feat: Add nuke targeting halo visualization#88
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- Targeting cursor halo: Shows blast radius while selecting nuke targets - White semi-transparent circles (outer dotted, inner solid) - Follows cursor in world space, updates on mouse move - Supports both Atomic Bomb (30 tiles) and Hydrogen Bomb (100 tiles) - Auto-hides when targeting mode cancelled - Flight-phase halo: Red indicator at impact point during nuke flight - Appears when nuke is launched, persists until detonation/interception - Uses same radius visualization as targeting cursor - Tracks multiple simultaneous nukes independently - Event-driven updates via GameUpdateType.Unit for performance - Performance optimizations: - Event-driven active nuke tracking (Map<id, metadata>) - Resize-aware canvas redraw - Crisp pixel rendering (imageSmoothingEnabled = false) - Memory leak prevention (cleanup on unit removal) - Architecture: - New NukeTargetingLayer with world-space transform support - Type-safe layer access via GameRenderer.getNukeTargetingLayer() - NukeImpactEvent emitted from FxLayer (currently unused after impact phase removal) - Integration with existing UIState.pendingBuildUnitType Resolves nuke-target-halo user story requirements (AC1-AC6). Note: Post-impact fade phase was removed per user feedback; flight-phase halo only.
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Description:
Targeting cursor halo: Shows blast radius while selecting nuke targets
Flight-phase halo: Red indicator at impact point during nuke flight
Performance optimizations:
Architecture:
Resolves nuke-target-halo user story requirements (AC1-AC6). Note: Post-impact fade phase was removed per user feedback; flight-phase halo only.
Please complete the following:
Please put your Discord username so you can be contacted if a bug or regression is found:
el_magico777