I have successfully added a full particle and animation overlay to the game rendering logic to make the combat feel much heavier and more satisfying!
What was implemented
1. Death Shatter Particles
When any piece gets killed, they now physically shatter into dozens of little flying pixel squares. The squares inherit the base color of the piece (white pieces shatter light bits, black pieces shatter into dark bits) and have gravity and friction applied, scattering across the board and fading out dynamically.
2. Screen Shake and Weakness Hits
The main canvas now implements a context translation based on a global this.screenShake variable. If a piece hits an enemy and triggers the WEAKNESS multiplier (damage > 1.5x), the following happens:
For standard hits without a weakness modifier, smaller sparks matching the attacker's color are emitted.
3. King's Rebirth Aura
The White King now visually shows off the player's prestige! Based on the amount of stored rebirths (this.saveData.rebirths), a breathing, pulsing aura gradient is drawn directly underneath the King.