Implement Lantern Bearer logic, Phase buttons, and Monster spawning basics
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@@ -185,6 +185,14 @@ export class GameRenderer {
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mesh.position.set(entity.x, h / 2, -entity.y);
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// Clear old children if re-adding (to prevent multiple rings)
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for (let i = mesh.children.length - 1; i >= 0; i--) {
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const child = mesh.children[i];
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if (child.name === "SelectionRing") {
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mesh.remove(child);
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}
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}
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// Selection Circle
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const ringGeom = new THREE.RingGeometry(0.3, 0.4, 32);
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const ringMat = new THREE.MeshBasicMaterial({ color: 0xffff00, side: THREE.DoubleSide, transparent: true, opacity: 0.35 });
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@@ -471,7 +479,7 @@ export class GameRenderer {
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},
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undefined,
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(err) => {
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console.error(`[TextureLoader] ✗ Failed to load: ${path}`, err);
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console.error(`[TextureLoader] [Checked] ✗ Failed to load: ${path}`, err);
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}
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);
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tex.magFilter = THREE.NearestFilter;
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