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.
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@@ -6,3 +6,21 @@ const RUNTIME_MONSTER_ARTWORK: Readonly<Record<string, string>> = {
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export function runtimeMonsterArtworkPath(artworkPath: string): string | undefined {
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return RUNTIME_MONSTER_ARTWORK[artworkPath];
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}
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const COMBAT_MONSTER_SPRITE: Readonly<Record<string, string>> = {
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'ash-rat': '/images/combat/sprites/ash-rat-760.png',
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'road-bandit': '/images/combat/sprites/road-bandit-620.png',
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};
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const COMBAT_MONSTER_ICON: Readonly<Record<string, string>> = {
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'ash-rat': '/images/combat/icons/ash-rat-128.png',
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'road-bandit': '/images/combat/icons/road-bandit-128.png',
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};
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export function combatMonsterSpritePath(monsterKey: string): string | undefined {
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return COMBAT_MONSTER_SPRITE[monsterKey];
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}
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export function combatMonsterIconPath(monsterKey: string): string | undefined {
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return COMBAT_MONSTER_ICON[monsterKey];
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}
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