[Animation] Snappy, Skippable & Informative Animations#609
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## Summary Makes combat animations snappier and adds player controls to skip animations or slow them down for threat analysis. ## Changes ### Config speedups - config/feedback_config.json: damage_numbers duration 1.0s → 0.4s - config/hud_config.json: turn_banner durations snappier - fade_duration 0.3 → 0.2, slide_duration 0.5 → 0.3 - display_duration 1.2 → 0.6 - Added lethal screen_shake intensity (6.0) and duration (0.25) ### Skip animation (Spacebar) - _skip_animations() in CombatRoom: kills camera shake, hides turn banner, removes floating text labels, resets status bar opacity - Bound to Spacebar in _unhandled_input() during any combat phase ### Slow-motion preview (Shift during enemy turn) - _process() checks if Shift is held during ENEMY_TURN - Sets Engine.time_scale = 0.5; resets to 1.0 on release or phase change - _exit_tree() resets time_scale to prevent stuck slow-motion ### Lethal screenshake - _on_entity_state_changed(): stronger camera shake (1.5x) on enemy death - trigger_camera_shake(): respects accessibility screen_shake setting from SettingsManager (0.0 = disabled) ### Floating text snappiness - CombatHUD.show_floating_text(): reads duration from feedback_config instead of hardcoded 1.0s ### SettingsManager - Added get_value(category, key, fallback) convenience getter ## Testing - 403 tests | 0 errors | 0 failures | 75/75 suites - Headless editor scan: clean Closes #602
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Summary
Makes combat animations snappier and adds player controls to skip animations or slow them down for threat analysis.
Problem
Community research shows players want snappy, skippable, informative animations. Current placeholder/minimal animations were too slow (turn banner 2.3s total) or lacked feedback (no unit flash on damage, no skip option).
Changes
Snappier default durations
Skip animation (Spacebar)
Slow-motion preview (Shift during enemy turn)
_exit_tree()guard resets time scale to prevent stuck slow-motion on scene changeLethal screenshake
screen_shakesetting from SettingsManager (0.0 = completely disabled)Config-driven floating text
CombatHUD.show_floating_text()now reads duration fromfeedback_config.jsoninstead of hardcoded 1.0sSettingsManager
get_value(category, key, fallback)convenience getter for cross-system accessEdge Cases Handled
Testing
Related Issues
Closes #602