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During **ACTIVE**, the boss deals damage if the player overlaps the AOE circle.
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During **ACTIVE**, the boss deals `BOSS_ATTACK_DMG`damage **every tick**the player overlaps the AOE circle (unless i-framed). Staying in the AOE for the full 5 ticks = 75 damage.
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### Player mechanics
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@@ -86,7 +86,14 @@ All reward constants are in `boss_fight.h`:
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## Rendering / manual play
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- Rendering uses **Raylib**. `BossFight.render()` opens a window and draws the player/boss circles + hit radii.
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- Rendering uses **Raylib** with enhanced visuals:
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- Grid overlay + crosshair axes
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- Time remaining bar (steps + seconds)
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- Boss AoE telegraph (charging ring during WINDUP, filled during ACTIVE)
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- Boss state label (IDLE/WINDUP/ACTIVE/RECOVER)
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- Dodge trail particles + i-frame blink effect
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- Attack pulse ring effect
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- HP bars + dodge cooldown bar in HUD
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- A tiny standalone debug harness lives in `boss_fight.c`:
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- Hold `Left Shift` for manual controls: `WASD` move, `Space` dodge, `J` attack
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