- 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
- Introduce Balam (spriteIndex 16) and Steve (spriteIndex 17) as new opponents
- Include full speech configurations (intro, happy, upset, pick) for both characters
- Add 12 new MP3 speech files for Jerry (intro, happy, upset, pick)
- Update opponents.json to include Jerry's speech configuration
- Fix HoldemLogic to exclude folded players from seat order calculation
- Add new `pick` audio clips for each opponent in `opponents.json` and corresponding MP3 files
- Implement a spectrum visualizer overlay for opponent portraits that activates during pick speech playback
- Integrate `SpeechQueue` to handle opponent pick audio with start/stop callbacks for the visualizer
- Add `setMenuMusicVolume` utility and adjust menu music volume during opponent selection
- Prevent speech/visualizer triggers during initial scene load and game start sequences
- Add 22 new MP3 speech files for characters Jeff and Fireball
- Update public/data/opponents.json to include speech arrays for both characters
- Each character now has intro, happy, and upset speech categories with 2-5 variations
- Add speech assets and configuration for Brad and Mario
- Update opponents.json with new speech arrays for intro, happy, and upset states
- Prevent discarding cards while cards are staged in Phase 10
- Add visual feedback (_shakeStagingButtons) when staging rules are violated
- Add _hasStagedCards helper to check staging group state
- Move staged cards back to hand if user attempts to discard during staging
- Introduce a canvas-based audio visualizer overlay on opponent portraits that activates during speech playback
- Update `SpeechQueue` to support `onStart` and `onEnd` callbacks for hooking into audio events
- Modify `Portrait` to trigger the visualizer with emotion-specific colors (blue for intro, green for happy, red for upset)
- Add `speech` metadata to `opponents.json` for Ethel and Bernie, defining available intro/happy/upset audio clips
- Ensure proper cleanup of visualizer state and resources on portrait destruction
- Implement `SpeechQueue` to manage opponent dialogue clips
- Add `speech` configuration to opponent data (Cy-Bro, Victor, Croc) with intro, happy, and upset states
- Trigger random speech clips in `Portrait.js` based on emotion and a 60% probability
- Play intro speech clips when opponent portraits are created
- Update `MusicPlayer` volume to 0.15 and clean up formatting/whitespace
- Sort player's hand by suit and value for consistent layout
- Implement drag-to-sort functionality for the local hand with visual feedback (slot indicators, card displacement, play zone highlighting)
- Refactor pass confirmation to include multi-phase animation: outgoing cards fly to target, incoming cards animate in from source, flip to reveal, and settle into sorted positions
- Add background to hearts broken indicator for better visibility
- Update card interaction handlers to support both click and drag events
- Introduce `MusicPlayer` class for in-game music with shuffle, skip, and mute controls
- Add `MenuMusic` utility for background music in menu scenes
- Load music tracks and metadata via `music.json`
- Implement drag-and-drop for SkipBo cards with visual feedback
- Add card flight animations for Phase 10 AI actions and player draws
- Update Phase 10 AI turn timing and reduce delays for smoother gameplay