feat(zuma): redesign level 7
feat(shift): add 9 new artwork pieces
chore: remove Worms game entirely
- Goo Tower: introduce `asleep` state for pile balls. Asleep balls ignore physics/wandering and cannot be picked up until they gain a clear line of sight to an attached structure. Adds zZzZz visual, editor toggle, auto-play filtering, and logic tests.
- Goo Tower Lvl 9 & Zuma Lvl 7: completely redesigned terrain, ball/pile positions, and pipe placement.
- Shift: register 9 new artwork pieces.
- Worms: remove all source files, assets, verifier, build docs, and game wiring.
Add Worms (inspired by Worms Armageddon) as a new arcade game with:
- **Procedural terrain** — seeded Island and Cavern generation, full destruction via `carveCircle`, girder placement, ROCK immunity
- **Bespoke physics** — worm locomotion (walk, jump, backflip, ballistic flight, fall damage), projectile simulation with wind/bounce/homing, ninja rope with corner wrapping, explosion geometry with linear falloff
- **16 weapons** — Bazooka, Grenade, Cluster, Shotgun, Uzi, Fire Punch, Dynamite, Mine, Air Strike, Homing Missile, Holy Hand Grenade, Blowtorch, Girder, Teleport, Ninja Rope, Skip Go (+ Surrender)
- **Match rules engine** — 45s turns, retreat phase, sudden death with rising water, crates, mines, oil drums, chain reactions, deterministic hash-based state
- **8 themes** — Forest, Desert, Farm, Hell, Arctic, Jungle, Construction, Space with full procedural palettes and drop-in art hooks (`data/worms-artwork.json`)
- **Phaser scene** — mode select, quick match setup, camera, HUD, weapon panel, slingshot aim, 2-player hotseat
- **Headless verifier** (`tools/verifyWorms.js`) — 207 checks across terrain, physics, weapons, and match logic; deterministic through the sim
- **Wiring** — registry (iconFrame 92), main.js scene registration, slug dispatch, asset manifest resolver, preload
Also updates `level-008.json` with new solid/spike geometry, additional balls and strands, and repositioned pipe.
Remove the entire Angry Birds implementation including physics solver,
game logic, Phaser scene, level data, verification tool, and registry
wiring. Also delete the build-plan documentation.
Meanwhile, upgrade Goo Tower rendering: spikes now have faceted steel
teeth with dynamic lighting, rust speckling, and twinkling glints;
lava features layered heat gradients, animated flow streaks, and
rising bubbles. Update gootower levels 6-7 and zuma level 6.
Replace the "ride the rim" gear mechanic with instant ball destruction on
contact. Update hazardAt(), resolveTerrain(), and all related tests.
Redesign level 5 ("Watch Out") and level 6 with new terrain layouts
featuring gear hazards, updated ball/pipe/pile positions.
feat(shift): paginate artwork selection and reveal on completion
Add page navigation to artwork cards when there are more than one page,
and fade in the completed artwork over the puzzle after winning.
chore: add 9 new Shift artwork entries