Introduce a breathing pulse effect (red fill + white border) for attack
target tiles to draw the player's eye when in "must pick a target" fire
mode. The previous static tint is preserved for the indirect-range preview
shown while a unit is merely selected.
- showAttackTiles now accepts optional { pulse: true } parameter
- Added tween-based animation with Sine.easeInOut breathing effect
- Properly clean up pulse tween in destroy() and clearOverlays()
- Updated AdvanceWarsGame to pass pulse: true when showing targets
Implement a full Advance Wars clone with campaign (20 missions) and
War Room skirmish mode. Includes:
- Headless game engine (AdvanceWarsLogic) with complete AW1 rules:
terrain movement, combat, capture, production, transports, fuel,
fog of war, CO powers, and multiple objective types
- AI opponent (skill 1-5, aggression/capture tuning) with BFS
pathfinding, threat evaluation, production counter-tables, and
fog trap awareness
- Canvas-rendered map view with procedural stand-ins that can be
replaced by drop-in painted spritesheets (no code changes)
- 11 playable COs with unique day-to-day modifiers and powers
(Hyper Repair, Lightning Strike, Tsunami, Meteor Strike, etc.)
- Campaign briefings with typewriter text and opponent portraits
- Comprehensive headless verification suite (rules, combat formula,
pathfinding, economy, capture, fog, CO powers, soak tests)
- New assets: terrain/building sheets, adventure music tracks,
game icon frame 86
- Refactor SpireClimb and SWDBG to use the shared soundtrack service