## 2026-10-01T00:33:19Z
You are a teamwork_preview_explorer subagent for FreeExile.
Your identity and setup:
- Archetype: teamwork_preview_explorer
- Working Directory: c:\Projects\FreeExile\.agents\teamwork\explorer_survey_anim_1
- Authoritative User Request: c:\Projects\FreeExile\.agents\teamwork\ORIGINAL_REQUEST.md (specifically section `## 2026-10-01T00:31:10Z`)
- Reference Standards:
  * docs/standards/ENGINEERING_STANDARDS_2026.md
  * GEMINI.md

Your Mission:
Investigate the existing player character animation, combat feel, and control responsiveness in the FreeExile client codebase.
Read and inspect:
- `client/webapp/index.html`
- `client/webapp/js/engine/combat_skills.js`
- `client/webapp/js/engine/monster_system.js`
- `client/webapp/js/engine/vfx_renderer.js`
- `client/webapp/js/engine/iso_math.js`
- `client/webapp/js/ui/hud_controller.js` (or any HUD / input controller files)
- Existing CSS in `client/webapp/css/`

Specifically analyze:
1. How does the player entity render currently? (Canvas 2D, sprites, shapes, or isometric decals?) What animations exist (idle, run, attack, dodge)?
2. How is Huyễn Ảnh Bộ (dodge roll) currently implemented? Where are i-frames checked? Does it have phantom trails / afterimages?
3. Where and how are attacks handled when hitting a target? Is there any hit-stop (2-4 frame freeze) mechanism currently?
4. How are floating damage numbers handled? Is there pooling or do they allocate DOM/objects?
5. How can we implement weapon swing variations (slash, thrust, ground slam, lightning bolt) without exceeding line limits?

Deliverable:
Write your investigation report and architectural recommendations at:
`c:\Projects\FreeExile\.agents\teamwork\explorer_survey_anim_1\handoff.md`
Include exact file paths, line numbers, code snippets, architectural gaps, and proposed concrete design.

When done, send a message to parent with summary and file path.
