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samples/Phase 05 - UI + Systems (0501-0512)/sample0501-hitboxes-hurtboxes/CombatHitboxesScene.js

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@@ -102,7 +102,7 @@ export default class CombatHitboxesScene extends Scene {
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const attackActive = isAttackActive(this.attackState);
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drawFrame(renderer, theme, [
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'Engine Sample85',
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'Engine sample 0501',
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'Reusable combat data defines hitboxes and hurtboxes without scene-owned overlap rules.',
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this.message,
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]);

samples/Phase 05 - UI + Systems (0501-0512)/sample0501-hitboxes-hurtboxes/index.html

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<html lang="en">
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<head>
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<meta charset="UTF-8" />
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<title>Sample085 - Hitboxes Hurtboxes</title>
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<title>sample 0501 - Hitboxes Hurtboxes</title>
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<link rel="stylesheet" href="../../../engine/ui/baseLayout.css" />
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</head>
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<body>
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<!--
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Sample: Sample085 - Hitboxes + Hurtboxes
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Sample: sample 0501 - Hitboxes + Hurtboxes
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Description: Demonstrates reusable attack overlap regions and target hurtboxes.
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-->
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<main>
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<h1>Sample085 - Hitboxes + Hurtboxes</h1>
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<h1>sample 0501 - Hitboxes + Hurtboxes</h1>
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<p>Demonstrates reusable attack overlap regions and target hurtboxes.</p>
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<canvas id="game" width="960" height="540"></canvas>
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<section>

samples/Phase 05 - UI + Systems (0501-0512)/sample0502-attack-timing-windows/AttackTimingWindowsScene.js

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@@ -83,7 +83,7 @@ export default class AttackTimingWindowsScene extends Scene {
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const progress = getAttackPhaseProgress(this.attackState);
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drawFrame(renderer, theme, [
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'Engine Sample86',
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'Engine sample 0502',
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'Attack timing is data-driven: startup, active, and recovery windows are reusable engine state.',
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this.message,
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]);

samples/Phase 05 - UI + Systems (0501-0512)/sample0502-attack-timing-windows/index.html

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<html lang="en">
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<head>
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<meta charset="UTF-8" />
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<title>Sample086 - Attack Timing Windows</title>
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<title>sample 0502 - Attack Timing Windows</title>
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<link rel="stylesheet" href="../../../engine/ui/baseLayout.css" />
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</head>
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<body>
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<!--
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Sample: Sample086 - Attack Timing Windows
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Sample: sample 0502 - Attack Timing Windows
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Description: Demonstrates startup, active, and recovery timing windows for attacks.
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-->
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<main>
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<h1>Sample086 - Attack Timing Windows</h1>
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<h1>sample 0502 - Attack Timing Windows</h1>
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<p>Demonstrates startup, active, and recovery timing windows for attacks.</p>
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<canvas id="game" width="960" height="540"></canvas>
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<section>

samples/Phase 05 - UI + Systems (0501-0512)/sample0503-damage-invulnerability/DamageInvulnerabilityScene.js

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@@ -104,7 +104,7 @@ export default class DamageInvulnerabilityScene extends Scene {
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: '#34d399';
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drawFrame(renderer, theme, [
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'Engine Sample87',
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'Engine sample 0503',
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'Damage and invulnerability timing are reusable engine combat state, not sample-only rules.',
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this.message,
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]);

samples/Phase 05 - UI + Systems (0501-0512)/sample0503-damage-invulnerability/index.html

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<html lang="en">
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<head>
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<meta charset="UTF-8" />
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<title>Sample087 - Damage Invulnerability</title>
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<title>sample 0503 - Damage Invulnerability</title>
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<link rel="stylesheet" href="../../../engine/ui/baseLayout.css" />
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</head>
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<body>
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<!--
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Sample: Sample087 - Damage + Invulnerability Frames
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Sample: sample 0503 - Damage + Invulnerability Frames
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Description: Demonstrates damage application with temporary invulnerability after a hit.
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-->
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<main>
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<h1>Sample087 - Damage + Invulnerability Frames</h1>
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<h1>sample 0503 - Damage + Invulnerability Frames</h1>
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<p>Demonstrates damage application with temporary invulnerability after a hit.</p>
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<canvas id="game" width="960" height="540"></canvas>
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<section>

samples/Phase 05 - UI + Systems (0501-0512)/sample0504-knockback-response/KnockbackResponseScene.js

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@@ -73,7 +73,7 @@ export default class KnockbackResponseScene extends Scene {
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render(renderer) {
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drawFrame(renderer, theme, [
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'Engine Sample88',
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'Engine sample 0504',
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'Knockback response is reusable and stays inside the lane bounds without scene hacks.',
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this.message,
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]);

samples/Phase 05 - UI + Systems (0501-0512)/sample0504-knockback-response/index.html

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<html lang="en">
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<head>
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<meta charset="UTF-8" />
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<title>Sample088 - Knockback Response</title>
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<title>sample 0504 - Knockback Response</title>
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<link rel="stylesheet" href="../../../engine/ui/baseLayout.css" />
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</head>
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<body>
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<!--
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Sample: Sample088 - Knockback Response
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Sample: sample 0504 - Knockback Response
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Description: Demonstrates reusable directional knockback when damage lands.
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-->
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<main>
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<h1>Sample088 - Knockback Response</h1>
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<h1>sample 0504 - Knockback Response</h1>
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<p>Demonstrates reusable directional knockback when damage lands.</p>
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<canvas id="game" width="960" height="540"></canvas>
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<section>

samples/Phase 05 - UI + Systems (0501-0512)/sample0505-health-death-state/HealthDeathStateScene.js

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@@ -87,7 +87,7 @@ export default class HealthDeathStateScene extends Scene {
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render(renderer) {
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drawFrame(renderer, theme, [
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'Engine Sample89',
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'Engine sample 0505',
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'Health and death state live in reusable combat data; the sample only proves the transition.',
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this.message,
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]);

samples/Phase 05 - UI + Systems (0501-0512)/sample0505-health-death-state/index.html

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<html lang="en">
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<head>
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<meta charset="UTF-8" />
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<title>Sample089 - Health Death State</title>
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<title>sample 0505 - Health Death State</title>
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<link rel="stylesheet" href="../../../engine/ui/baseLayout.css" />
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</head>
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<body>
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<!--
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Sample: Sample089 - Health + Death State
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Sample: sample 0505 - Health + Death State
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Description: Demonstrates health reduction to zero and a reusable dead disabled state.
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-->
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<main>
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<h1>Sample089 - Health + Death State</h1>
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<h1>sample 0505 - Health + Death State</h1>
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<p>Demonstrates health reduction to zero and a reusable dead disabled state.</p>
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<canvas id="game" width="960" height="540"></canvas>
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<section>

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