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Abilities Addon
A close-quarters brawl built on @yagejs-addons/abilities:
two swappable 1-2-3 combos chain hitbox phases, each a
windup → active → recovery sequence that leaves you briefly
exposed after landing (or whiffing) — every combo stage, the
charge finisher, and the parry counter set a priority above
the addon's built-in stagger reaction, so a committed attack still takes
damage but can't be flinched or knocked back out of it. FISTS ends in a
lunging hook and charges a homing fireball; KICKS chains front, high,
and flying kicks and charges the existing heavy kick. Its bullet time
begins just before the kick starts. Tapping dash mid-attack buffers it
to fire the instant the hit lands, cancelling the recovery, while
holding dash runs. dash and the parry counter both pair
invulnerable with a matching game-defined flash step, so
invulnerability from any source (those windows, or the post-hit i-frames
HitReceiver arms automatically) strobes the sprite. Guard
is a hold-vs-tap split: holding reduces every landed hit in place with
no stagger and stays open across as many hits as land, tapping cancels
the hold into a short parry that negates and punishes back through the
Hittable trait, with a counter (melee punch or projectile
reflect, both hand-rolled) on a successful parry.
potion plays on its own "item" lane so it
works even mid-stagger. Enemies close to melee range for a telegraphed
hitbox strike or hang back and fire a
projectile fireball, flashing a warning tint and bursting
particles through their windup — unlike the player, enemies carry
no priority, so a landed hit always interrupts the
telegraph. An engagement token lets only one enemy attack at a time; the
rest orbit/strafe at mid range instead of piling on. Pressing
E swaps the player's complete definition set between the
FISTS and KICKS movesets. The game calls
replaceDefinitions(), disposes the old input driver, and
creates the driver for the new loadout; active abilities and cooldowns
are cleared by the destructive swap. Landed hits scale hitstop, camera
shake, impact particles, and a hit thock by weight; the camera is zoomed
in and softly follows the player, clamped to the arena; the bottom
hotbar tracks each action's cooldown with a clock-wipe arc.
WASD/Arrows move · Space/J
tap to combo, hold to charge · Shift/K tap
to dash, hold to run · F/L hold to block,
tap to parry · Q/1 potion ·
E swap FISTS/KICKS loadout · H toggle
hitbox/collider debug overlay · R reset