Fighting game

Prompt

Build a 2D fighting game prototype featuring a single playable character and a cpu opponent. Controls & Mechanics: - **Movement:** Standard left/right movement, plus: - **Jump:** Press UP arrow key (or W key) to jump, entering an airborne state with upward momentum affected by gravity. - **Crouch:** Hold DOWN arrow key to enter a crouch state (disabled while airborne). - **Block:** Hold BACK (move away from the opponent) to block incoming attacks (grounded only). - **Combat & Actions:** - **J key:** Punch attack (ground punch or air-punch variation). - **K key:** Kick attack (ground kick with longer reach or air-kick variation). - **L key:** Grab / Throw (close-range grounded interaction; only connects when standing adjacent to an opponent). Should be able to throw opponents behind - **H key:** Super / Special Move (executes a high-damage, special attack with unique startup frames, visual effects, and potentially a resource meter or cooldown requirement). Technical & State Requirements: - **State Machine:** Implement a strict state machine for the player character (e.g., Idle, Walking, Jumping, Airborne, Crouching, Blocking, Punching, Kicking, Grabbing, Super, Hurt) to handle state transitions, priority, and prevent invalid input overlaps. - **Hitboxes & Hurtboxes:** Define distinct collision boxes for standard attacks, super move hitboxes, dynamic hurtboxes (for crouching/jumping), and a proximity box for grabs. - **Physics & Collisions:** Simple 2D gravity, ground detection, landing logic, and stage boundary checks. - **Visual Feedback:** Distinct animations, screen flashes, particle effects, or color/tint changes for the **Super** move, blocking, crouching, jumping, and grabbing. - **Environment:** Simple 2D side-view ground plane with smooth camera framing.

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