Fix Spire Mode floor rendering and swarm floors (Tasks 5 & 6)
- Added enemy naming system with getEnemyName() function - Updated EnemyState type to include name field - Updated generateSwarmEnemies() and generateFloorState() to assign enemy names - Fixed SpireTab.tsx (both versions) to display: - Floor type (Combat/Swarm/Speed/Guardian/Puzzle) with icons - Named enemies based on element and floor tier - Special floor properties (armor %, dodge chance) - Multiple enemies for swarm floors with individual HP bars - Added ROOM_TYPE_LABELS to constants for display - Verified floor type generation logic works correctly - Build succeeds with npm run build
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@@ -257,14 +257,21 @@ export default function ManaLoopGame() {
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<h2 className="text-2xl font-bold game-title text-amber-400">
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🏔️ Spire Mode - Floor {store.currentFloor}
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</h2>
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<div className="flex gap-2">
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<div className="flex gap-2 items-center">
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{/* Show Climbing indicator when actively climbing */}
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{store.currentAction === 'climb' && !store.isDescending && (
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<Badge className="bg-green-900/50 text-green-300 border-green-600">
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Climbing
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</Badge>
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)}
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<Button
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variant="outline"
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className="border-blue-600/50 text-blue-400 hover:bg-blue-900/20"
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onClick={() => store.climbDownFloor()}
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disabled={store.isDescending}
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>
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<ChevronDown className="w-4 h-4 mr-2" />
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Climb Down
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{store.isDescending ? 'Descending...' : 'Begin Descent'}
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</Button>
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{store.currentFloor === 1 ? (
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<Button
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