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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@@ -26,3 +26,12 @@ export { PRESTIGE_DEF } from './prestige';
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export type { RoomType } from './rooms';
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export { PUZZLE_ROOM_INTERVAL, SWARM_ROOM_CHANCE, SPEED_ROOM_CHANCE, PUZZLE_ROOM_CHANCE } from './rooms';
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export { PUZZLE_ROOMS, SWARM_CONFIG, SPEED_ROOM_CONFIG, FLOOR_ARMOR_CONFIG } from './rooms';
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// Room type display labels
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export const ROOM_TYPE_LABELS: Record<string, { label: string; icon: string; color: string }> = {
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combat: { label: 'Combat', icon: '⚔️', color: '#EF4444' },
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swarm: { label: 'Swarm', icon: '🐝', color: '#F59E0B' },
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speed: { label: 'Speed', icon: '💨', color: '#3B82F6' },
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guardian: { label: 'Guardian', icon: '🛡️', color: '#EF4444' },
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puzzle: { label: 'Puzzle', icon: '🧩', color: '#8B5CF6' },
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};
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