Address three fidelity issues found during Brian's playtest:
- Throttle: base speed 150→175, heat now chases a target (0.5 for A, 1.0 for B)
so holding A alone settles the meter halfway without stalling.
- Turbo: overheat window extended to 6–8 seconds (heatRiseRate 1/7s), turbo speed
275→235 against 175 base (57% boost). AI rivals now use hysteresis (heatOff/
heatOn) instead of feathering around a single threshold.
- Landing: tolerance is lopsided — rear-wheel-first is safe (landCleanBack 0.45 /
landHardBack 1.20), nose-down is strict (landCleanNose 0.32 / landHardNose 0.92).
Crash rates across banks dropped from 1.3–5.9 to 0.2–3.0 per 1000px.
Other changes:
- Qualify targets: max(human × 1.06, expert × 1.12) so a perfect ride has margin.
- Fix NaN in countdown caused by renamed heatRate constant.
- Soak bands re-based; added monotonic ordering check (expert > human > steady > naive).
- Title screen now shows controls and "LAND REAR WHEEL FIRST" hint.
- All 10 track qualifyMs values retuned to new physics.
- Generate 60 levels across 5 themed tiers (Downtown, Freight Yard, Airport Apron,
Construction, Night City) with guaranteed minimal and unsolved board states
- Rewrite generator (tools/genRushHour.js) with refine() pipeline that strips
redundant vehicles and re-hardens boards, plus hill-climbing phase B
- Add comprehensive verifier (tools/verifyRushHour.js) checking solver correctness,
structural criteria, MINIMAL/UNSOLVED properties, and curriculum shape
- Implement procedural vehicle art (RushHourArt.js) with baked textures, per-theme
decals (hazard, hivis, freight, neon), and themed board surfaces
- Move level bank to assets/gamedata/rushhour/levels.json and fetch on entry
instead of preloading at boot
- Restructure level JSON with tiers, level names, par, and difficulty metrics
(decoyDensity, targetRetreats, firstMoveFanout, carsMoved)
- Update level select to display tiers with themed swatches and color-coded labels
- Show level name and theme in HUD during gameplay
- Tighten hint solver with maxStates budget to prevent main-thread stalls
- Update PreloadScene to remove rushhour.json from boot-time assets
- Reduce pushSpeed across all 20 levels to ~60% of original values in
tools/genZuma.js, making the chain advance more slowly and giving the
player more reaction time. starScores() thresholds auto-adjust downward
since they are derived from pushSpeed.
- Add per-level background art (zuma-background-1 / -2) alternated per
level via a new `background` field in each level definition; draw it in
ZumaGame.drawBackground() over the solid fallback rectangle.
- Register the two new background textures and sfx-zuma-lose in the asset
manifest.
- Add playLoseFanfare() mirroring playStartFanfare() to duck/pause music
and play the lose SFX when the chain goes over the edge (onLost).
- Add a black stroke to the "ZUMA!" win banner for readability.
- Bump music volume to 0.5 in zuma-music.json.
Add a chain of explosions that runs from the last match location to the
pit on level completion, distributing the time bonus across each blast.
The sequence ducks the soundtrack during the finale and plays the win
jingle as the chain reaches the edge, then resumes music before
revealing the victory banner.
- Register new `sfx-zuma-win` audio asset in the manifest
- Track last clear position (lastClearX/lastClearY) from match/explosion events
- Add `nearestS` to ZumaLogic for sampling the path at a world coordinate
- Implement `playVictoryFireworks()` orchestrating the timed explosion chain
with configurable step/gap tuning constants
- Add `victoryExplosion()` for a brighter additive flash + particle burst
- Remove premature `SFX.VICTORY_SHORT` play in favor of the win jingle timed
to the finale
Introduce underground tunnel sections to Zuma levels, letting the
chain roll out of sight and back in. Tunnels are arc-length intervals
on the path; while a ball is submerged it is inert — ignored by shots,
the laser sight, and explosions — and the path itself is drawn as a
faint buried trace beneath any live section that crosses it.
Engine (ZumaLogic.js): TUNNEL constants, normalizeTunnels, isHidden,
visibilityAt, pathSpans, sampleRange, nearestS; createLevel,
syncPositions, applyPower, stepFlights, and rayHit all honour
submersion. validateLevel lints mouth placement, spacing, and the
40% max-hidden fraction.
Game (ZumaGame.js): depth layer reorg so a live path always wins an
overlap with a tunnel stone; addPortal draws the two-layer maw (stone
below the chain, mouth above it); drawPit replaces the old skull with
a broken-stone collar and vapour swirl; startPitFall rolls the lost
chain over the lip in order, shrinking marbles into the dark; the
level-start fanfare ducks the soundtrack via MusicPlayer pause/resume.
Editor (ZumaEditor.js): new Tunnels tool with click-to-place,
drag-to-slide, right-click-to-remove, ESC-to-cancel; three graphics
layers (buried path, live path, handles) matching the game's
stacking; queueGameAssets so editor Test Play has the lazy art ready.
Art: ZumaPortal.js (carved serpent-head maw, symmetric so one
texture serves both ends) and ZumaPit.js (shaft of darkening discs
read as depth, not a painted circle).
Audio: four Zuma SFX (shoot, hit, start, explode) and a three-track
soundtrack wired through data/zuma-music.json and the asset manifest;
genZuma.js gains a tunnels column (fractions of path length) and
verifyZuma.js gains a tunnel test suite.
Move path band widths, colors, and groove properties out of ZumaGame
hardcoded constants and into a single PATH_STYLE config in ZumaLogic.
Both ZumaGame and ZumaEditor now draw the path using the same nested
band strokes for a consistent concave-channel appearance.
Significantly raise pushSpeed values across all levels (roughly 4x increase)
to make the game more challenging. Updated corresponding star score thresholds
proportionally. Adjusted editor UI max pushSpeed to 400 and updated validation
constraints to match.
Changes affect:
- data/zuma.json: level definitions with new pushSpeed and starScores
- src/games/zuma/ZumaEditor.js: editor input max value
- src/games/zuma/ZumaLogic.js: validation range
- tools/genZuma.js: generator table values
- Replace drawn ball textures with 32-frame rolling cycle + fixed specular
highlight, so marbles visibly rotate as they travel along the path
- Switch from Phaser Containers to a Layer for proper depth-sorted rendering
- Replace hand-drawn frog with assets/images/zuma/frog.png sprite sheet
(2 frames: base disc + slotted overlay for the mouth)
- Add ZumaEditor (/?zuma-editor=1): drag/insert/delete path points, move
frog, tune parameters, test-play, export bank or single level
- Increase BALL_RADIUS 24→32, BALL_SPACING 48→64, and rebalance all tuning
constants (catchup/pullback speeds, explosion radius, frog clearance)
- Extract geometry lint (validateLevel, validateLevelParams) into ZumaLogic
so genZuma.js, verifyZuma.js, and the editor share identical rules
- Rewrite genZuma.js with a Pen class (straights + circular arcs at uniform
STEP=70px) to avoid Catmull-Rom overshoot; regenerate all 20 levels
- Update verifyZuma.js aimbot soak: 8 seeds/level, ≥80% bank clear rate,
star curve calibrated above mechanical play
- Update level data: new coordinates, adjusted quotas/speeds/colors/scores
- Add new background images (background-01.png, background-02.png)
- Add background image to Zuma title screen with solid color fallback
- Add new depth layer for background rendering (D.bg)
- Style progress text with semi-transparent background rectangle
- Reposition game buttons grid lower on screen for better visual balance
- Register zuma-menu-bg asset in manifest for lazy loading
- Add Advance Wars and Zuma image assets (background, frog sprite)
- Shuffle hero roster at game start for varied playthroughs
- Cycle through heroes as player levels up (backgrounds, portraits, names)
- Emit levelUp event from logic engine when row emergence triggers level up
- Lazy-load hero assets (backgrounds + voice) on first display
- Update HUD with "WITH" text and hero portrait in Endless mode
- Skip unsuffixed fallback backgrounds to avoid unnecessary load errors
Replace simple line-based strand rendering with filled polygon shapes that
are thick at the ends and pinched thin in the middle, with curved edges
and perpendicular sag for a drooping arc effect. Strands now connect
smoothly to balls with tangent-aligned edges.
- Add edge-based camera panning when zoomed in (50px threshold from screen edges)
- Add cinematic level intro animation: zoom to pipe, pause, then pan to initial structure
- Block user input during intro animation to prevent interference
- Add optional debug zoom level display (toggled via DEBUG_ZOOM constant)
- Clean up intro animation and debug text on level reset
- Add custom background image for Jewel Quest menu screens
- Remove redundant title/subtitle text from Jewel Quest class and level select screens
- Reorganize Jewel Quest UI layout with improved positioning and semi-transparent text backgrounds
- Update Jewel Quest level select grid and status text positioning for better visual hierarchy
- Add background backdrop to Shift game "Choose Your Image" title for improved readability
- Add background image support for Shift game menu screens
- Remove redundant title/subtitle text in Shift difficulty select
- Add nuclear explosion SFX for Total Annihilation commander deaths
- Extend _throttledSfx to support optional volume parameter
- Add gootower-bg to asset manifest
- Replace drawSky() with drawBackground() method that renders the background texture
- Display background when entering play mode
- Register 'chinese' music override for mahjong and mahjongmatch in soundtrack config
- Preload chinese-music.json in PreloadScene
- Lazy-load Chinese music assets via asset manifest for both games
- Update game scenes to use getGameSoundtrack() with volume support
- Update mahjong match background images (01, 02)
- Add background images for Bejeweled Blitz and Peggle menu screens
- Update asset manifest with new bg-bejeweled and bg-peggle-menu textures
- Bejeweled: use new background with fallback to existing bj-bg
- Peggle: replace title/subtitle text with custom background image
- Adjust Peggle progress text position to top-right corner
Idle builder units now automatically repair damaged allied structures
and units within their build range. A priority system ensures defensive
buildings are repaired before factories and other buildings. Auto-heal
orders are marked as non-player-assigned so explicit player orders
always take precedence. Builders can re-prioritize targets on a
retargeting cadence, similar to combat target acquisition.
Includes visual asset updates for TA arm and core units/structures.
Adjusts test to isolate passive self-heal from the new auto-heal mechanic.
Introduce three new entities:
- Rocket Trooper: anti-armor infantry with shoulder-mounted guided rocket
- Constructor: unarmed tracked builder to replace lost commander build capacity
- Advanced Vehicle Plant: 4×4 factory with doubled production bays
Update AI composition weights and counter logic for the new units. Fix
byDef map to use Object.create(null) so the "constructor" key doesn't
shadow Object.prototype.constructor and silently poison gap calculations.
Add procedural art shapes for all three, register proc shapes in TARules,
update sprite frame assignments, and add core-structures assets.
- Add TA-specific sound effects (machinegun, 50cal, rocket variants, unit/vehicle loss)
- Add background artwork and update core-units sprite sheet with correct path and dimensions
- Introduce pintle gun weapon with burst fire mechanics
- Switch weapon sounds to TA-themed audio; support sound arrays for random variant picking
- Add impactSound field to projectile weapons, propagated through sim events
- Reduce unit build times and increase structure HP for better pacing
- Enable idle breathing/rotation animations on resource generators
- Replace solid-color backdrop with painted background image on main menu
- Fix camera state cleanup so menus render correctly after gameplay
Introduce the ability to cancel individual queued orders, addressing the
previous limitation where `stop` only cleared the entire queue.
- Add `cancelOrder` logic with proper cleanup for unstarted BUILD orders
(site removal, footprint unstamping, freeing builders)
- Implement queue hit-testing and visual selection highlighting in TAWorldView
- Wire up right-click cancellation, Delete/Backspace key binding, and
click-to-highlight queue entries in the game scene
- Automatically invalidate queue selection when units die, are deselected,
or orders are consumed
Players can now precisely manage command queues without affecting active or
completed constructions.
Bloxorz:
- Rewrite renderer with axonometric projection, rigid 3D box rolling, and continuous face shading
- Introduce new tile types: heavy switches (standing-only), soft switches, hold pads, fragile ground, split cubes, and teleporters
- Redesign all 36 levels using hand-authored ASCII maps in the generator, organized into six progressive acts
- Add design gates to verify solvability, mechanic necessity, and difficulty progression across acts
- Improve input handling with a directional compass, WASD/arrow key resolution, and smooth teleport/fall animations
- Update tutorial to document new mechanics and tile behaviors
Total Annihilation:
- Extend unit/building sight range to cover weapon max range + 2 tiles for improved fog visibility
- Implement crossfade between wireframe and finished sprites for building construction
- Switch to full-color assets by removing army tinting, and update artwork JSON paths/sizes
- Adjust weapon stats (damage, reload times) in rules
- Update sprites documentation to reflect the new visual pipeline
- Add aiCitySiteScore to evaluate tiles only outside existing city radii
- Pre-compute covered tiles to avoid overlapping working ranges
- Increase search radius from 7 to 12 for finding distant good sites
- Reject sites within 3 tiles of own cities; soft penalty at 4-5 tiles
- Replace deprecated siteQuality import with new scoring logic
- Add Bloxorz as a new logic game with tutorial support
- Register Bloxorz in games registry, main scene, and game room dispatch
- Preload bloxorz.json artwork data in PreloadScene
- Fix arm-structures artwork path and frame dimensions for Total Annihilation
- Balance Total Annihilation weapon stats:
- Increase tankgun damage (95→145)
- Decrease rocketpod damage (130→80)
- Decrease towerlaser damage but increase fire rate (62→52, 1.4→0.4s reload)
- Decrease towermissile damage but increase fire rate (175→135, 4.5→1.5s reload)
- Introduce configurable victory modes: "commander" (default, kill enemy commander) and
"annihilation" (fight until army can no longer produce)
- Add Laser Tower (1x1, hitscan) and Missile Launcher (2x2, guided with min-range dead zone)
as buildable defensive structures with new towerlaser and towermissile weapons
- Units now hold at weapon range when attacking buildings instead of closing to point-blank,
controlled by new engageHoldFraction constant (0.45)
- Replace center-to-center distance with surface distance for building targets; buildings are
treated as rectangles with true half-extents, improving combat accuracy
- Buildings (towers) now freely traverse and aim in all directions regardless of art orientation
- Commander unit flagged with isCommander; victory conditions validate presence of commanders
- Update campaign missions to use destroyCommander objective; reseed m02 (old seed unwinnable
after combat balance changes)
- Add skirmish setup UI for selecting victory conditions
- Update AI skill ladder verification thresholds to account for engage hold behavior
- Add comprehensive tests for victory conditions and defensive structures
Allow builders to repair damaged friendly units and buildings by
right-clicking them. Repair cost and duration are proportional to the
damage healed (X% HP restoration costs X% of build cost and takes X%
of build time).
Key changes:
- New 'repair' order type with validation (own units only, must be
damaged, requires a builder)
- Separate _repairPower accumulator so repairing a damaged factory
doesn't silently speed up its production queue
- Repair drains energy/mass through the same economy machinery as
construction, including brownout throttling
- HUD hints guide players to right-click damaged allies to repair
- Repair order auto-clears when complete; unqueued orders interrupt it
while queued orders wait behind it
- Visual waypoint color for repair orders
- Comprehensive test coverage in verifyTotalAnnihilation.js
- Initialize lastDamagedTick to -1e9 for fresh units (finite sentinel to avoid JSON.stringify null)
- Add lastDamagedTick to serialize/deserialize so the pause timer persists across save/load
- Add comprehensive tests for self-heal behavior:
- Rate verification (~33% max HP/min)
- 30s pause after damage and clock restart on new hits
- Sustained fire suppression
- No overhealing
- Non-selfHeal units don't regenerate
- Damage clock survives save/load round-trip
- Add self-healing system for units with `selfHeal` definition (e.g. Commander)
- Healing pauses for 30 seconds after taking damage to prevent out-healing fights
- Rates converted to per-tick at load time for efficient simulation
- Improve build queue interaction: use CTRL (or Cmd) to chain multiple builds,
release to cancel placement automatically — no need to press Esc or click again
- Track queue modifier state from DOM events for robustness across focus loss
- Queue multiple orders per unit by holding CTRL (matching original game)
- Draw colored waypoint chains on the minimap/world for each queued order
- Display queued order count in selection detail panel
- Limit queue overlay to MAX_QUEUE_LINES to avoid clutter in large selections
- Use distinct colors per order type (move, attack, patrol, build, etc.)
- Update hint text and placement UI to mention queueing behavior
- Add verification tests for queue append/replace semantics, consumption order,
and queued build orders
Add a complete Total Annihilation clone including:
- TotalAnnihilationGame.js: Main scene with fixed-step loop, input handling,
camera controls, selection, orders, and match lifecycle
- TAHud.js: Resource strip with flow rates, selection info, build/production
grid, minimap with fog of war, and toast notifications
- TAScreens.js: Main menu, skirmish setup, campaign list, pause menu, and
victory/defeat results
- totalannihilation-campaign.json: 6 hand-authored campaign missions with
escalating difficulty (skill 1→5)
- tools/genTACampaign.js: Campaign generator that bakes terrain from the
seeded map generator
- tools/verifyTotalAnnihilation.js: 13-section end-to-end test suite covering
rules integrity, artwork, economy, pathfinding, combat, fog of war,
map generation, serialization, AI skill ladder, and campaign winnability
- tools/lib/taStubScene.js: Minimal Phaser stub for headless testing
Engine improvements:
- TALogic.js: Swept projectile collision (no tunneling), quadratic AoE
falloff, manual weapon support (D-Gun), unrecoverable elimination, onTick
callback for AI stepping
- TAAI.js: Skill-based economy ladders, simultaneous factory+economy growth,
sticky focus-fire, home defense gating by skill, tune/profile overrides
- TANav.js: fitField dilation for unit clearance, stale fit mask invalidation
- TAWorldView.js: _addWorld for layer ordering, frame-accurate zoom anchor
math, container depth sorting every frame
- TARules.js: autoRangeOf excludes manual weapons, manual flag compilation
Art & data:
- Mayan civilization artwork added to civilization-artwork.json
- Several opponents switched to mayan citySheet
- totalannihilation-rules.json: balanced unit stats, new commanderlaser weapon,
restructured AI skill tuning, formatted JSON
- sprites.md: complete art spec for drop-in PNG sheets
- Registered in gamesRegistry, assetManifest, PreloadScene, GameRoomScene,
and soundtrack service
- Add steampunk city sheet asset configuration
- Reassign Victor and other opponents to steampunk city theme
- Enable wheel scrolling on city choices list
- Allow non-combat units (e.g., caravans) to enter enemy cities
- Block movement into enemy cities when at war
Handle 'buildingSold' events to inform players when their buildings are
automatically sold to cover upkeep costs, displaying the building name
and city where the sale occurred.
- Replace flat caps (CAR_CAP, HOUSE_CAP, BUILDING_CAP, WEEK_ROADS) with
per-stage values that scale over the run, preventing the week-6 growth
plateau where the expanded map stayed empty
- Add per-color starvation guards: ensure every unlocked colour has at
least 2 houses and 1 building, even if it means exceeding stage caps
- Allow spawnHouse/spawnBuilding to bypass caps when a colour is
supply-starved or destination-less
- Update bridge placement to handle 1-wide rivers (orientation-ambiguous
single-cell spans)
- Tune PIN_MS_MIN from 3500ms to 2400ms
- Extend Monte Carlo verification to 20 weeks with assertions that the
city grows past the old week-6 plateau
Replace the four-line text yield breakdown with five icon-based rows that draw
total production as icons and show surplus/loss as a signed group. Hovering any
row reveals exact figures and derived facts like growth/starvation timers.
Replace the comma-separated supported units list with wrapped unit chips that
show each unit individually, including veteran status (gold dot) and upkeep
color coding. Chips display a "+N" overflow marker when units exceed the
visible grid.
Extract citySupport() from cityYields() to compute per-unit upkeep in one pass,
ensuring the Shields/Gold rows and unit chips always agree on costs. Add
describeYieldRow() and describeSupportedUnitTooltip() tooltips for the new
visual elements. Add comprehensive headless tests covering icon run logic,
yield identities, government upkeep rules, and tooltip rendering.
- Add CivilizationCityMap.js: draws the 21-tile fat cross in the city screen
with terrain, specials, city sprite, pips, borders, units, and veiled tiles
- Replace fixed 28-row build list with a scrollable window; add shield cost
and turn-estimate annotations per build choice
- Add garrison display: fortified units shown as clickable roundels
- Refactor tileYield() to accept a `notes` array that records each rule's
delta, enabling accurate tooltips that can never drift from engine math
- Extract paintTerrainDiamond() and specialColor() from CivilizationMapView
so the city map and main map share identical rendering
- Add cityCentreYield() enforcing the 1-shield/1-trade market-economy floor
- Add cityTileStatus() for consistent worked/idle/taken/offmap classification
- Add describeCityTileTooltip() with terrain title, yield breakdown, missing
improvement explanations, and status line
- Wire improvementSheet and iconSheet paths in civilization-artwork.json
- Add comprehensive verifyCivilization checks for yield notes, centre floor,
tile status, tooltips, and build list capacity
Introduce active diplomacy where rival leaders approach the player with
requests, demands, trades, and gifts rather than passively waiting.
New CivilizationDiplomacy.js module handles:
- 9 request kinds (joinWar, breakTreaty, borderUltimatum, demandGold,
demandTech, techTrade, ceasefire, peace, alliance) with initiative
tiers so urgent calls to arms aren't drowned out by filler offers
- Cooldowns per (leader, target, kind) plus a per-leader gap so a
leader can't spam different requests to bypass rate limits
- Frustration grudge (0-100) raised by refusals, decaying each turn
and dragging attitude toward hostility through the ordinary war path
- Escalation: frustrated leaders demand compensation, then renounce
treaties at breaking point, with ordinary hostility finishing the job
- Border ultimatum promises checked when pledges expire (double penalty
for broken word)
- Unprompted gold/tech gifts from leaders with high attitude
- Staleness validation so requests the world invalidated are dropped
- AI-to-AI requests resolve immediately through the same pipeline
UI changes:
- AI requests queued on state.pendingRequests, presented via audience
popup at the start of the human turn (one per turn, configurable)
- Diplomacy screen shows ACCEPT/REFUSE with consequence hints until
answered; unanswered requests lapse with half-weight penalties
- New event types: treatyRenounced, pledgeBroken/pledgeKept, aiGift
- Leader dialogue for demands, refusals, gifts, and renouncements
- Tetris Attack menu gets a title art backdrop
Data/infra:
- diplomacyRequests tuning in civilization-rules.json (thresholds,
cooldowns, attitude weights, per-request config)
- Frustration, requestCooldown, lastRequestTurn, pledges fields on
civ state — all backward-compatible with old saves
- Full verification suite covering eligibility, resolution, cooldowns,
frustration arc, serialization, and fuzz testing
- Add japanese-themed city sprite sheet (PNG + PSD) and register in artwork config
- Switch several opponents to cyberpunk or japanese city themes
- Fix hut badge stale display by including tile coordinates in hut events and
repainting affected tiles immediately via repaintFromEvents
- Replace diagonal lattice world generation with hash-based jittered grid:
* Shield grassland now uses balanced 2x2 blocks hashed per position to remove
visible screen-space banding while preserving 50% density
* Special resources placed on jittered blocks with adjacency avoidance,
eliminating clumping and barren regions
- Update sprites.md paths and status markers to reflect completed sheets
- Expand verifyCivilization checks for shield density range and special placement
quality (no adjacency, balanced windows, no screen-column alignment)
- Update Tetris Attack dialogue with control instructions and typo fixes
- Implement per-character voice clip system (match, supermatch, win, lose) that
loads lazily per round and falls back gracefully when clips are missing
- Queue voices to play after arcade cues, with intelligent interruption handling
so only one line plays at a time
- Rename ensureRoundBackgrounds to ensureRoundAssets to handle both images and audio
- Reduce background music volume from 0.8 to 0.4
- Update character sprite sheet and document voice clip structure in sprites.md