- Rename "Farkel" to "Farkle" in UI title and server game registry
- Replace tumble animation with new animateDice method featuring:
- Dice thrown from elevated position with arc trajectory
- Random face cycling while airborne
- Bounce landing with per-die staggered timing
- Spin and scale animations
- Squash-bounce effect on final die
- Refactor die rendering to use containers for transform animations
- Add new Farkel dice game (2-4 players, tabletop category)
- Update Video Poker CRT screen from green phosphor to royal blue theme
- Refresh game-icons sprite sheet for new game assets
- Replace generic card/place SFX with thematic water sounds (splash, sink, raise, dry)
- Preload new water sound effects in PreloadScene
- Introduce AI character speech via SpeechQueue on character reveal
- Clear speech queue when advancing past character selection
- Make trade modal panel height dynamic; wrap hand cards to second row if >4
- Refactor card fly animations to use Containers for correct border scaling
- Animate AI partner card placement to HUD thumbnails
- Add Waters Rise animation: card flies to meter, triggers water rise with segment fade and marker slide
- Introduce animated intro sequence, player role intros, and deck count displays.
- Replace direct treasure giving with a new Trade Modal for swapping cards between players.
- Add smooth Phaser animations for pawn movement, shore-ups, flood/treasure card draws, and card swaps.
- Improve state management during animations using immutable cloning and peek functions (`peekFloodDraw`, `peekTreasureDraw`).
- Update role definitions with detailed descriptions and remove 'messenger' from `ROLE_KEYS`.
- Change default difficulty to 'novice'.
- Implement cinematic noble claiming animation with fireworks and sound, shrinking to panel thumbnails
- Add hover ring highlight and gem sound effects for token selection zones
- Render claimed noble thumbnails in player panels with dynamic positioning
- Trigger happy emotion on player portraits when purchasing point cards
- Relocate Leave button to bottom-right and remove unused playIntro flag
- Exclude Splendor from card back selection in OpponentSelectScene
- Add 500ms hover-intent preview for reserve cards, temporarily hiding player portraits
- Dynamically calculate control bar panel height based on player count
- Adjust reserve button positioning and increase control bar background opacity
- Reposition turn label and remove redundant win condition subtitle
- Integrate audio feedback for card interactions (ui-attach) and achievement animations (firework)
- Implement card fly-to-center animation with fireworks for buy and reserve actions
- Add persistent bought-card thumbnails in player panels with automatic wrapping
- Build full card containers (costs, points, gem badges) for smooth scaling transitions
- Suppress reserve pills and buy animations in UI until transitions complete
- Apply animation triggers consistently for both human and AI turns
- Introduce portrait rendering for players and opponents via `buildPortraits`.
- Compact and right-align gem cells with updated sizing, spacing, and smaller fonts.
- Add divider and total row displaying combined bonus and token counts.
- Increase panel background opacity and fix reserved card interactivity checks.
- Add a dark background panel behind the token bank for better visual contrast.
- Introduce `animGemToSelection` and `animAITake` to animate gems flying from the bank to the selection bar and player panels.
- Update `onTokenClick` and `confirmTake` to trigger gem animations for human players.
- Integrate gem take animations into the AI turn sequence.
- Add `playerGemPos`/`humanGemPos` helpers for dynamic gem coordinate calculation.
- Adjust token count text, alignment, and depth layers in `drawBank` for cleaner rendering.
- Add `splendor-gems` spritesheet (6 frames, 64×64) for gem icons.
- Introduce `gemFrame` helper to map gem colors to spritesheet indices.
- Update gem rendering in player bars, card badges, and cost pips to use sprites when available.
- Add `hasGems` flag to gracefully fallback to vector circles when art is missing.
- Register new asset in PreloadScene.
- Blokus: Adjust tray coordinates and add a background panel for improved layout separation.
- Splendor: Integrate a 28-frame spritesheet for development cards, nobles, and deck backs.
- Refactor frame mapping to calculate indices dynamically based on tier and bonus color.
- Unify card rendering pipeline: draw tinted background, overlay spritesheet art (when available), then render vector overlays.
- Add hover preview panel for reserved cards.
- Document spritesheet layout and update preload scene asset comments.
Introduce a visual transition where AI pieces fly from their opponent
portrait to the board upon placement. Human player placements remain
instant with a flash effect. Implemented animateAIPiece to handle the
tweening and temporary graphics rendering.
Integrate portrait avatars into the Blokus score panels by increasing
panel height and adjusting the layout. Added portrait graphics with
colored strokes and repositioned text elements to accommodate the new
visual components.
Adjust button coordinates in buildControls() to update the control tray layout.
Pass, Rotate, and Flip buttons are moved lower and centered relative to the tray,
while New and Leave buttons are positioned at the bottom right.
- Register Splendor in server game registry with metadata
- Import and register SplendorGame in frontend main.js
- Map 'splendor' slug to SplendorGame in GameRoomScene
- Preload splendor-cards spritesheet in PreloadScene
- Update game-icons assets for the new game
- Animate initial card deal with staggered fly-in effect and block input during playback
- Replace instant card placement with flip-and-fly animation for stock draws across variants
- Add automatic foundation completion when Klondike is effectively won (stock empty, all face-up, foundation-only path exists)
- Adjust Sudoku notebook spiral binding to top-only and refine title positioning
- Extract generic drag-and-drop logic to support both Klondike and new Three Shuffles leg
- Implement "Three Shuffles and a Draw" game rules: build tableau down in suit, shuffle up to 2x, then draw one buried card
- Update Three Shuffles engine to handle pile-based tableau and foundation clearing
- Add UI controls for shuffle and draw actions in the new leg
- Implement visual card rendering for Forbidden Island using a new spritesheet with procedural fallback
- Register and wire up the new "Solitaire Tour" game across client, server, and preload scenes
- Update game icon and card asset bundles
Switch tile interaction from a manual container hit area to an invisible
centered child rectangle. This resolves a hitbox offset issue where the
previous implementation caused the hit area to be misaligned up and left.
Update game-icons assets.
- Frontend: Phaser scene for grid/clue rendering, keyboard navigation, win detection, and difficulty selection.
- Logic: Pure helpers for slot mapping, cell validation, and answer checking.
- Backend: Puzzle engine, JSON bank of 15 puzzles across 3 difficulties, API route, and game registry.
- Integrates into existing game menu and routing.
- Implement client-side Phaser scene and pure scoring/rank logic for the honeycomb-style word game.
- Add server-side puzzle generation engine with difficulty bands (easy/normal/hard) and dictionary pre-filtering.
- Register game metadata, frontend scene routing, and backend API endpoint (`/words/spellingbee/start`).
- Implements NYT-style rules: 7 letters (1 required center), 4+ length words, pangram bonus, and tiered rank progression.
- Implement pure state engine for Blokus rules, move generation, and scoring
- Add board geometry, polyomino definitions, and orientation transforms
- Integrate heuristic single-ply AI with 5 skill levels (configurable noise/blunders)
- Create Phaser scene for board rendering, piece tray, ghost placement, and HUD
- Register game in server registry and update client routing/dispatch
- Replace custom-drawn Old Maid card with sprite frame (frame 13)
- Load oldmaid-cards.png spritesheet in PreloadScene
- Rename GOFISH_CARD_FRAME to OLDMAID_CARD_FRAME for clarity
- Implement core game logic, AI opponent with skill scaling, and Phaser UI
- Register game in server registry and wire into app routing
- Add card assets and sprites
- Replace `gameicons` spritesheet with `game-icons` and load it in PreloadScene
- Add `iconFrame` support to game registry and render icons next to menu buttons
- Introduce animated dock arrows in Battleship to improve ship placement UI
- Clean up arrow lifecycle management in Battleship scene
- Implement full Boggle frontend using Phaser, featuring a wooden tray UI, player word sheet, opponent cards, and an animated hourglass timer.
- Add AI scheduling system that simulates opponent word finds based on configurable skill levels and word length/rarity weighting.
- Introduce pure game logic for adjacency validation, path checking, and classic scoring with duplicate-word resolution.
- Add backend board generation and exhaustive solver using a dictionary trie, exposing `/api/words/boggle/start` for board setup.
- Register Boggle in the game registry, scene router, and opponent selection UI.
- Include tutorial assets for Parchisi.
- Register Connect 4 in server registry and frontend game config
- Add Connect 4 to slug dispatch and opponent select skill controls
- Update TutorialModal markdown parser to render embedded images
Repositions ship pips and placement buttons to prevent overlap and improve visual alignment. Updates Y-coordinates for Randomize, Clear, and Ready buttons to fit within the game area, and shifts ship labels left for better spacing.
Prevents the playfield option section from appearing for Mastermind and Battleship games, which do not utilize playfield tiles in the same way as other games.
Introduces a per-peg feedback system where each marker corresponds to the specific slot's result (exact, partial, or none) instead of aggregate counts. Added `scoreGuessPerPeg` logic, updated UI rendering and sound triggers to handle per-peg data, and added a scene toggle for switching between Standard and Exact Placement modes.