feat(combat): rebuild the combat screen around the reference layout

Move both health bars to a status row at the top of the scene with a
circular portrait beside each, and place full-body sprites for the
player and the monster standing on the location background instead of
square portraits. The Angriff action now uses the ornate HUD frame art,
with the keybind in the frame's own tab.

Sprite and icon derivatives are keyed by monster key so both seeded
monsters resolve; the Aschenratte body art still carries its original
backdrop until a cut-out version replaces it at the same path.
This commit is contained in:
Bastian Wagner
2026-08-19 22:11:07 +02:00
parent 6affb9eddc
commit 92b9f1cd35
12 changed files with 475 additions and 203 deletions

View File

@@ -1,93 +1,117 @@
<section class="combat-page" aria-label="Kampf">
<section class="combat" aria-label="Kampf">
@if (combatStore.combat(); as combat) {
<div class="combat-page__scene">
<div class="combat-page__combatant combat-page__combatant--player">
<img
class="combat-page__portrait"
src="/images/hud/runtime/CharacterIcon-128.png"
[alt]="combat.player.name"
/>
<div class="combat-page__info">
<span class="combat-page__name">{{ combat.player.name }}</span>
<div class="combat-page__hp" aria-label="Lebenspunkte">
<span>{{ combat.player.currentHp }} / {{ combat.player.maxHp }}</span>
<span class="combat-page__hp-track" aria-hidden="true">
<span class="combat-page__hp-value" [style.inline-size.%]="playerHpPercent()"></span>
</span>
<div class="combat__stage">
<header class="combat__status">
<div class="fighter fighter--player">
<img class="fighter__icon" [src]="playerIcon" alt="" />
<div class="fighter__meter">
<p class="fighter__name">{{ combat.player.name }}</p>
<div
class="bar bar--player"
role="progressbar"
[attr.aria-label]="'Lebenspunkte ' + combat.player.name"
[attr.aria-valuenow]="combat.player.currentHp"
[attr.aria-valuemin]="0"
[attr.aria-valuemax]="combat.player.maxHp"
>
<span class="bar__fill" [style.inline-size.%]="playerHpPercent()"></span>
<span class="bar__text">{{ combat.player.currentHp }} / {{ combat.player.maxHp }}</span>
</div>
</div>
</div>
</div>
<div class="combat-page__round" data-combat-round>Runde {{ combat.round }}</div>
<p class="combat__round" data-combat-round>Runde {{ combat.round }}</p>
<div class="combat-page__combatant combat-page__combatant--monster">
<picture>
@if (runtimeMonsterArtwork(combat.monster.artworkPath); as runtimeArtwork) {
<source [srcset]="runtimeArtwork" type="image/jpeg" />
}
<div class="fighter fighter--monster">
<div class="fighter__meter">
<p class="fighter__name">
{{ combat.monster.name }}
<span class="fighter__level">Stufe {{ combat.monster.level }}</span>
</p>
<div
class="bar bar--monster"
role="progressbar"
[attr.aria-label]="'Lebenspunkte ' + combat.monster.name"
[attr.aria-valuenow]="combat.monster.currentHp"
[attr.aria-valuemin]="0"
[attr.aria-valuemax]="combat.monster.maxHp"
>
<span class="bar__fill" [style.inline-size.%]="monsterHpPercent()"></span>
<span class="bar__text">{{ combat.monster.currentHp }} / {{ combat.monster.maxHp }}</span>
</div>
</div>
<img
class="combat-page__portrait"
[src]="combat.monster.artworkPath"
[alt]="combat.monster.name"
class="fighter__icon"
[src]="monsterIcon(combat.monster.key, combat.monster.artworkPath)"
alt=""
/>
</picture>
<div class="combat-page__info">
<span class="combat-page__name">{{ combat.monster.name }}</span>
<span class="combat-page__level">Stufe {{ combat.monster.level }}</span>
<div class="combat-page__hp" aria-label="Lebenspunkte des Gegners">
<span>{{ combat.monster.currentHp }} / {{ combat.monster.maxHp }}</span>
<span class="combat-page__hp-track" aria-hidden="true">
<span
class="combat-page__hp-value combat-page__hp-value--monster"
[style.inline-size.%]="monsterHpPercent()"
></span>
</span>
</div>
</div>
</header>
<div class="combat__field">
<img class="sprite sprite--player" [src]="playerSprite" [alt]="combat.player.name" />
<img
class="sprite sprite--monster"
[src]="monsterSprite(combat.monster.key, combat.monster.artworkPath)"
[alt]="combat.monster.name"
/>
</div>
</div>
<div class="combat-page__actions">
@if (combat.status === 'ACTIVE') {
<button
type="button"
class="combat-page__attack"
data-combat-attack
[disabled]="combatStore.actionPending()"
(click)="attack()"
>
Angriff
</button>
} @else if (combat.status === 'WON') {
<section class="combat-page__result combat-page__result--won" data-combat-result="WON">
<h2>Sieg</h2>
<p>{{ combat.monster.name }} wurde besiegt.</p>
<p class="combat-page__result-hint">Belohnungen werden im nächsten Schritt verarbeitet.</p>
<button type="button" data-combat-to-hunt (click)="goToHunt()">Zur Jagd</button>
</section>
} @else {
<section class="combat-page__result combat-page__result--lost" data-combat-result="LOST">
<h2>Niederlage</h2>
<p>{{ combat.player.name }} wurde im Kampf besiegt.</p>
<button type="button" data-combat-to-hunt (click)="goToHunt()">Zur Jagd</button>
</section>
}
</div>
<aside class="combat-page__log" aria-label="Kampfprotokoll">
@for (round of logRounds(); track round.round) {
<p class="combat-page__log-round">Runde {{ round.round }}</p>
@for (event of round.events; track event.sequence) {
<p class="combat-page__log-entry">{{ formatEvent(event) }}</p>
<footer class="combat__actions">
@if (combat.status === 'ACTIVE') {
<button
type="button"
class="action"
data-combat-attack
[disabled]="combatStore.actionPending()"
(click)="attack()"
>
<img class="action__icon" src="/images/hud/runtime/AttackIcon-96.png" alt="" />
<span class="action__label">Angriff</span>
<span class="action__key">1</span>
</button>
}
</footer>
@if (combat.status === 'WON') {
<div class="outcome outcome--won" data-combat-result="WON">
<h2 class="outcome__title">Sieg</h2>
<p>{{ combat.monster.name }} wurde besiegt.</p>
<p class="outcome__hint">Belohnungen werden im nächsten Schritt verarbeitet.</p>
<button type="button" class="outcome__button" data-combat-to-hunt (click)="goToHunt()">
Zur Jagd
</button>
</div>
} @else if (combat.status === 'LOST') {
<div class="outcome outcome--lost" data-combat-result="LOST">
<h2 class="outcome__title">Niederlage</h2>
<p>{{ combat.player.name }} wurde im Kampf besiegt.</p>
<button type="button" class="outcome__button" data-combat-to-hunt (click)="goToHunt()">
Zur Jagd
</button>
</div>
}
</div>
<aside class="combat__log" aria-label="Kampfprotokoll">
<h2 class="combat__log-title">Kampflog</h2>
<div class="combat__log-body">
@for (round of logRounds(); track round.round) {
<p class="combat__log-round">Runde {{ round.round }}</p>
@for (event of round.events; track event.sequence) {
<p class="combat__log-entry" [class.combat__log-entry--player]="event.source === 'PLAYER'">
{{ formatEvent(event) }}
</p>
}
}
</div>
</aside>
} @else if (combatStore.loading()) {
<p class="combat-page__loading" role="status">Kampf wird geladen…</p>
<p class="combat__notice" role="status">Kampf wird geladen…</p>
}
@if (combatStore.error(); as error) {
<section class="combat-page__error" role="alert">
<section class="combat__notice combat__notice--error" role="alert">
<p>{{ error }}</p>
<button type="button" data-combat-retry (click)="retry()">Erneut versuchen</button>
</section>