diff --git a/Makefile b/Makefile
index a07ac87..c26e99d 100644
--- a/Makefile
+++ b/Makefile
@@ -1,17 +1,27 @@
-# ── Wackelpeter container build/deploy ──────────────────────────────────────
-# Uses Podman (docker-compose optional). Targets:
-# make build – Build image
-# make push – Push image to Gitea registry
-# make up/down – Start/stop via docker-compose
-# make run – Start via podman directly
-# make clean – Remove local image
+# ── Wackelpeter build/deploy (podman) ───────────────────────────────────────
+# Targets:
+# make – Build web frontend locally (npm run build)
+# make web – Same as `make`
+# make dev – Start Vite dev server
+# make build – Build container image (podman)
+# make push – Build & push image to registry (podman)
+# make up/down – Start/stop via docker-compose
+# make run – Start via podman directly
+# make clean – Remove local image
REGISTRY ?= gitea.korbel.network
IMAGE ?= $(REGISTRY)/nico/wackelpeter
TAG ?= latest
COMPOSE ?= docker-compose
-.PHONY: build push up down run clean login
+.PHONY: web dev build push up down run clean login
+
+web:
+ npm --prefix web install
+ npm --prefix web run build
+
+dev:
+ npm --prefix web run dev
build:
podman build -t $(IMAGE):$(TAG) .
diff --git a/web/index.html b/web/index.html
index d2c2474..1d8d229 100644
--- a/web/index.html
+++ b/web/index.html
@@ -15,6 +15,28 @@
position: fixed; top: 0; left: 0; width: 100%; height: 100%;
pointer-events: none; font-family: monospace; z-index: 10;
}
+ #damage-vignette {
+ position: absolute; inset: 0; opacity: 0; pointer-events: none;
+ background: radial-gradient(ellipse at center,
+ rgba(255,0,0,0) 40%, rgba(255,0,0,0.35) 100%);
+ box-shadow: inset 0 0 120px 40px rgba(255,0,0,0.5);
+ }
+ #damage-vignette.hurt { animation: hurt-flash 0.45s ease-out; }
+ @keyframes hurt-flash {
+ 0% { opacity: 1; }
+ 100% { opacity: 0; }
+ }
+ #low-hp-vignette {
+ position: absolute; inset: 0; opacity: 0; pointer-events: none;
+ background: radial-gradient(ellipse at center,
+ rgba(255,0,0,0.05) 0%, rgba(255,0,0,0.15) 55%, rgba(220,0,0,0.7) 100%);
+ box-shadow: inset 0 0 160px 60px rgba(220,0,0,0.55);
+ }
+ #low-hp-vignette.active { animation: low-hp-pulse 1.1s ease-in-out infinite; }
+ @keyframes low-hp-pulse {
+ 0%, 100% { opacity: 0.25; }
+ 50% { opacity: 0.6; }
+ }
#health-bar-bg {
position: absolute; top: 16px; left: 16px; width: 250px; height: 20px;
background: rgba(0,0,0,0.6); border: 2px solid #555;
@@ -199,6 +221,8 @@
+
+
100
diff --git a/web/src/Bat.ts b/web/src/Bat.ts
index 5019e51..90531f1 100644
--- a/web/src/Bat.ts
+++ b/web/src/Bat.ts
@@ -28,15 +28,15 @@ export class Bat extends Enemy {
this.registerFadeMesh(bodyMesh);
this.model.add(bodyMesh);
- // Head with ears (face toward the player: -Z)
+ // Head with ears (face toward the player: +Z)
const head = new THREE.Mesh(new THREE.SphereGeometry(0.18, 12, 10), furMat);
- head.position.set(0, 0.15, -0.3);
+ head.position.set(0, 0.15, 0.3);
this.registerFadeMesh(head);
this.model.add(head);
for (const side of [-1, 1]) {
const ear = new THREE.Mesh(new THREE.ConeGeometry(0.07, 0.18, 6), furMat);
- ear.position.set(side * 0.12, 0.32, -0.25);
+ ear.position.set(side * 0.12, 0.32, 0.25);
this.registerFadeMesh(ear);
this.model.add(ear);
}
@@ -45,7 +45,7 @@ export class Bat extends Enemy {
const eyeMat = new THREE.MeshToonMaterial({ color: 0xff2222 });
for (const side of [-1, 1]) {
const eye = new THREE.Mesh(new THREE.SphereGeometry(0.035, 8, 8), eyeMat);
- eye.position.set(side * 0.07, 0.16, -0.42);
+ eye.position.set(side * 0.07, 0.16, 0.42);
this.registerFadeMesh(eye);
this.model.add(eye);
}
diff --git a/web/src/Brute.ts b/web/src/Brute.ts
index a61012c..3f6812b 100644
--- a/web/src/Brute.ts
+++ b/web/src/Brute.ts
@@ -53,11 +53,11 @@ export class Brute extends Enemy {
this.registerFadeMesh(head);
this.model.add(head);
- // Glowing eyes (face toward the player: -Z)
+ // Glowing eyes (face toward the player: +Z)
const eyeMat = new THREE.MeshBasicMaterial({ color: 0xff6622 });
for (const side of [-1, 1]) {
const eye = new THREE.Mesh(new THREE.BoxGeometry(0.14, 0.1, 0.05), eyeMat);
- eye.position.set(side * 0.16, 1.9, -0.32);
+ eye.position.set(side * 0.16, 1.9, 0.32);
this.registerFadeMesh(eye);
this.model.add(eye);
}
diff --git a/web/src/Crab.ts b/web/src/Crab.ts
index 3bbe884..32d4017 100644
--- a/web/src/Crab.ts
+++ b/web/src/Crab.ts
@@ -40,16 +40,16 @@ export class Crab extends Enemy {
this.model.add(spot);
}
- // Eye stalks (on the armored front side, -Z)
+ // Eye stalks (on the armored front side, +Z)
const stalkMat = new THREE.MeshToonMaterial({ color: 0xdd5533 });
const eyeMat = new THREE.MeshToonMaterial({ color: 0x111122 });
for (const side of [-1, 1]) {
const stalk = new THREE.Mesh(new THREE.CylinderGeometry(0.035, 0.035, 0.22, 6), stalkMat);
- stalk.position.set(side * 0.22, 0.55, -0.42);
+ stalk.position.set(side * 0.22, 0.55, 0.42);
this.registerFadeMesh(stalk);
this.model.add(stalk);
const eye = new THREE.Mesh(new THREE.SphereGeometry(0.09, 10, 8), eyeMat);
- eye.position.set(side * 0.22, 0.68, -0.42);
+ eye.position.set(side * 0.22, 0.68, 0.42);
this.registerFadeMesh(eye);
this.model.add(eye);
}
@@ -70,8 +70,8 @@ export class Crab extends Enemy {
const clawGeom = new THREE.SphereGeometry(0.22, 12, 10);
this.clawL = new THREE.Mesh(clawGeom, shellMat);
this.clawR = new THREE.Mesh(clawGeom, shellMat);
- this.clawL.position.set(-0.45, 0.45, -0.5);
- this.clawR.position.set(0.45, 0.45, -0.5);
+ this.clawL.position.set(-0.45, 0.45, 0.5);
+ this.clawR.position.set(0.45, 0.45, 0.5);
this.clawL.scale.set(1.2, 0.7, 1.4);
this.clawR.scale.set(1.2, 0.7, 1.4);
this.clawL.castShadow = true;
@@ -144,7 +144,7 @@ export class Crab extends Enemy {
) {
// Armored from the front: reduce damage coming from the facing side
if (sourcePos) {
- const front = new THREE.Vector3(0, 0, -1)
+ const front = new THREE.Vector3(0, 0, 1)
.applyQuaternion(this.body.quaternion);
front.y = 0;
front.normalize();
diff --git a/web/src/EnemyProjectile.ts b/web/src/EnemyProjectile.ts
index 779f2be..2a2a456 100644
--- a/web/src/EnemyProjectile.ts
+++ b/web/src/EnemyProjectile.ts
@@ -51,7 +51,7 @@ export class EnemyProjectile {
if (game.player.health > 0) {
const dist = this.body.position.distanceTo(game.player.body.position);
if (dist < HIT_RADIUS) {
- game.player.damage(this.damage);
+ game.player.damage(this.damage, this.body.position);
this.dead = true;
return false;
}
diff --git a/web/src/Frog.ts b/web/src/Frog.ts
index bd64d4f..9e30570 100644
--- a/web/src/Frog.ts
+++ b/web/src/Frog.ts
@@ -52,18 +52,18 @@ export class Frog extends Enemy {
// Belly
const belly = new THREE.Mesh(new THREE.SphereGeometry(0.4, 16, 12), this.whiteMat);
belly.scale.set(0.85, 0.5, 0.85);
- belly.position.set(0, 0.3, -0.42);
+ belly.position.set(0, 0.3, 0.42);
this.registerFadeMesh(belly);
this.model.add(belly);
- // Bulging eyes (face toward the player: -Z)
+ // Bulging eyes (face toward the player: +Z)
const eyeGeom = new THREE.SphereGeometry(0.17, 14, 12);
const pupilGeom = new THREE.SphereGeometry(0.08, 10, 8);
const pupilMat = new THREE.MeshToonMaterial({ color: 0x111122 });
this.eyeL = new THREE.Mesh(eyeGeom, this.whiteMat);
this.eyeR = new THREE.Mesh(eyeGeom, this.whiteMat);
- this.eyeL.position.set(-0.24, 0.72, -0.28);
- this.eyeR.position.set(0.24, 0.72, -0.28);
+ this.eyeL.position.set(-0.24, 0.72, 0.28);
+ this.eyeR.position.set(0.24, 0.72, 0.28);
this.eyeL.castShadow = true;
this.eyeR.castShadow = true;
this.registerFadeMesh(this.eyeL);
@@ -72,7 +72,7 @@ export class Frog extends Enemy {
for (const eye of [this.eyeL, this.eyeR]) {
const pupil = new THREE.Mesh(pupilGeom, pupilMat);
- pupil.position.set(0, 0.02, -0.12);
+ pupil.position.set(0, 0.02, 0.12);
this.registerFadeMesh(pupil);
eye.add(pupil);
}
@@ -82,7 +82,7 @@ export class Frog extends Enemy {
for (const side of [-1, 1]) {
const thigh = new THREE.Mesh(legGeom, greenMat);
thigh.scale.set(0.8, 1, 1.2);
- thigh.position.set(side * 0.42, 0.25, 0.35);
+ thigh.position.set(side * 0.42, 0.25, -0.35);
thigh.rotation.y = side * 0.5;
thigh.castShadow = true;
this.registerFadeMesh(thigh);
diff --git a/web/src/Game.ts b/web/src/Game.ts
index b2f4795..8764af8 100644
--- a/web/src/Game.ts
+++ b/web/src/Game.ts
@@ -96,8 +96,17 @@ export class Game {
private uiOfferIcons: HTMLElement[] = [];
private uiOfferTitles: HTMLElement[] = [];
private uiOfferDescs: HTMLElement[] = [];
+ private uiDamageVignette!: HTMLElement;
+ private uiLowHpVignette!: HTMLElement;
private mouseOnCanvas = false;
+ private bloodParticles: {
+ mesh: THREE.Mesh;
+ vel: THREE.Vector3;
+ life: number;
+ mat: THREE.MeshBasicMaterial;
+ }[] = [];
+
constructor() {
this.scene = new THREE.Scene();
this.scene.background = new THREE.Color(0x0d1117);
@@ -178,6 +187,8 @@ export class Game {
this.uiLevelUp = document.getElementById('level-up')!;
this.uiConfirmBtn = document.getElementById('btn-confirm') as HTMLButtonElement;
this.uiConfirmBtn.addEventListener('click', () => this.confirmOffer());
+ this.uiDamageVignette = document.getElementById('damage-vignette')!;
+ this.uiLowHpVignette = document.getElementById('low-hp-vignette')!;
for (let i = 0; i < 3; i++) {
const card = document.getElementById(`offer-${i}`)!;
@@ -869,6 +880,71 @@ export class Game {
if (this.player.health <= 0 && this.state === 'playing') {
this.gameOver();
}
+
+ this.uiLowHpVignette.classList.toggle(
+ 'active', healthPct < 0.3 && healthPct > 0
+ );
+ }
+
+ onPlayerHurt(sourcePos: THREE.Vector3) {
+ const el = this.uiDamageVignette;
+ el.classList.remove('hurt');
+ void el.offsetWidth;
+ el.classList.add('hurt');
+
+ const away = new THREE.Vector3()
+ .subVectors(this.player.body.position, sourcePos);
+ away.y = 0;
+ if (away.lengthSq() < 0.01) {
+ away.set(Math.random() - 0.5, 0, Math.random() - 0.5);
+ }
+ away.normalize();
+
+ const geom = new THREE.SphereGeometry(0.07, 6, 6);
+ const count = 12;
+ for (let i = 0; i < count; i++) {
+ const mat = new THREE.MeshBasicMaterial({
+ color: 0xcc2222,
+ transparent: true,
+ });
+ const mesh = new THREE.Mesh(geom, mat);
+ mesh.position.copy(this.player.body.position);
+ mesh.position.y += 0.5;
+ this.scene.add(mesh);
+ this.bloodParticles.push({
+ mesh,
+ mat,
+ vel: away.clone()
+ .multiplyScalar(2 + Math.random() * 3)
+ .add(new THREE.Vector3(
+ (Math.random() - 0.5) * 1.5,
+ 3 + Math.random() * 3,
+ (Math.random() - 0.5) * 1.5
+ )),
+ life: 0.5 + Math.random() * 0.3,
+ });
+ }
+ }
+
+ private updateBloodParticles(dt: number) {
+ for (let i = this.bloodParticles.length - 1; i >= 0; i--) {
+ const p = this.bloodParticles[i];
+ p.life -= dt;
+ if (p.life <= 0) {
+ this.scene.remove(p.mesh);
+ p.mesh.geometry.dispose();
+ p.mat.dispose();
+ this.bloodParticles.splice(i, 1);
+ continue;
+ }
+ p.vel.y -= 14 * dt;
+ p.mesh.position.addScaledVector(p.vel, dt);
+ if (p.mesh.position.y < 0.06) {
+ p.mesh.position.y = 0.06;
+ p.vel.set(0, 0, 0);
+ }
+ p.mat.opacity = Math.max(0, p.life / 0.6);
+ }
}
private animate() {
@@ -889,6 +965,8 @@ export class Game {
}
}
+ this.updateBloodParticles(dt);
+
// Update animations
this.player.updateAnimations(dt);
this.player.rightHandWeapon.updateAnimation(dt);
@@ -919,7 +997,7 @@ export class Game {
if (enemy.dead) continue;
const dist = enemy.body.position.distanceTo(this.player.body.position);
if (dist < enemy.contactRadius) {
- this.player.damage(enemy.contactDps * dt);
+ this.player.damage(enemy.contactDps * dt, enemy.body.position);
if (thorns > 0) {
enemy.takeDamage(thorns * dt, this, false);
}
diff --git a/web/src/Player.ts b/web/src/Player.ts
index cf5d89b..78a9ddf 100644
--- a/web/src/Player.ts
+++ b/web/src/Player.ts
@@ -45,6 +45,12 @@ export class Player {
private clips: Map
= new Map();
private currentAnim = '';
private backShield: THREE.Group | null = null;
+ private bodyMaterials: THREE.MeshToonMaterial[] = [];
+ private hurtCooldown = 0;
+ private flashTime = 0;
+ private static readonly BASE_COLOR = 0x44aa44;
+ private static readonly HURT_COLOR = 0xff5555;
+ private static readonly HURT_FLASH_TIME = 0.3;
constructor() {
this.body = new THREE.Group();
@@ -151,9 +157,10 @@ export class Player {
child.castShadow = true;
child.receiveShadow = true;
const mat = new THREE.MeshToonMaterial({
- color: 0x44aa44,
+ color: Player.BASE_COLOR,
});
child.material = mat;
+ this.bodyMaterials.push(mat);
}
});
this.body.add(model);
@@ -170,11 +177,12 @@ export class Player {
console.warn('Failed to load blob model, using fallback', e);
// Fallback capsule
const bodyGeom = new THREE.CapsuleGeometry(0.5, 0.5, 8, 16);
- const bodyMat = new THREE.MeshToonMaterial({ color: 0x44aa44 });
+ const bodyMat = new THREE.MeshToonMaterial({ color: Player.BASE_COLOR });
const bodyMesh = new THREE.Mesh(bodyGeom, bodyMat);
bodyMesh.position.y = 0.75;
bodyMesh.castShadow = true;
this.body.add(bodyMesh);
+ this.bodyMaterials.push(bodyMat);
}
}
@@ -208,6 +216,15 @@ export class Player {
updateAnimations(dt: number) {
if (this.mixer) this.mixer.update(dt);
+ if (this.hurtCooldown > 0) this.hurtCooldown -= dt;
+ if (this.flashTime > 0) {
+ this.flashTime -= dt;
+ const t = Math.max(0, this.flashTime) / Player.HURT_FLASH_TIME;
+ const color = new THREE.Color(Player.BASE_COLOR).lerp(
+ new THREE.Color(Player.HURT_COLOR), t
+ );
+ for (const mat of this.bodyMaterials) mat.color.copy(color);
+ }
}
setGame(game: Game) {
@@ -226,7 +243,7 @@ export class Player {
this.health = Math.min(this.health + amount, this.stats.maxHealth);
}
- damage(amount: number) {
+ damage(amount: number, sourcePos?: THREE.Vector3) {
if (this.shieldHp > 0) {
const absorbed = Math.min(this.shieldHp, amount);
this.shieldHp -= absorbed;
@@ -234,6 +251,13 @@ export class Player {
this.shieldTimer = this.stats.shieldRechargeDelay;
}
this.health -= amount;
+ if (amount > 0 && this.hurtCooldown <= 0) {
+ this.hurtCooldown = 0.25;
+ this.flashTime = Player.HURT_FLASH_TIME;
+ if (this.game) {
+ this.game.onPlayerHurt(sourcePos ?? this.body.position);
+ }
+ }
}
updatePassives(dt: number) {
diff --git a/web/src/Slime.ts b/web/src/Slime.ts
index 330381e..762171a 100644
--- a/web/src/Slime.ts
+++ b/web/src/Slime.ts
@@ -25,11 +25,11 @@ export class Slime extends Enemy {
this.registerFadeMesh(this.bodyMesh);
this.model.add(this.bodyMesh);
- // Cute eyes (face toward the player: -Z)
+ // Cute eyes (face toward the player: +Z)
const eyeMat = new THREE.MeshToonMaterial({ color: 0x111122 });
for (const side of [-1, 1]) {
const eye = new THREE.Mesh(new THREE.SphereGeometry(0.09, 10, 8), eyeMat);
- eye.position.set(side * 0.18, 0.72, -0.42);
+ eye.position.set(side * 0.18, 0.72, 0.42);
this.registerFadeMesh(eye);
this.model.add(eye);
}