A standalone Sindri fighting-game combat lab. Agnes is a small pink shape; Dad is a taller blue shape. The bedroom background stays while we work out which movement, attacks and reactions actually deserve authored graphics.
Play against AI Dad: first to three rounds. Move with A/D, jump W, crouch S, hold left Shift to guard, Space to jab (kick in the air), E to sweep, K to dodge. Touch has a drag stick and JAB, SWEEP, JUMP, GUARD and DODGE buttons. Jump sweeps, defend high or low, bait misses and punish recovery. Energy limits attacks and defense. R restarts; P opens manual training.
Keep this repository and vardirhq/sindri-engine as sibling checkouts. Check out
the engine revision in .sindri-engine, then from the engine directory run:
cargo run --package sindri-editor -- ../fightingmain.scene.json: background, shape fighters, combat HUD and touch controls.scripts/: artwork-independent combat and round rules in Decay.tests/: actual runtime combat regressions and desktop/mobile browser checks.docs/combat.md: current controls, design decisions, balance and limitations.docs/legacy/: historical sprite/rendering implementation notes.textures/agnes/,textures/dad/,textures/effects/: preserved source artwork, unused by the combat lab and excluded from its export.textures/backgrounds/: the retained bedroom background.audio/,fonts/: impact sound and licensed HUD font.
Graphics can be added later as a presentation layer; move startup, active windows, recovery, collision, jump physics and AI do not depend on sprite frame counts.