Commit Graph

6 Commits

Author SHA1 Message Date
Brian Fertig 0adb689c19 feat(mastervega): refine star map colony info, tech effects display, and turn report layout
- Add colony info layer showing per-empire colony rosters (name, orbit, pop)
  stacked up-left of colonized stars with colored bars and connector lines
- Change "Range as light" to "Explored as light": reveal only actually
  explored stars (not fuel-reachable) with smaller 1.1pc radius
- Extract VegaTechEffects.js with human-readable descriptions for all
  tech effects, replacing raw key/value dumps in turn report
- Expand building unlock rows to include building descriptions
- Reorganize ship completion rows: hull icon and commander portrait now
  display below the full-width synopsis instead of beside it
- Bump zuma level 8 config to level 21 "Sun Cove" with new path and params
2026-08-06 18:33:04 -06:00
Brian Fertig 793cb249f9 feat(gootower): add sleeping goo mechanic and redesign levels
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.
2026-07-31 23:37:48 -06:00
Brian Fertig 94e2152918 remove Angry Birds game; enhance Goo Tower visuals
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.
2026-07-31 16:29:49 -06:00
Brian Fertig a6573726ff Goo Tower and Zuma Changes 2026-07-29 19:50:51 -06:00
Brian Fertig 052417aa9a feat(rushhour): redesign level bank, procedural art, and tiered curriculum
- 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
2026-07-28 22:12:55 -06:00
Brian Fertig dbc1c64d51 Zuma Level Refactor 2026-07-28 21:33:36 -06:00