQuad)
await k.tween(loser.pos.y, GROUND_Y, 0.1, (v) => { loser.pos.y = v }, k.easings.easeInQuad)
sfxBonk()
// DIZZY PHASE — loser staggers around aimlessly
this._spawnDizzyStars(loser, 2.5)
loser.play('hit')
spawnEmoteText(loser.pos.x, loser.pos.y - 50, '...wha?', '#ffff88')
winner.play('idle')
// Stagger path — zigzag drunkenly
const staggerPoints = [
loser.pos.x + dir * 30, loser.pos.x - dir * 50,
loser.pos.x + dir * 20, loser.pos.x - dir * 40,
loser.pos.x + dir * 10,
]
for (let s = 0; s < staggerPoints.length; s++) {
await Promise.all([
k.tween(loser.pos.x, staggerPoints[s], 0.2, (v) => { loser.pos.x = v }),
k.tween(loser.angle, (s % 2 === 0 ? 10 : -10), 0.2, (v) => { loser.angle = v }),
])
if (s % 2 === 0) sfxBoing()
}
loser.angle = 0
// Shake it off
spawnEmoteText(loser.pos.x, loser.pos.y - 40, '...ok', '#88ff88')
await k.wait(0.3)
await this._resetPositions()
},
// 4: SUPLEX SLAM — grab, lift overhead, slam to ground with bounce
async _brawlSuplex(attackerSide: 'a' | 'b', intensity: number) {
const attacker = k.get(attackerSide === 'a' ? 'fighterA' : 'fighterB')[0]
const defender = k.get(attackerSide === 'a' ? 'fighterB' : 'fighterA')[0]
if (!attacker || !defender) return
const dir = attackerSide === 'a' ? 1 : -1
// Rush in and grab
sfxZoomWhoosh()
await k.tween(attacker.pos.x, defender.pos.x - dir * 30, 0.1, (v) => { attacker.pos.x = v }, k.easings.easeInQuad)
attacker.play('special'); sfxBlock()
await k.wait(0.1)
// Lift defender overhead
attacker.play('attack')
const liftX = attacker.pos.x
await Promise.all([
k.tween(defender.pos.x, liftX + dir * 5, 0.15, (v) => { defender.pos.x = v }),
k.tween(defender.pos.y, GROUND_Y - 120, 0.2, (v) => { defender.pos.y = v }, k.easings.easeOutQuad),
k.tween(0, 180, 0.2, (v) => { defender.angle = v }),
])
sfxPowerUp()
spawnEmoteText(attacker.pos.x, attacker.pos.y - 70, 'SUPLEX!', '#ff4444')
await k.wait(0.25)
// SLAM DOWN
sfxExplosion()
await Promise.all([
k.tween(defender.pos.y, GROUND_Y + 5, 0.1, (v) => { defender.pos.y = v }, k.easings.easeInQuad),
k.tween(defender.angle, 360, 0.1, (v) => { defender.angle = v }),
])
defender.angle = 0; defender.play('knockback')
k.shake(22); screenFlash('#ff2d2d', 0.15)
spawnShockwave(defender.pos.x, GROUND_Y, '#ff2d2d')
spawnSparks(defender.pos.x, GROUND_Y - 10, 20, '#ff6600')
sfxBoneCrack()
// Ground bounce
await k.tween(defender.pos.y, GROUND_Y - 40, 0.1, (v) => { defender.pos.y = v }, k.easings.easeOutQuad)
sfxBoing()
await k.tween(defender.pos.y, GROUND_Y, 0.1, (v) => { defender.pos.y = v }, k.easings.easeInQuad)
sfxBonk(); k.shake(5)
// Bounce 2 (smaller)
await k.tween(defender.pos.y, GROUND_Y - 15, 0.08, (v) => { defender.pos.y = v }, k.easings.easeOutQuad)
await k.tween(defender.pos.y, GROUND_Y, 0.08, (v) => { defender.pos.y = v }, k.easings.easeInQuad)
// Dizzy on the ground
this._spawnDizzyStars(defender, 1.5)
defender.play('hit')
await k.wait(0.5)
attacker.play('win')
await k.wait(0.3)
await this._resetPositions()
},
// 5: PING PONG VOLLEY — fighters knock each other back and forth across the screen
async _brawlPingPong(winningSide: 'a' | 'b' | null, intensity: number) {
const fA = k.get('fighterA')[0]
const fB = k.get('fighterB')[0]
if (!fA || !fB) return
const volleys = 3 + Math.floor(intensity * 3) + Math.floor(Math.random() * 2) // 3-8
// Start in center
sfxZoomWhoosh()
await Promise.all([
k.tween(fA.pos.x, W / 2 - 30, 0.1, (v) => { fA.pos.x = v }, k.easings.easeOutQuad),
k.tween(fB.pos.x, W / 2 + 30, 0.1, (v) => { fB.pos.x = v }, k.easings.easeOutQuad),
])
for (let v = 0; v < volleys; v++) {
const aHits = v % 2 === 0
const atk = aHits ? fA : fB
const def = aHits ? fB : fA
const pDir = aHits ? 1 : -1
const pushDist = 50 + Math.random() * 40
atk.play(v % 3 === 0 ? 'attack' : v % 3 === 1 ? 'kick' : 'special')
sfxPunch(); def.play('hit'); k.shake(5 + v)
spawnSparks((atk.pos.x + def.pos.x) / 2, GROUND_Y - 30, 5, v % 2 === 0 ? '#ff2d7b' : '#00f0ff')
// Defender flies back
await Promise.all([
k.tween(def.pos.x, def.pos.x + pDir * pushDist, 0.1, (v) => { def.pos.x = v }, k.easings.easeOutQuad),
k.tween(def.pos.y, GROUND_Y - 25, 0.05, (v) => { def.pos.y = v }, k.easings.easeOutQuad).then(() =>
k.tween(def.pos.y, GROUND_Y, 0.05, (v) => { def.pos.y = v }, k.easings.easeInQuad)
),
])
sfxBonk()
// Attacker chases
await k.tween(atk.pos.x, def.pos.x - pDir * 35, 0.08, (v) => { atk.pos.x = v }, k.easings.easeInQuad)
await k.wait(0.03)
}
// Final hit sends loser sliding
const finalAtk = winningSide === 'a' ? fA : winningSide === 'b' ? fB : (volleys % 2 === 0 ? fA : fB)
const finalDef = finalAtk === fA ? fB : fA
finalAtk.play('special'); sfxCritical(); k.shake(12)
finalDef.play('knockback')
spawnSparks(finalDef.pos.x, finalDef.pos.y - 25, 12, '#ffe14d')
if (Math.random() < 0.5) sfxRandomComedy()
await k.wait(0.3)
await this._resetPositions()
},
// 6: GROUND AND POUND — attacker pins defender, hits them on the ground
async _brawlGroundPound(attackerSide: 'a' | 'b', intensity: number) {
const attacker = k.get(attackerSide === 'a' ? 'fighterA' : 'fighterB')[0]
const defender = k.get(attackerSide === 'a' ? 'fighterB' : 'fighterA')[0]
if (!attacker || !defender) return
const dir = attackerSide === 'a' ? 1 : -1
// Rush in and tackle
sfxZoomWhoosh()
await k.tween(attacker.pos.x, defender.pos.x - dir * 30, 0.08, (v) => { attacker.pos.x = v }, k.easings.easeInQuad)
attacker.play('attack'); sfxPunch()
defender.play('knockback'); k.shake(8)
// Defender falls to ground (flatten angle)
await Promise.all([
k.tween(defender.pos.x, defender.pos.x + dir * 20, 0.15, (v) => { defender.pos.x = v }),
k.tween(0, dir * 85, 0.15, (v) => { defender.angle = v }),
])
sfxBonk()
// Attacker moves on top
await k.tween(attacker.pos.x, defender.pos.x - dir * 15, 0.08, (v) => { attacker.pos.x = v })
// Ground pound — rapid hits on downed fighter
const poundHits = 4 + Math.floor(intensity * 5)
for (let i = 0; i < poundHits; i++) {
attacker.play(i % 2 === 0 ? 'attack' : 'kick')
sfxPunch()
k.shake(2 + Math.floor(i * 0.4))
spawnSparks(defender.pos.x + (Math.random() - 0.5) * 20, defender.pos.y - 10, 2, i % 2 === 0 ? '#ff2d7b' : '#ff6600')
defender.pos.y += (i % 2 === 0 ? -2 : 2) // jostle
await k.wait(0.06 + (1 - intensity) * 0.04)
}
// Attacker gets up, backs off
attacker.play('win')
sfxRandomComedy()
await k.wait(0.3)
// Defender slowly gets up
this._spawnDizzyStars(defender, 1.8)
await k.tween(defender.angle, 0, 0.4, (v) => { defender.angle = v }, k.easings.easeOutBack)
defender.play('hit')
spawnEmoteText(defender.pos.x, defender.pos.y - 45, '...ouch', '#ff8888')
await k.wait(0.4)
await this._resetPositions()
},
// 7: HAYMAKER — slow dramatic wind-up, pause, devastating single hit with knockdown
async _brawlHaymaker(attackerSide: 'a' | 'b', _intensity: number) {
const attacker = k.get(attackerSide === 'a' ? 'fighterA' : 'fighterB')[0]
const defender = k.get(attackerSide === 'a' ? 'fighterB' : 'fighterA')[0]
if (!attacker || !defender) return
const dir = attackerSide === 'a' ? 1 : -1
// Slow walk toward defender
attacker.play('kick')
await k.tween(attacker.pos.x, defender.pos.x - dir * 45, 0.4, (v) => { attacker.pos.x = v }, k.easings.easeInOutQuad)
// Wind-up — lean back
attacker.play('special')
sfxDrumRoll()
await k.tween(attacker.pos.x, attacker.pos.x - dir * 20, 0.3, (v) => { attacker.pos.x = v }, k.easings.easeOutQuad)
spawnEmoteText(attacker.pos.x, attacker.pos.y - 55, '...', '#ffffff')
await k.wait(0.5) // dramatic pause
// HAYMAKER
sfxCritical(); sfxExplosion()
attacker.play('attack')
await k.tween(attacker.pos.x, defender.pos.x - dir * 25, 0.04, (v) => { attacker.pos.x = v }, k.easings.easeInQuad)
defender.play('knockback'); k.shake(25)
screenFlash('#ffffff', 0.15)
spawnSparks(defender.pos.x, defender.pos.y - 25, 20, '#ff2d2d')
spawnShockwave(defender.pos.x, GROUND_Y, '#ff2d2d')
sfxVineBoom()
// Defender flies across screen with spin
const flyX = defender.pos.x + dir * 150
await Promise.all([
k.tween(defender.pos.x, Math.min(W - 10, Math.max(10, flyX)), 0.25, (v) => { defender.pos.x = v }, k.easings.easeOutQuad),
k.tween(defender.pos.y, GROUND_Y - 80, 0.12, (v) => { defender.pos.y = v }, k.easings.easeOutQuad).then(() =>
k.tween(defender.pos.y, GROUND_Y, 0.13, (v) => { defender.pos.y = v }, k.easings.easeInQuad)
),
k.tween(0, dir * 720, 0.25, (v) => { defender.angle = v }),
])
defender.angle = 0; sfxBonk(); k.shake(8)
// Knockdown — rotate flat
await k.tween(0, dir * 90, 0.15, (v) => { defender.angle = v })
spawnEmoteText(defender.pos.x, defender.pos.y - 20, 'K.O.?!', '#ff4444')
this._spawnDizzyStars(defender, 2.0)
await k.wait(0.6)
// Get up slowly
await k.tween(defender.angle, 0, 0.35, (v) => { defender.angle = v }, k.easings.easeOutBack)
defender.play('hit')
await k.wait(0.3)
attacker.play('idle')
await this._resetPositions()
},
// 8: BODY CHECK BOUNCER — both charge, collide, one bounces off the other
async _brawlBodyCheck(winningSide: 'a' | 'b' | null, _intensity: number) {
const fA = k.get('fighterA')[0]
const fB = k.get('fighterB')[0]
if (!fA || !fB) return
const winner = winningSide === 'a' ? fA : winningSide === 'b' ? fB : (Math.random() > 0.5 ? fA : fB)
const loser = winner === fA ? fB : fA
const dir = winner === fA ? 1 : -1
const midX = W / 2
// Both charge at each other
fA.play('special'); fB.play('special')
sfxZoomWhoosh()
await Promise.all([
k.tween(fA.pos.x, midX - 20, 0.12, (v) => { fA.pos.x = v }, k.easings.easeInQuad),
k.tween(fB.pos.x, midX + 20, 0.12, (v) => { fB.pos.x = v }, k.easings.easeInQuad),
])
// COLLISION
sfxCritical(); k.shake(18)
spawnSparks(midX, GROUND_Y - 40, 15, '#ffffff')
screenFlash('#ffffff', 0.1)
spawnShockwave(midX, GROUND_Y, '#ffcc00')
// Winner holds ground, loser bounces off
winner.play('win')
loser.play('knockback')
const bounceX = loser === fA ? -20 : W + 20
await Promise.all([
k.tween(loser.pos.x, bounceX, 0.2, (v) => { loser.pos.x = v }, k.easings.easeOutQuad),
k.tween(loser.pos.y, GROUND_Y - 60, 0.1, (v) => { loser.pos.y = v }, k.easings.easeOutQuad).then(() =>
k.tween(loser.pos.y, GROUND_Y, 0.1, (v) => { loser.pos.y = v }, k.easings.easeInQuad)
),
k.tween(0, (loser === fA ? -1 : 1) * 540, 0.2, (v) => { loser.angle = v }),
])
// Off screen! Slide back in
loser.angle = 0; loser.play('hit')
sfxSlideWhistleDown()
const slideFrom = loser === fA ? -30 : W + 30
loser.pos.x = slideFrom
await k.tween(loser.pos.x, loser === fA ? HOME_A : HOME_B, 0.4, (v) => { loser.pos.x = v }, k.easings.easeOutBounce)
this._spawnDizzyStars(loser, 1.5)
sfxBoing()
spawnEmoteText(loser.pos.x, loser.pos.y - 50, '...what happened?', '#ffff88')
await k.wait(0.5)
await this._resetPositions()
},
// Dispatch: pick a random physical exchange variant
async _brawlExchange(winningSide: 'a' | 'b' | null, intensity: number) {
const variant = Math.floor(Math.random() * 9)
switch (variant) {
case 0: return this._brawlRapid(winningSide, intensity)
case 1: return this._brawlKnockdown(winningSide, intensity)
case 2: return this._brawlWallBounce(winningSide, intensity)
case 3: return this._brawlDizzyStagger(winningSide, intensity)
case 4: return this._brawlSuplex(winningSide === 'a' ? 'a' : winningSide === 'b' ? 'b' : (Math.random() > 0.5 ? 'a' : 'b'), intensity)
case 5: return this._brawlPingPong(winningSide, intensity)
case 6: return this._brawlGroundPound(winningSide === 'a' ? 'a' : winningSide === 'b' ? 'b' : (Math.random() > 0.5 ? 'a' : 'b'), intensity)
case 7: return this._brawlHaymaker(winningSide === 'a' ? 'a' : winningSide === 'b' ? 'b' : (Math.random() > 0.5 ? 'a' : 'b'), intensity)
case 8: return this._brawlBodyCheck(winningSide, intensity)
}
},
// Clinch combo: grapple at close range, one fighter dominates with sustained contact
@@ -9194,63 +9628,33 @@ export async function createFightScene(config: FightSceneConfig) {
const attacker = k.get(attackerSide === 'a' ? 'fighterA' : 'fighterB')[0]
const defender = k.get(attackerSide === 'a' ? 'fighterB' : 'fighterA')[0]
if (!attacker || !defender) return
const dir = attackerSide === 'a' ? 1 : -1
const origAX = attackerSide === 'a' ? HOME_A : HOME_B
const origDX = attackerSide === 'a' ? HOME_B : HOME_A
const clinchX = (origAX + origDX) / 2
// Rush in to clinch
sfxZoomWhoosh()
attacker.play('attack')
await k.tween(attacker.pos.x, clinchX - dir * 25, 0.1, (v) => { attacker.pos.x = v }, k.easings.easeInQuad)
await k.tween(defender.pos.x, clinchX + dir * 25, 0.08, (v) => { defender.pos.x = v }, k.easings.easeOutQuad)
// Clinch phase — sustained close-range hits with body contact
const clinchHits = 3 + Math.floor(intensity * 5) + Math.floor(Math.random() * 3) // 3-11 hits
const clinchHits = 3 + Math.floor(intensity * 5) + Math.floor(Math.random() * 3)
const movePool = ['attack', 'kick', 'special'] as const
for (let i = 0; i < clinchHits; i++) {
const move = movePool[i % movePool.length]
attacker.play(move)
sfxPunch()
attacker.play(movePool[i % movePool.length]); sfxPunch()
await k.wait(0.03)
defender.play('hit')
k.shake(2 + Math.floor(i * 0.5))
// Defender gets pushed back slightly, attacker follows
defender.pos.x += dir * 4
attacker.pos.x += dir * 3
// Sparks at the contact point between fighters
spawnSparks(
(attacker.pos.x + defender.pos.x) / 2,
GROUND_Y - 25 - Math.random() * 20,
2 + Math.floor(intensity * 3),
i % 2 === 0 ? '#ff2d7b' : '#ffcc00',
)
// Defender occasionally blocks or fights back (30% chance)
defender.play('hit'); k.shake(2 + Math.floor(i * 0.5))
defender.pos.x += dir * 4; attacker.pos.x += dir * 3
spawnSparks((attacker.pos.x + defender.pos.x) / 2, GROUND_Y - 25 - Math.random() * 20, 2 + Math.floor(intensity * 3), i % 2 === 0 ? '#ff2d7b' : '#ffcc00')
if (Math.random() < 0.3) {
defender.play(movePool[Math.floor(Math.random() * movePool.length)])
sfxBlock()
attacker.play('hit')
k.shake(3)
attacker.pos.x -= dir * 5
await k.wait(0.04)
defender.play(movePool[Math.floor(Math.random() * movePool.length)]); sfxBlock()
attacker.play('hit'); k.shake(3); attacker.pos.x -= dir * 5; await k.wait(0.04)
}
await k.wait(0.04 + (1 - intensity) * 0.03)
}
// Break apart — attacker shoves defender away
sfxKick()
defender.play('knockback')
k.shake(6 + Math.floor(intensity * 6))
sfxKick(); defender.play('knockback'); k.shake(6 + Math.floor(intensity * 6))
spawnSparks(defender.pos.x, defender.pos.y - 25, 8, '#ff2d2d')
await k.tween(defender.pos.x, origDX + dir * 30, 0.15, (v) => { defender.pos.x = v }, k.easings.easeOutQuad)
attacker.play('idle')
await Promise.all([
k.tween(attacker.pos.x, origAX, 0.2, (v) => { attacker.pos.x = v }, k.easings.easeOutQuad),
k.tween(defender.pos.x, origDX, 0.25, (v) => { defender.pos.x = v }, k.easings.easeInOutQuad),
@@ -9263,30 +9667,18 @@ export async function createFightScene(config: FightSceneConfig) {
const defender = k.get(defenderSide === 'a' ? 'fighterA' : 'fighterB')[0]
const attacker = k.get(defenderSide === 'a' ? 'fighterB' : 'fighterA')[0]
if (!defender || !attacker) return
const dir = defenderSide === 'a' ? 1 : -1
const origDX = defenderSide === 'a' ? HOME_A : HOME_B
// Quick retaliation — defender rushes in
defender.play('attack')
sfxZoomWhoosh()
const contactX = attacker.pos.x - dir * 35
await k.tween(defender.pos.x, contactX, 0.08, (v) => { defender.pos.x = v }, k.easings.easeInQuad)
// 2-3 quick counter hits
defender.play('attack'); sfxZoomWhoosh()
await k.tween(defender.pos.x, attacker.pos.x - dir * 35, 0.08, (v) => { defender.pos.x = v }, k.easings.easeInQuad)
const counterHits = 2 + Math.floor(Math.random() * 2)
for (let i = 0; i < counterHits; i++) {
defender.play(i % 2 === 0 ? 'attack' : 'kick')
sfxPunch()
attacker.play('hit')
k.shake(4)
defender.play(i % 2 === 0 ? 'attack' : 'kick'); sfxPunch()
attacker.play('hit'); k.shake(4)
spawnSparks(attacker.pos.x + (Math.random() - 0.5) * 15, attacker.pos.y - 20 - Math.random() * 15, 3, '#00f0ff')
await k.wait(0.05)
}
// Return
attacker.play('idle')
defender.play('idle')
attacker.play('idle'); defender.play('idle')
await k.tween(defender.pos.x, origDX, 0.15, (v) => { defender.pos.x = v }, k.easings.easeOutQuad)
},