Commit Graph

294 Commits

Author SHA1 Message Date
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 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
Brian Fertig 19898bf157 feat: add Stratego game with AI, setup phase, and battle animations
- Implement full Stratego rules, including hidden information, combat,
  and flag capture mechanics
- Add 5-level AI with heuristic evaluation, unknown enemy reasoning,
  and skill-scaled blunders/lookahead
- Create setup phase allowing piece swap and shuffle before battle
- Add detailed unit reference panel with scrollable ability notes
- Implement turn-based battle animations with sci-fi sound effects
- Integrate Stratego into game menu, room scene, and opponent selection
- Add spritesheet assets (stratego-pieces.png) and game menu icon
- Register Stratego in server game registry
2026-06-07 09:53:58 -06:00
Brian Fertig 701b4f75e6 feat: add visual animation when banking scores in Farkel
Refactor bank() to return bankable amount instead of mutating state,
enabling the UI layer to handle score updates and display a floating
+score animation that slides to the player's score pad. Applies to
both human and AI turns.
2026-06-06 20:29:58 -06:00
Brian Fertig 23c0804a54 feat(farkel): add set-aside dice support and improve score-all
- Extend selection scoring to include set-aside dice combined with
  currently selected dice
- Replace greedy score-all with exhaustive search over all subsets
  of rolled dice, finding the optimal combination with set-aside dice
- Update turn score display to correctly show combined points during
  pick phase
2026-06-06 20:13:09 -06:00
Brian Fertig 0849ea0446 Video Adjustment 2026-06-06 19:54:22 -06:00
Brian Fertig 3af768c8ce Added videos 2026-06-06 19:45:36 -06:00
Brian Fertig 72dea52f49 feat(farkel): add header/shelf panels and enhance score display
- Extract header into buildHeader() with black background panel and depth layering
- Add background panel to shelf area with accent border
- Adjust shelf dice positioning to align with new panel
- Show pending +selected score during awaitPick phase in scratch pad
2026-06-06 19:20:38 -06:00
Brian Fertig 6aa331cf97 fix: correct game spelling to "Farkle" and add Catan-style dice animation
- 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
2026-06-06 18:44:25 -06:00
Brian Fertig 97edebab55 feat(videopoker): add 8-bit sound effects and update audio playback
- Load new 8-bit style sound assets (card deal, card show, casino win/lose)
- Replace SFX enum-based sound calls with direct sound key playback
- Use 8-bit sounds for card interactions and win/lose feedback in VideoPokerGame
2026-06-06 18:13:06 -06:00
Brian Fertig 246d60e2a9 feat: add Farkel game and update Video Poker CRT theme
- 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
2026-06-06 18:01:50 -06:00
Brian Fertig 371833a0e6 Basic Video Poker 2026-06-06 17:17:36 -06:00
Brian Fertig 1c33302a13 Polish on Labyrinth 2026-06-06 16:47:50 -06:00
Brian Fertig 8f1e3faaec Labyrinth Initial framework and basic animation. 2026-06-06 16:00:49 -06:00
Brian Fertig ab84b32f1d Polish on Forbidden Island 2026-06-06 14:24:54 -06:00
Brian Fertig 88dcaf8e15 Refine audio feedback and add AI intro speech for Forbidden Island
- 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
2026-06-06 12:45:26 -06:00
Brian Fertig 9d8366ac5b Improve trade modal layout and card draw animations
- 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
2026-06-06 12:12:45 -06:00
Brian Fertig 49761bf264 feat(forbiddenisland): overhaul UI, animations, and card trading mechanics
- 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'.
2026-06-06 11:47:45 -06:00
Brian Fertig 9cb05f5f44 Crossword Changes and added Tectonic 2026-06-05 23:24:11 -06:00
Brian Fertig e07f48a85c profile location adjustments in Ticket to Ride. 2026-06-05 11:53:57 -06:00
Brian Fertig 25ccdb5da9 feat(splendor): add noble claiming animations, token interactions, and UI polish
- 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
2026-06-04 22:32:33 -06:00
Brian Fertig aa6fce0f6c feat(splendor): improve reserve card hover preview, dynamic control bar, and sound effects
- 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)
2026-06-04 21:11:04 -06:00
Brian Fertig 6abcbfa32b feat(splendor): add buy/reserve card animations and bought-card thumbnails
- 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
2026-06-04 20:02:42 -06:00
Brian Fertig 5eb5c71ebf refine ui rendering and gem token layout
- Add `regMaskedImg` helper for rounded-rectangle image masking
- Update card, noble, and deck rendering to layer masks and borders correctly
- Adjust gem token sizing, spacing, and positioning for improved alignment
- Standardize visual constants and improve overall UI polish
2026-06-04 19:21:17 -06:00
Brian Fertig e2b28b6c0e feat(splendor): add player portraits and refine panel UI
- 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.
2026-06-04 18:55:01 -06:00
Brian Fertig 9b7bbe55c4 Updated Splendor Cards 2026-06-04 17:26:17 -06:00
Brian Fertig 4e30e75987 feat(splendor): animate gem takes and refine bank UI layout
- 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.
2026-06-02 22:18:34 -06:00
Brian Fertig dd607a5815 feat(splendor): integrate gem spritesheet for polished token and badge 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.
2026-06-02 21:56:03 -06:00
Brian Fertig e60387ec7c feat(blokus/splendor): refine tray UI and upgrade splendor spritesheet rendering
- 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.
2026-06-02 21:35:14 -06:00
Brian Fertig 04a32cebcd Background and playfield changes 2026-06-02 14:30:13 -06:00
Brian Fertig 2f7b2e183e feat(blokus): animate AI piece placement from portrait to board
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.
2026-06-02 14:25:13 -06:00
Brian Fertig 5c88ab7986 feat(blokus): add player and opponent portraits to score panels
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.
2026-06-02 14:17:40 -06:00
Brian Fertig aa920fddfb ui: reposition control buttons in BlokusGame
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.
2026-06-02 14:05:41 -06:00
Brian Fertig 6a33bf500b feat: add Splendor board game support
- 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
2026-06-02 12:12:20 -06:00
Brian Fertig 7858263c22 feat(solitaire): add card deal/flip animations and auto-finish for Klondike
- 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
2026-06-02 11:32:13 -06:00
Brian Fertig 6fb924eb23 feat: refactor Solitaire Tour drag-and-drop and implement Three Shuffles variant
- 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
2026-06-02 00:14:40 -06:00
Brian Fertig efb8842368 feat: add Forbidden Island card spritesheet and register Solitaire Tour game
- 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
2026-06-02 00:02:12 -06:00
Brian Fertig 6705f6bd15 `chore: update game icons sprite sheet and source file` 2026-06-01 21:35:50 -06:00
Brian Fertig 4c6fd9166c fix: correct tile hitbox alignment in ForbiddenIslandGame
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.
2026-06-01 21:33:57 -06:00
Brian Fertig 7eaf0183e2 Forbidden Island Initial Commit 2026-06-01 20:36:18 -06:00
Brian Fertig 9dda7f4487 feat: add Mini Crossword game (5x5 curated puzzles, single-player)
- 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.
2026-06-01 18:27:50 -06:00
Brian Fertig 3e975521fb Blokus UI adjustments 2026-05-31 21:10:41 -06:00
Brian Fertig 50292b4a69 feat: add Spelling Bee solo word puzzle game
- 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.
2026-05-31 21:00:18 -06:00
Brian Fertig d6d7bc818b Game Icon Update 2026-05-31 20:39:55 -06:00
Brian Fertig df976b572a Added glow effect on Mastermind pegs 2026-05-31 20:28:40 -06:00
Brian Fertig aa9a3a0f6c feat: add Blokus board game with heuristic AI and Phaser UI
- 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
2026-05-31 20:16:21 -06:00
Brian Fertig 2c0c7d7145 Icons and Old Maid Updates 2026-05-31 19:41:57 -06:00
Brian Fertig 57c0a55710 feat: use sprite sheet for Old Maid card rendering
- 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
2026-05-31 19:21:09 -06:00
Brian Fertig 2bb4d14c97 feat: add Old Maid card game
- 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
2026-05-31 19:14:30 -06:00
Brian Fertig da0dc25cdd feat: add game icons to menu and animated dock arrows to Battleship
- 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
2026-05-31 18:25:32 -06:00
Brian Fertig 63df39442c feat: add Boggle word game with AI opponents and board solver
- 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.
2026-05-31 15:17:00 -06:00
Brian Fertig f5e74d7970 Tutorials 2026-05-31 13:54:32 -06:00
Brian Fertig 588925e564 feat: add Connect 4 game and image support to tutorial modal
- 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
2026-05-31 13:39:00 -06:00
Brian Fertig f83b8e72e9 Text alignment 2026-05-31 13:11:22 -06:00
Brian Fertig 651ef51633 fix: adjust Battleship UI layout and positioning
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.
2026-05-31 13:01:05 -06:00
Brian Fertig 81d3a28195 fix: exclude Mastermind and Battleship from playfield selection
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.
2026-05-31 12:52:16 -06:00
Brian Fertig 0bb32359b2 feat(mastermind): add Exact Placement scoring mode
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.
2026-05-31 12:44:38 -06:00
Brian Fertig 2c5bcbd478 Backgammon Tutorial 2026-05-31 12:22:51 -06:00
Brian Fertig 99497e19fa Backgammon Tutorial 2026-05-31 11:53:40 -06:00
Brian Fertig 0c416f362b feat(mastermind): improve UI layout and enhance peg reveal animation
- Relocate Leave button to the bottom of the game screen
- Extend peg reveal animation duration to 2.3s with smoother tick timing
- Introduce MASTERMIND_CALCULATE sound effect to play during the reveal
- Update audio preload and SFX registry to support the new sound
2026-05-31 10:19:42 -06:00
Brian Fertig 13b9d0d1cc Turn arrow placement 2026-05-31 10:01:18 -06:00