Mindrealm v1 — Defeated Beast Post-Blast Swipe — Checkpoint 04

- Preserves Checkpoint 03's PHLEGM v8-style shared bootstrap/compiler UI and
  the versioned, non-destructive `../../Mindrealm v1/` clone destination.
- At the end of *each individual* Flare blast (or Bomb blast), each visible
  defeated beast is captured before the map removes it, so it can swipe out.
- Each beast sprite is animated during that individual blast's post-blast
  outcome phase; it moves radially away from the impact point while a
  direction-matched wipe and opacity fade remove the sprite.
- Gameplay kills, counters, and map cells update exactly once at impact.
  Only the visual remains until the outcome phase expires; later overlapping
  blasts cannot re-kill or re-animate that monster.
- Hidden monsters are still defeated by blasts, but no sprite animation leaks
  them through fog of war. Swipe pixels also respect fog and the map bounds.
- The swipe effect uses no RNG and cannot disturb deterministic generation.
- After each Flare blast, swipe state is cleared before the next blast starts.
- Project source .bi files and notes use CRLF; Unix .sh scripts remain LF.

Validation: packaging/structure/source invariants verified; native FreeBASIC
compile and interactive graphics tests were not available in this environment.
