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fix: render Nightfall role art and align tactical taps - #205

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fix/190-tactical-role-art
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fix/190-tactical-role-art

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@BrandDead

@BrandDead BrandDead commented Oct 9, 2026 •

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Nightfall opponents were generic circles while available crew art remained idle-only, and forced canvas CSS sizing made taps target different cells from those shown. This reuses registered topdown idle/downed role art for fictional rivals and lets existing Phaser FIT size/center the canvas, preserving the engine's tactical cells.

Changes

  • Reuse worldActorResolver art/pivots and URL-derived texture keys; show downed states, readable names and team rings. Preserve role/team/member identity and named opposition.
  • Show the existing registered plate through lighter passable-cell tint; keep cover/exit markings and missing-image markers.
  • Render retained engine events once when same-tick IDs collide; fix full-screen layering and the phone close target.
  • Expose already-available crew HP/ammo/reload/down state in the existing DOM stats row. No parallel state, selection or result writer.
  • No assets generated/imported, dependencies added, manifest/resolver edited, or camera/grid/hitbox/economy/receipt changes.

Verification

Check Result
Regression-first scene suite Base: 4 failed / 1 passed; corrected scene: 5 passed
Full local gates before final HUD addition 1,038 passed / 4 skipped / 92 files; lint 200 baseline warnings / 0 errors / 0 new warnings; typecheck and production build passed
Assets/packages 112 assets / 7.70 MB of 20 MB / 0 errors or warnings; 5 packages / 4 schemas; shipped bytes unchanged
Real built-game phone/desktop before final HUD addition 390×844 touch and 1440×900 pointer: Strip → Nightfall → actual cell movement → fire/reload → registered downed rival → retreat → apply once → strategy → reload; 0 page/console errors
Controlled old-CSS regression Intended Dre cell (0,2) landed at (0,3) on phone and (1,2) on desktop; fixed CSS matched intended cells at both sizes
Phone actor-image failure Named markers/controls/fire/reload/retreat/return/reload playable; one unchanged local ledger entry; 0 page errors / 16 expected resource errors
Final HUD regression Failed on unchanged UI as expected; final CI passed both HUD/log tests, including snapshot HP/ammo/reload/down changes; local preflight completion remains unknown
Published final source CI passed on 9227dc6: 1,039 frontend tests passed / 4 skipped / 92 files; 107 backend tests passed; lint/typecheck/assets/packages/build passed with the same 200 baseline lint warnings

The published scene/CSS blob SHAs match the locally verified versions. Browser proof used the real built demo and controls with read-only session/texture inspection; system-font fallback and hermetic static delivery were used. Local demo receipts are not authenticated Supabase durability proof.

Draft hold

The workspace went offline during the last HUD check. Local captures were inspected but could not be uploaded. Do not make this ready for review until final HUD phone/desktop/failure checks and capture upload are complete. Details and summarized observations are in the evidence README. CI can verify the final code, but does not replace that manual proof.

Refs #190; exact file reservations: initial and HUD amendment. Full hero-package/style approval and missing aim/fire/hit/reload poses remain open. Legal board fallback was used; phone Diorama hit-area overlap is unchanged.

Independent of #204 ATTACK response; integrate either order, reconciling both PROJECT_LOG additions without rewriting history. #169 identity/resolver, #201 DRIVE, #175 staging, migrations/secrets/backend/result authority and deployment are untouched. Existing large-chunk and legacy background/logo build warnings remain. No merge or deployment requested here.

Render registered idle/downed role art, deduplicate presentation effects,
and expose existing crew-condition snapshots in the DOM HUD. Keep final
HUD browser/capture verification explicitly pending after workspace outage.
@vercel

vercel Bot commented Oct 9, 2026 •

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The latest updates on your projects. Learn more about Vercel for GitHub.

Project Deployment Actions Updated
slide Ready Ready Preview Oct 9, 2026 7:04pm UTC

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Founder-approved graphics-first handoff: PR #211 provides fresh evidence for your existing9227dc67 source, without modifying/cherry-picking your branch. Four built-demo normal/character-image-failure runs at390×844 and1440×900 passed48/48 checks; actual moves, fire/reload completion and final condition HUD, registered named/downed art, retreat/apply/return, one demo receipt and booked crew/cash/heat/morale after reload. 48captures/sixrawreports plus full1039-testvalidation logs are attached in the evidence directory. Baseline comparison fails exactly the two absent-art checks. This closes the old final-HUD capture gap, not final style or authenticated-save approval. Your draft/readiness decision remains yours; integration owner should review#205+#211 then reconcile#169/#210 and repeat combined-head gates. No merge/deploy/Supabase changes.

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Preview — 9227dc67 Deployed Oct 9, 2026 by vercel[bot]
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