Commit Graph

253 Commits

Author SHA1 Message Date
Brian Fertig 13b5ec6fdf fix: adjust Bejeweled game piece shapes for yellow diamond and purple triangle
- Yellow diamond: reduce vertex distance from 1.06 to 0.92 for a more compact shape
- Purple triangle: replace regular polygon with custom asymmetric coordinates
  (1.15, 0.85) for improved visual distinction
2026-06-12 16:49:56 -06:00
Brian Fertig 27a137b822 reduce crash spawn rate in BlockFighter by 50%
Change CRASH_RATE from 0.28 to 0.14, decreasing the frequency of
crash gems spawned in BlockFighter gameplay.
2026-06-12 16:39:42 -06:00
Brian Fertig 4ab5ea108f fix: adjust car size and positioning on roads
- Scale down car sprites to 70% size for better visual fit
- Offset cars to the right side of roads using perpendicular
  positioning instead of centering them on the road path
2026-06-12 16:35:33 -06:00
Brian Fertig 810c94da21 fix: adjust car size and positioning on roads
- Scale down car sprites to 70% size for better visual fit
- Offset cars to the right side of roads using perpendicular
  positioning instead of centering them on the road path
2026-06-12 16:06:10 -06:00
Brian Fertig 2451e8fc66 feat(minimotorways): render roads connecting to houses and buildings
- Add logic to find valid road adjacencies for structures, including diagonal connections
- Draw road circles at structure locations to visualize connections
- Adjust road rendering depth
2026-06-12 14:22:35 -06:00
Brian Fertig d57275c496 tweak: reduce Mini Motorways difficulty and slow pacing
- Increase week duration (55s → 70s) and delay color unlocks
- Lower house/building caps (30→20, 12→8) and slow car speed (3.0→2.5)
- Increase house/building spawn intervals and slow pin accumulation
- Start with 1 color instead of 2 for a gentler learning curve
2026-06-12 14:12:40 -06:00
Brian Fertig 3cd0f2b2e7 feat: add Bejeweled Blitz and Mini Motorways games
- Implement Phaser scenes and pure JS logic modules for both games
- Register games in server registry and scene routing
- Add headless verification scripts for Bejeweled and Mini Motorways logic
- Update game-icons sprite sheet
2026-06-12 13:52:27 -06:00
Brian Fertig 01dcfbfd85 fix(dominion): prevent card interaction during draw animations
- Defer hover and interactivity attachment until cards are fully visible
- Re-enable interactivity after draw/discard animations complete
- Prevents accidental card clicks during animation transitions
2026-06-12 10:02:23 -06:00
Brian Fertig 1e607e5802 feat(catan): add debug mode for free roads/ships and improve fog revelation
- Add DEBUG_FREE_ROADS_AND_SHIPS flag to bypass resource costs for testing
- Extend fog hex revelation to include corner-adjacent hexes, not just edge-adjacent
- Restructure button enable logic to support debug mode in UI
- Initialize hexTileFrames map in CatanGame setup
2026-06-12 09:46:30 -06:00
Brian Fertig c9192cda75 feat(puddingmonsters): implement open-edge sliding mechanic
Make board edges open instead of walled — blobs that slide off the
table fall and die, faithful to the original Pudding Monsters.

- Detect edge deaths in computeSlide (deathCause: 'edge')
- Animate blobs tumbling off the board with overshoot + fade
- Show 'Overboard!' death overlay for edge falls vs 'Splat!' for spikes
- Redesign board as a floating table with open edges (drop shadow, no rim)
- Regenerate all levels with walls added to every tier (walls are the
  only terrain that stops a slide, so they're required from tier 1)
- Update UI copy to explain the new slide-and-fall rules
2026-06-12 00:52:36 -06:00
Brian Fertig affe120ab7 feat(pudding-monsters): per-cell blob rendering with jelly animations
Track each monster's original index in cell data [x, y, m] so merged blobs
retain individual colors and faces. Replace uniform blob coloring with a
multi-pass silhouette renderer that blends adjacent monster colors and draws
eyes on every cell. Add squash-and-spring wobble tweens for merge impacts
and slide movements.
2026-06-12 00:28:20 -06:00
Brian Fertig d51d026352 feat: add Zuma marble-shooter game with 20 levels
Implement a complete Zuma-style puzzle game featuring:

- Pure game engine (`ZumaLogic.js`) with Catmull-Rom path animation,
  segment-based chain physics, match-3 popping, and power-ups (slow,
  reverse, accuracy, explosion)
- Phaser scene (`ZumaGame.js`) with procedural textures, laser sight,
  and full UI (level select, overlays, scoring)
- 20 hand-designed levels across 6 path shapes (s-curve, horseshoe,
  spiral, zigzag, double-loop, figure-eight) with calibrated difficulty
- Level generator (`genZuma.js`) and verification suite (`verifyZuma.js`)
  for path geometry, parameter ranges, and engine correctness
- Platform integration: game registry, scene dispatch, preload asset
2026-06-12 00:15:51 -06:00
Brian Fertig c74fc88e04 feat(jewelquest): enhance battle visuals and add sword SFX
- Add dedicated battle background image, separate from non-battle screens
- Move felt background to render after textures are loaded
- Fix callout text z-ordering so it always renders above jewels/FX
- Play sword-hit SFX on skull matches, sword-slice on damage
- Register new audio assets and sound constants
2026-06-11 21:06:36 -06:00
Brian Fertig d01a2917b1 feat: add Jewel Quest game and fix Portrait memory leaks
- Register new Jewel Quest game across client and server
- Update game icons spritesheet with new frame (59)
- Fix memory leaks in Portrait components by implementing proper
  cleanup with double-destruction guards and returning destroy function
2026-06-11 19:07:43 -06:00
Brian Fertig bbb9c329c7 feat: add 4-player Hong Kong style Mahjong with AI opponents
- Implement pure logic engine for tile management, shanten calculation, claim resolution, and faan scoring.
- Add heuristic AI (5 skill levels) using shanten minimization, ukeire tiebreaking, and adaptive defense.
- Build Phaser UI with tile rendering, dynamic scoreboard, claim prompts, hand-end modals, and a scoring reference panel.
- Integrate into frontend routing, opponent selection, and backend registry.
- Include headless verification script for tile catalog, scoring fixtures, and AI self-play invariant checks.
- Update game icon assets and add in-game tutorial.
2026-06-11 18:18:45 -06:00
Brian Fertig dd749bc570 feat: add Mahjong Match solitaire game with 6 layouts and guaranteed-solvable deals
- Add complete Mahjong Match game (MahjongLogic.js + MahjongMatchGame.js) with pure board model and Phaser UI
- Implement 6 layouts: Garden, Crossroads, Pyramid, Butterfly, Fortress, and classic Turtle (up to 144 tiles)
- Generate guaranteed-solvable deals by simulating reverse removal of free pairs
- Add tile matching logic using half-tile coordinate system for proper layer overlap detection
- Include 38 tile face images (bamboo, circle, pinyin characters, winds, dragons, flowers, seasons)
- Add hint system, shuffle functionality, timer, best time tracking per layout
- Register game in server registry and scene dispatch tables
- Add headless verification script for face set validation and random self-play testing
2026-06-11 16:23:17 -06:00
Brian Fertig 795ef9b11f Don't show hand value until cards dealt 2026-06-11 15:36:31 -06:00
Brian Fertig bf47c50dfa Added Block Fighter game 2026-06-11 10:03:22 -06:00
Brian Fertig c5971d8eb1 Added new game: Shift 2026-06-11 09:05:57 -06:00
Brian Fertig d36b330a87 feat: add game tutorials and fix holdem community card animation
- Add tutorial.md for Farkel (written by Gerome, ski-themed),
  Forbidden Island (written by Balam, jaguar god), and Splendor
  (written by Juliet, florist)
- Fix Holdem community card reveal: fly face-up cards with longer
  delay, remove flip animation, and suppress new community cards
  immediately after play action animation to prevent flash visibility
2026-06-09 22:23:02 -06:00
Brian Fertig 39e925016e fix: correct blackjack card dealing animation order
- Change deal sequence to match real blackjack rules: dealer hole card
  face-down first, then player cards, dealer upcard face-up, then
  second player cards
- Add renderAll() call to ensure card graphics exist before animation
- Update comments to reflect new deal order
2026-06-09 21:32:31 -06:00
Brian Fertig 082007ac81 Added Speech for Beth and Blackwind 2026-06-09 20:43:51 -06:00
Brian Fertig 85f0079b2c feat: overhaul Pudding Monsters scoring and add opponent videos
- Replace star collection with target-square coverage for Pudding Monsters
- New 3-star medal system: min(targets covered, par-based efficiency)
- Add "Reset Progress" buttons to Pudding Monsters and Rush Hour level select
- Add reset API endpoint for puzzle progress
- Add Beth and Blackwind opponents with idle/happy/upset animations
- Update puddingmonsters.json levels with target squares instead of stars
2026-06-08 22:24:12 -06:00
Brian Fertig ea44758f7d feat: add Jell-o Monsters (Pudding Monsters) slide-and-merge puzzle game
Introduce a new single-player logic puzzle game where players flick jelly
blobs across a grid to slide and merge them into a single monster.

- PuddingMonstersLogic.js: pure slide-and-merge model with BFS solver,
  no Phaser/DOM dependencies; shared by client and generator
- PuddingMonstersGame.js: Phaser scene with drag-to-flick, arrow keys,
  undo/reset/hint, par tracking, star collection, death on spikes
- genPuddingMonsters.js: offline level generator using seeded RNG and
  BFS solver; produces 40 levels across 5 difficulty tiers
- puddingmonsters.json: generated level data (40 levels, 5–7 grid sizes)
- Update main.js, GameRoomScene.js, PreloadScene.js, registry.js to
  wire the new game into the app
- Update game-icons assets
2026-06-08 21:58:28 -06:00
Brian Fertig 147ef4b89b feat: add Hexsweeper logic game
- Register Hexsweeper game in server registry with icon frame 52
- Add HexsweeperGame import and scene configuration in main.js
- Add hexsweeper slug mapping in GameRoomScene.js
- Update game-icons sprite sheet with new icon
2026-06-08 19:09:40 -06:00
Brian Fertig c01027e6c5 style: stack Rush Hour buttons vertically on the left side
- Move Undo, Reset, Hint, and Levels buttons from horizontal bottom layout
  to a vertical stack centered on the left side of the screen
- Calculate button positions dynamically based on total height and gap
- Improve usability by grouping controls alongside the playfield
2026-06-08 18:32:50 -06:00
Brian Fertig 58f72e3d91 refactor: restructure game menu with two-row tab layout
- Split category tabs into two rows: row 1 (tabletop, cards, casino, word),
  row 2 (logic) for better screen real estate
- Move title text and adjust vertical positioning to accommodate tabs
- Center row 2 tabs independently based on active categories
- Update game grid top position to 370px for proper spacing
- Update game-icons and tab-icons assets for new layout
2026-06-08 18:26:42 -06:00
Brian Fertig 3d3d09a9fb feat: add Rush Hour puzzle game with logic category
- Register Rush Hour game in server registry (logic category, single-player)
- Add "Logic & Puzzle" tab to game menu
- Integrate RushHourGame scene in client-side main.js and GameRoomScene
- Load rushhour.json game data in PreloadScene
- Add puzzle API routes for server-side puzzle management
- Configure tab icon frame for new logic category
2026-06-08 17:57:24 -06:00
Brian Fertig 684f5ed7b2 feat(monopoly): add complete trade system with AI evaluation and drag-and-drop UI
- Add trade logic to MonopolyLogic: isTradeable, validateTrade, applyTrade
  - Properties with buildings (or in groups with buildings) cannot be traded
  - Validates ownership, cash affordability, and player activity
  - Handles two-way cash flows and property ownership transfers

- Add AI trade evaluation to MonopolyAI: evaluateTrade
  - Scores offers based on cash delta, asset value, group control changes
  - Detects set completions and control crossings (past 50%)
  - Vets breaking up completed monopolies
  - Applies skill-based thresholds and randomness
  - Returns acceptance decision with human-readable reason

- Add trade modal UI to MonopolyGame
  - Three-column layout: your properties, give/get lanes, opponent properties
  - Drag-and-drop property cards into trade lanes
  - Cash steppers for adding/requesting cash
  - Opponent tabs to switch counterparty
  - Hover cards for detailed property info
  - Visual feedback: pulsing hints when offer is empty, accept/reject messages
  - "Initiate Trade" button in end-turn menu
2026-06-08 16:43:54 -06:00
Brian Fertig ae2f3246dc feat: enhance Monopoly dice animations and player panel layout
- Add realistic dice throw animation with quadratic bezier arcs
- Implement perspective scaling and spin during dice animation
- Add impact bounce effect when dice land
- Randomize dice landing positions and angles for natural appearance
- Increase player portrait size and adjust panel layout for better readability
- Improve cash display font size and spacing in player panels
- Track dice positions and angles for consistent rendering between turns
2026-06-07 21:14:11 -06:00
Brian Fertig 4fbc868305 feat: add Freecell card game and improve Triominoes tile visibility
- Register Freecell game in server registry with card game configuration
- Import and configure FreecellGame in main.js and GameRoomScene
- Update game-icons sprite sheet with new icon frame for Freecell
- Fix Triominoes to dim all tiles when no legal moves are available
2026-06-07 20:31:46 -06:00
Brian Fertig 74d5470d11 **feat(triominoes): animate drawn tiles from pool to player portrait**
Add `animateDrawTile()` to tween a face-down triangle from the pool area to the drawing player's portrait over 1.2 seconds. Integrates the animation into both the human draw flow (`onPoolClick`) and the AI draw loop (`runAITurn`), ensuring visual feedback before the game state updates and the hand refreshes.
2026-06-07 19:05:04 -06:00
Brian Fertig a231d821ca **feat: add Tri-Ominoes game with AI opponents**
Introduce Tri-Ominoes, a triangular grid tile-placement game for 2–4 players. The implementation includes a pure rules engine (`TriominoesLogic`), triangular grid geometry and data (`TriominoesData`), a Phaser scene (`TriominoesGame`), and a heuristic AI with 5 skill levels (`TriominoesAI`).

Key features:
- Corner-matching tile placement on an equilateral triangular grid
- Scoring with pip sums, hexagon-closing bonuses, and going-out rewards
- Draw-from-pool and pass mechanics with forced pass when blocked
- Animated AI tile placement from opponent portraits
- Board panning and re-centering for large play areas
- Game-over modal with final scores and history posting

Also updates the game registry, scene dispatch, opponent select skill controls, and adds two new character portraits (beth, blackwind).
2026-06-07 18:59:57 -06:00
Brian Fertig 40a0f3235a Update to DB 2026-06-07 17:28:48 -06:00
Brian Fertig 1a7dcfe9a3 Moved Farkle to Cards and Dice 2026-06-07 17:26:50 -06:00
Brian Fertig c8dc0a05e0 feat(monopoly): add sound effects for payment and pawn animations
- Play sfx-monopoly-pay when rent/payment animation begins
- Play sfx-piece-click when pawn/token hop animation completes
- Load new audio asset and register in SFX constants
2026-06-07 17:17:22 -06:00
Brian Fertig 359740f4f7 feat(monopoly): add card deck visuals and rent/card animations
- Draw Chance and Community Chest card decks on the board center
- Add animated card draw with flip effect from deck position
- Add animated rent payment with money flying between players
- Integrate new Monopoly sound effects (purchase, expense, paid)
- Extract applyRent() to MonopolyLogic for cleaner state handling
- Update monopoly-cards spritesheet with new card art
2026-06-07 16:32:12 -06:00
Brian Fertig 0317d1c14f Fix video overlay 2026-06-07 15:23:53 -06:00
Brian Fertig e5c1021322 Purchase property routine 2026-06-07 15:15:16 -06:00
Brian Fertig 77e334e192 fix: outward pawn hop animation on bottom row
- Track `fromSpace` before incrementing position for arc direction logic
- Flip Bézier control point for spaces 20–29 so pawns hop outward (away from center)
- Fixes awkward inward arc that made pieces clip through the board on the bottom edge
2026-06-07 14:52:07 -06:00
Brian Fertig ec3ae78570 Purchase Shade on properties 2026-06-07 14:41:54 -06:00
Brian Fertig 10ac18ab6e feat: add Monopoly board game
- Add complete Monopoly implementation with pure state engine (MonopolyLogic.js),
  static data (MonopolyData.js), AI (MonopolyAI.js), and Phaser scene (MonopolyGame.js)
- Implement full game rules: property buying, auctions, building houses/hotels,
  mortgages, jail, chance/community chest cards, rent calculation, bankruptcy
- Add 5-level AI with configurable greed, blunder rate, and thinking delay
- Add spritesheet loading for monopoly pawns and cards with graceful fallbacks
- Register game in registry, main.js, and game room scene dispatcher
- Add spritesheet creation guide (sprites.md) and update game-icons.png
2026-06-07 14:37:06 -06:00
Brian Fertig 27635d166f Banked Animation for Kiitos 2026-06-07 12:15:10 -06:00
Brian Fertig f3939435c6 feat: add card flying animation to Kiitos game
- Animate cards flying from player's panel to center slot on play/deviate moves
- Use tweens with Cubic.easeOut for smooth card placement (1200ms)
- Refactor applyMove to handle pass as early return and compute animation destination upfront
- Extract _postMoveEvents helper for post-move event handling
- Simplify forced move flow by removing manual delay and slot position capture
- Clean up flyCard reference on scene cleanup to prevent memory leaks
2026-06-07 12:03:56 -06:00
Brian Fertig 4597b31f5c Final player position changes 2026-06-07 11:42:00 -06:00
Brian Fertig 87d0e5327a More adjustments to Kiitos UI 2026-06-07 11:38:21 -06:00
Brian Fertig cca6f54fa6 Kiitos Player Layout 2026-06-07 11:31:42 -06:00
Brian Fertig 1b7efd5107 refactor: rename Yatzi to Zahtzee and update category persistence
- Rename game from "Yatzi" to "Zahtzee" across UI and server registry
- Move game category from tabletop to cards
- Persist last selected menu category using _lastCategory
- Update game-icons asset files
2026-06-07 11:20:25 -06:00
Brian Fertig 8a69710946 feat: add Kiitos word game with 3-round progression and AI
- Implement Kiitos game logic: build-a-word mechanic with forced plays,
  deviations, and pass resolution when stuck
- Add 3-round progression escalating rules (4+ words, prepend, super-Kiitos
  insert-anywhere, double scoring)
- Create server-side dictionary engine with prefix trie, word validation,
  and skill-aware AI move selection
- Build cozy Nordic café-themed Phaser scene with drag-and-drop letter cards
- Support 1 human + up to 3 AI opponents with turn-based play
- Integrate Kiitos into game menu, room scene, and opponent selection
- Add game icon to game-icons sheet
2026-06-07 11:00:17 -06:00
Brian Fertig dfd4950eab Music Quality Updates 2026-06-07 10:20:55 -06:00