The server resolves a whole round in one call, so both blows used to land
at the same instant. The page now keeps its own view of the combat and
plays the round back: the swing animates, the monster's HP and log line
land, then after a beat the monster strikes and the player recoils.
Both animations are six-frame sprite sheets driven by steps(6), which is
why the phase durations mirror the stylesheet.
The status row reflows on the stage's own width via a container query —
the side rails can squeeze it narrow while the viewport is still wide,
which previously overlapped the round marker with the player's name. The
component-style budget moves to 12kB to fit this screen's stylesheet.
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.
Wires up the Slice 0.3 combat screen (player/monster HP bars, round
display, Angriff action, grouped German combat log, victory/defeat
panels) and replaces the Slice 0.2 combat/new placeholder route with
combat/:combatId loading CombatPageComponent.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>