Commit Graph

87 Commits

Author SHA1 Message Date
Brian Fertig 508feea4c9 feat(mastervega): split colony management into full-screen colony view
Move colony management (sliders, build queue, catalogue) from the
system-view modal into a dedicated full-screen colony view
(VegaColonyView.js). The system view now inspects worlds read-only
with a "View Colony" button to open the management screen.

Key changes:
- Add VegaColonyView.js with colony screen, build queue flyout,
  scrolling catalogue, allocation sliders with padlocks, and
  planet-type backdrops
- Add world backdrop artwork support (1920×1080, one per planet type)
  declared in mastervega-artwork.json worldBackgrounds
- Add headless queue helpers to VegaLogic.js: collapseQueue,
  moveQueueRun, colonyBuildRate, queueEtas, enqueueMany
- Fix star map pointer blocking (drags no longer pan map through modal)
- Move ORBIT constant to VegaScreens.js, add D.colony depth layer
- Update docs (build-plan, sprites) and verification suite

The colony screen stacks over the system view without requiring a
second modal, hiding the system layer and pausing the orrery while
open.
2026-08-02 11:49:33 -06:00
Brian Fertig b0efbe3a44 feat(mastervega): add star map command panel and fleet detachment system
Introduce VegaSidePanel, a right-hand command panel with three modes:
star (system summary), fleet (ship count selectors), and order
(distance, ETA, Accept/Cancel). Replaces the inline fleet-order flow
with a callback-driven architecture where the scene owns selection
state and the panel only reads the engine and reports clicks.

Add fleet detachment logic to VegaLogic:
- splitFleet: carve a new idle fleet from an existing one
- sendDetachment: validate against actual stacks, normalize duplicates,
  probe reachability on a copy, and rollback on refusal
- etaTo: compute ETA scoped to the selected detachment (slowest hull
  in the selection, not the whole fleet)

VegaStarMap gains blockPointer (prevent pan/zoom over the panel),
onEmptyClick (dismiss panel by clicking void), and a rotating selection
reticle.

Section 4b adds ~32 verification checks covering ETA accuracy, ship
conservation, out-of-range refusals, duplicate normalization, star-base
immobility, and the idle-fleet merge rule.

Updates mastervega-build-plan.md to document the new panel and
verification section.
2026-08-02 08:38:22 -06:00
Brian Fertig 7f1cfcc982 fix(mastervega): build per-galaxy zoom ladder and eliminate pan slack
- Add VegaZoom.js with Phaser-free zoom ladder builder, verifiable headlessly
- Replace hardcoded ZOOMS array with galaxy-sized ladder anchored so the
  bottom rung exactly covers the viewport
- Remove 160 px of pan slack in clampPan so empty space can never be dragged
  into view
- Key semantic-zoom thresholds (isFarZoom / isNearZoom) to ladder index
  instead of absolute scale, keeping behaviour consistent across galaxy sizes
- Add section 3b to verifyMasterOfVega.js with 163 new checks covering
  ladder coverage, covering-zoom invariant, top-rung reach, and tiny-galaxy
  single-step collapse
2026-08-02 00:18:00 -06:00
Brian Fertig d789da4582 feat(masterofvega): add species portraits, speech, landing screen, and music
- Add video, still, and procedural three-tier portrait system for all 10 species
- Add species-specific speech clips and UI voiceover (SpeechQueue integration)
- Add landing screen with New Game / Resume / Return to Arcade buttons
- Add species detail pop-over with animated expand/collapse and auto-introduction
- Add game-specific soundtrack (masterofvega-music.json, 4 tracks)
- Add video asset type support in assetLoader and PreloadScene
- Add portraitVideos and portraitStills sections to artwork manifest
- Add verification for portraits, speech clips, and music tracks
- Update sprites.md with documentation for new assets and filenames
2026-08-02 00:04:06 -06:00
Brian Fertig 91f63b76a2 feat: add Master of Vega (Master of Orion clone)
Introduces Master of Vega, a turn-based 4X strategy game built on MOO1 rules with MOO2 conveniences. The implementation features a fully headless, deterministic engine (VegaLogic) with zero Phaser dependencies, enabling complete Node-based verification (809 checks) and reproducible galaxy generation via mulberry32 RNG.

Key features:
- Preset ship hulls with an auto-refitting Mark system and provably monotonic knapsack loadouts.
- Tactical grid combat with banked damage resolution to eliminate first-strike bias.
- Galactic Council diplomacy, stalemate-breaking, and invasion forecasting.
- Drop-in artwork compatibility with procedural stand-ins for all spritesheets.
- Hireable leaders (admin/captain) and colony building queues.

Architecture splits cleanly into headless modules (GalaxyGen, Logic, AI, Combat, Diplomacy, Ships, Leaders) and a render tier (StarMap, SystemView, CombatView, Screens, Nebula, Art, Fx). A comprehensive build plan documents 19 architectural traps discovered and resolved during development.

Registers the game in the registry, asset manifest, preload scene, and soundtrack service. Includes tools/verifyMasterOfVega.js for automated rule validation, art verification, economy balancing, and AI self-play soaking.
2026-08-01 22:17:31 -06:00
Brian Fertig 390dadbc14 feat: add barbarian raiders system with warlord ransoms
Introduce barbarians as a non-diplomatic civ appended to state.civs,
providing escalating pressure that scales with difficulty and target
civ era. Key mechanics:

- Uprisings spawn on explored tiles, capped by a growing population
  limit to keep raids an event rather than a fourth empire
- Era-based pressure curve: raids decay as a civ advances, stopping
  entirely at hard-stop techs (industrialization/conscription/railroad)
- Killing hordes summons a Barbarian Leader with an escort; cornering
  the lone leader triggers a gold ransom scaled by era and difficulty
- Captured cities are either razed (small) or held inert (large)
- Leader expires after a set lifetime if not ransomed

Diplomacy and AI carefully exclude barbarians to prevent three traps:
shared-enemy attitude pollution, permanent war phase pinning, and
government ladder lockout. Pre-feature saves remain compatible.

New assets: optional civilization-barbarians.png sheet (8 frames).
Updated sprites.md and unit tooltips. Comprehensive verification tests
added in verifyCivilization.js.
2026-08-01 18:18:36 -06:00
Brian Fertig d5f5e8981a feat(excitebike): add cool-zone speed boost and cooldown feedback
- Allow bikes to exceed normal turbo speed when holding through cool
  zones with turbo engaged, rewarding track knowledge
- Emit 'cooldown' event when entering cool zones to clear center msg
- Add coolZoneBoostSpeed tune constant (240) with design documentation
- Update physics invariant checks to use new speed cap
2026-08-01 15:44:17 -06:00
Brian Fertig b42a71bf2f feat: add radar detection system with jamming and contacts
Introduce a second detection layer independent of line-of-sight vision.
Radar buildings (Radar Tower, Advanced Radar) provide coverage that reveals
unit positions through fog as contacts, while Radar Jammers can blind enemy
radar within range without affecting normal sight.

Key changes:
- Add three sensor buildings: Radar Tower, Advanced Radar, Radar Jammer
- Implement computeRadar() with jamming logic and stampDisc() optimization
- Add isDetectedBy() for radar contact detection
- Draw radar contacts as green diamond blips in WorldView
- Show radar contacts as neutral green pips on minimap
- Expand build grid to 2 rows and artwork sheets to 4 rows
- Refuse repair orders on airborne units; builders stop chasing airborne targets
- Add validation for radarRange and jamRange in rules compiler
- Update sprites.md documentation and add comprehensive tests
2026-08-01 14:51:05 -06:00
Brian Fertig ac063d34a6 feat(total-annihilation): overhaul command system, patrol routes, and Commander death sequence
- Add repair and rally command buttons with custom glyphs and tooltips
- Refactor bottom command bar into a structured, discoverable grid with
  visibility filtering per selection type
- Replace patrol's there-and-back with a circuit-based route system;
  CTRL-clicking extends the patrol instead of stacking orders
- Builders guarding structures now repair damage first, then assist
  production — assist to producing factories now works correctly
- Add Commander death cascade: nuclear blast, outward vaporization wave,
  and screen-wide flash timed to the audio sample
- Introduce `fortification` and `air` armor classes; rebalance weapons,
  unit HP, and ranges across the roster
- Remove the static hint line; all commands now have prompts and button
  tooltips instead
- Add verification tests for patrol routes, guarding builders, vaporised
  entity rendering, and the full command bar
2026-08-01 13:56:41 -06:00
Brian Fertig f9e971b305 feat(totalannihilation): overhaul flight model to strafing behavior
Replace hover-based aircraft movement with a two-state system: LANDED
(grounded, cannot shoot, vulnerable to all weapons) and FLYING (at
cruise speed, uses air domain protection). Aircraft can no longer stop
in mid-air; armed units execute strafing passes with overshoot and
come-about logic.

Key changes:
- Add `liftFrac` simulation state for altitude, `airborne` dynamic flag
  (vs static `isAir`) so landed aircraft are ordinary ground targets
- Implement `stepStraferOrders` for aircraft that overfly targets and
  repeat passes; idle aircraft clear hostile keepout zones
- Add `overshoot` and `keepout` flight properties to fighter/bomber
- AI gains static defense (Laser Tower, Missile Launcher) at skill 4+,
  with threat-based placement and economy gating
- Fighter gains ground gun (pintlegun); air management uses `airClaimed`
  set instead of interceptor-only classification
- Update campaign m05 seed (71644) to compensate for balance shifts
- Update tooltips, documentation, and tests for new behavior

Closes #1234
2026-08-01 13:15:58 -06:00
Brian Fertig 2b6132031a feat(totalannihilation): add flight animation and factory production dials
- Add `flight` blocks to Fighter, Bomber, and Hover Constructor in rules JSON
  defining height, takeoff time, and landing time
- Implement purely cosmetic altitude system: units ease upward when given
  orders and settle back down when idle, using smoothstep easing
- Shadow stays pinned to ground position, fades in and shrinks as altitude
  increases — the gap between body and shadow sells the height
- Health/build bars move with the lifted body; selection ring stays on ground
- Add production dials (progress pies) on the player's own factories:
  top-left shows whole queue progress, top-right shows unit on the bench
- Pass real delta time to render() for framerate-independent takeoff animation
- Update sprites.md with flight system docs and art implications
- Add stub scene support and comprehensive verification tests
2026-08-01 09:41:03 -06:00
Brian Fertig cff1f02d9b feat: add air domain system with fighters, bombers, and hover units
Introduce a two-layer domain system (ground/air) that separates units into
independent simulation layers. Air units ignore the nav grid, never collide
with ground units, and can only be targeted by weapons listing "air" in their
targets. Hover units gain water-crossing ability via the move class cost table.

New content:
- Fighter (air interceptor with AA cannons)
- Bomber (ground-attack aircraft with bomb rack)
- Hover Constructor (water-crossing builder)
- Airfield (produces all three air units)

AI gains air superiority management: interceptors hunt enemy aircraft instead
of joining ground pushes, and the production mix auto-counters observed enemy
air. Ground anti-air (rocket troopers/tanks) also gain targeting weight.

Rendering adds a dedicated depth band for aircraft above all ground actors,
plus a displaced shadow sprite for altitude perception. HUD tooltips display
domain and weapon targeting information.

Validation ensures domain/moveClass agreement, requires at least one anti-air
weapon when air units exist, and excludes air classes from corridor generation.
Comprehensive test fixtures cover domain separation, collision, splash, and
order handling.
2026-08-01 09:00:37 -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 2268c74918 **feat: add Worms game with full physics, weapons, and procedural terrain**
Add Worms (inspired by Worms Armageddon) as a new arcade game with:

- **Procedural terrain** — seeded Island and Cavern generation, full destruction via `carveCircle`, girder placement, ROCK immunity
- **Bespoke physics** — worm locomotion (walk, jump, backflip, ballistic flight, fall damage), projectile simulation with wind/bounce/homing, ninja rope with corner wrapping, explosion geometry with linear falloff
- **16 weapons** — Bazooka, Grenade, Cluster, Shotgun, Uzi, Fire Punch, Dynamite, Mine, Air Strike, Homing Missile, Holy Hand Grenade, Blowtorch, Girder, Teleport, Ninja Rope, Skip Go (+ Surrender)
- **Match rules engine** — 45s turns, retreat phase, sudden death with rising water, crates, mines, oil drums, chain reactions, deterministic hash-based state
- **8 themes** — Forest, Desert, Farm, Hell, Arctic, Jungle, Construction, Space with full procedural palettes and drop-in art hooks (`data/worms-artwork.json`)
- **Phaser scene** — mode select, quick match setup, camera, HUD, weapon panel, slingshot aim, 2-player hotseat
- **Headless verifier** (`tools/verifyWorms.js`) — 207 checks across terrain, physics, weapons, and match logic; deterministic through the sim
- **Wiring** — registry (iconFrame 92), main.js scene registration, slug dispatch, asset manifest resolver, preload

Also updates `level-008.json` with new solid/spike geometry, additional balls and strands, and repositioned pipe.
2026-07-31 16:33:37 -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 78c61c1cd5 feat(gootower): make gears lethal hazards; redesign levels 5-6
Replace the "ride the rim" gear mechanic with instant ball destruction on
contact. Update hazardAt(), resolveTerrain(), and all related tests.
Redesign level 5 ("Watch Out") and level 6 with new terrain layouts
featuring gear hazards, updated ball/pipe/pile positions.

feat(shift): paginate artwork selection and reveal on completion

Add page navigation to artwork cards when there are more than one page,
and fade in the completed artwork over the puzzle after winning.

chore: add 9 new Shift artwork entries
2026-07-30 23:09:59 -06:00
Brian Fertig c12371b654 feat(angrybirds): Waves 1-2 — playable core, 8 birds, level bank, wiring
AngryBirdsLogic.js layers the game onto the Wave 0 solver: wood/stone/ice
plus TNT with distinct density, friction and fragility; damage as a health
model with crack stages rather than instant shattering; all 8 birds with
one ability per shot; scoring, stars, win/lose, and a stepSim -> events[]
contract the scene replays as FX.

The load-bearing discovery is that damage must read approach velocity, not
the solver's accumulated normal impulse. The accumulated value carries the
static load of everything stacked above: measured 3.4e5 at the base of a
10-block stone tower, above the threshold that should shatter wood. Wiring
damage to it makes tall towers quietly crush themselves at rest, and it
reads as a level-design bug rather than a physics one. prestep now also
publishes contact.impactImpulse — the momentum needed to stop the approach,
zero at rest by construction. Resting fell to 2.4e4 against real hits of
1.9e5 to 2.7e6, and the whole material table was calibrated by measurement.

AngryBirdsGame.js maps the 2400x1080 logical level through fixed sx()/sy()
helpers at scale 0.78 rather than zooming the camera, which keeps HUD text
in plain screen coordinates. Slingshot drag, ghost trails of previous
shots, level select, star tracking and progress persistence are in. A
follow-camera is deliberately deferred to Wave 5 — it is pure presentation
and cannot be validated headlessly.

Six starter levels ship as the Poached Eggs opening. All stand unaided,
none damage themselves on load, and a greedy aim sweep clears every one.

Registered as slug angrybirds, iconFrame 92, under Video Games.

tools/verifyAngryBirds.js -> 114 checks green. Peggle (909) and Excitebike
(620) still pass; Goo Tower's 2 failures are pre-existing and unrelated.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01M1wNRvLLtyfCDAET7oYouf
2026-07-30 19:07:16 -06:00
Brian Fertig 9ecbc9589f feat(angrybirds): Wave 0 — deterministic rigid-body solver
Angry Birds is fundamentally a rotating rigid-body stacking game, and
neither existing engine could be extended into it: PeggleLogic collides a
moving circle against static pegs with no rotation, and GooTowerLogic has
no angular state at all because its rigidity is emergent from
triangulation. Matter.js ships in the CDN Phaser build but is not
importable in bare Node and not reproducible, which would forfeit the
verifier, the generator's measured star thresholds, and the editor's
winnability gate.

AngryBirdsPhysics.js is a bespoke solver: convex polygons and circles,
uniform-grid broadphase, SAT with reference-face clipping to 2-point
manifolds, sequential impulses with warm starting keyed on stable feature
ids, Coulomb friction, split-impulse position correction, and island
sleeping.

Split impulse rather than plain Baumgarte is the load-bearing choice.
Biasing the real velocity makes penetration proportional to load, so the
bottom contact of a 10-box tower sank ~9x deeper than the top and the
stack sagged 12.85px. Correcting position through a discarded
pseudo-velocity removes a fixed fraction of the excess per substep
regardless of load; sag is now 0.46px per contact, exactly the slop band
we deliberately allow.

Gate: 10-box tower settles in 0.68s and sleeps with <1px drift and 0.35
degrees of tilt; friction holds on a 15 degree slope and slips on 40;
replay is bit-identical and frame-rate independent; 40 monkey seeds
produce no NaN, no overspeed and no sinking.

tools/verifyAngryBirds.js -> 51 checks green.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01M1wNRvLLtyfCDAET7oYouf
2026-07-30 18:47:18 -06:00
Brian Fertig abb55d6d7b excitebike: playtest fixes and Wave 5 polish
Playtest fixes (two reports, both bugs):
- Bad ground no longer instantly crashes: holes and obstacles only
  put you down above surfaceCrashSpeed; below that you bog to a crawl
  that is capped under the crash speed, always escapable
- Steep ramps (45°) no longer crash: launch lifts the bike clear of
  the lip, pitch is clamped to pitchMax, and landing angle is clamped
  to landGroundAngleMax so straddled cliff edges don't count as
  rideable surfaces
- Harness now drives every ramp at seven speeds; no crashes allowed

Wave 5 polish:
- Scenery: infield and apron shrub rows (bush, apronBush, tuft)
  transcribed from NES track maps
- Ramps given readable silhouette (packed-earth hatch, dark stroke,
  lit crest, sheer-face cut)
- Gaps show infield through lane; lane dividers and cool-zone
  chevrons fixed for alternating-lane contrast
- Snow and night themes retinted for visibility
- iconFrame 91 already painted

Tooling:
- Map reader masks ramp columns to avoid false mud/cool-zone detection
- All 10 track qualifyMs retuned from playtest measurements

Updated build plan and sprites docs.
2026-07-29 23:06:41 -06:00
Brian Fertig 81aa6e00a8 fix(excitebike): rework throttle, heat model, and landing after playtest
Address three fidelity issues found during Brian's playtest:

- Throttle: base speed 150→175, heat now chases a target (0.5 for A, 1.0 for B)
  so holding A alone settles the meter halfway without stalling.

- Turbo: overheat window extended to 6–8 seconds (heatRiseRate 1/7s), turbo speed
  275→235 against 175 base (57% boost). AI rivals now use hysteresis (heatOff/
  heatOn) instead of feathering around a single threshold.

- Landing: tolerance is lopsided — rear-wheel-first is safe (landCleanBack 0.45 /
  landHardBack 1.20), nose-down is strict (landCleanNose 0.32 / landHardNose 0.92).
  Crash rates across banks dropped from 1.3–5.9 to 0.2–3.0 per 1000px.

Other changes:
- Qualify targets: max(human × 1.06, expert × 1.12) so a perfect ride has margin.
- Fix NaN in countdown caused by renamed heatRate constant.
- Soak bands re-based; added monotonic ordering check (expert > human > steady > naive).
- Title screen now shows controls and "LAND REAR WHEEL FIRST" hint.
- All 10 track qualifyMs values retuned to new physics.
2026-07-29 22:34:29 -06:00
Brian Fertig 4e818ad104 Excitebike 2026-07-29 22:05:21 -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
Brian Fertig eabeef3165 tune zuma: slow down ball push speed, add per-level backgrounds & lose fanfare
- Reduce pushSpeed across all 20 levels to ~60% of original values in
  tools/genZuma.js, making the chain advance more slowly and giving the
  player more reaction time. starScores() thresholds auto-adjust downward
  since they are derived from pushSpeed.
- Add per-level background art (zuma-background-1 / -2) alternated per
  level via a new `background` field in each level definition; draw it in
  ZumaGame.drawBackground() over the solid fallback rectangle.
- Register the two new background textures and sfx-zuma-lose in the asset
  manifest.
- Add playLoseFanfare() mirroring playStartFanfare() to duck/pause music
  and play the lose SFX when the chain goes over the edge (onLost).
- Add a black stroke to the "ZUMA!" win banner for readability.
- Bump music volume to 0.5 in zuma-music.json.
2026-07-28 17:54:23 -06:00
Brian Fertig 10165547ae Add tunnels to Zuma: editor, engine, art, and audio
Introduce underground tunnel sections to Zuma levels, letting the
chain roll out of sight and back in. Tunnels are arc-length intervals
on the path; while a ball is submerged it is inert — ignored by shots,
the laser sight, and explosions — and the path itself is drawn as a
faint buried trace beneath any live section that crosses it.

Engine (ZumaLogic.js): TUNNEL constants, normalizeTunnels, isHidden,
visibilityAt, pathSpans, sampleRange, nearestS; createLevel,
syncPositions, applyPower, stepFlights, and rayHit all honour
submersion. validateLevel lints mouth placement, spacing, and the
40% max-hidden fraction.

Game (ZumaGame.js): depth layer reorg so a live path always wins an
overlap with a tunnel stone; addPortal draws the two-layer maw (stone
below the chain, mouth above it); drawPit replaces the old skull with
a broken-stone collar and vapour swirl; startPitFall rolls the lost
chain over the lip in order, shrinking marbles into the dark; the
level-start fanfare ducks the soundtrack via MusicPlayer pause/resume.

Editor (ZumaEditor.js): new Tunnels tool with click-to-place,
drag-to-slide, right-click-to-remove, ESC-to-cancel; three graphics
layers (buried path, live path, handles) matching the game's
stacking; queueGameAssets so editor Test Play has the lazy art ready.

Art: ZumaPortal.js (carved serpent-head maw, symmetric so one
texture serves both ends) and ZumaPit.js (shaft of darkening discs
read as depth, not a painted circle).

Audio: four Zuma SFX (shoot, hit, start, explode) and a three-track
soundtrack wired through data/zuma-music.json and the asset manifest;
genZuma.js gains a tunnels column (fractions of path length) and
verifyZuma.js gains a tunnel test suite.
2026-07-28 17:20:11 -06:00
Brian Fertig d08b48cdda chore(zuma): increase pushSpeed and starScores for all 20 levels
Significantly raise pushSpeed values across all levels (roughly 4x increase)
to make the game more challenging. Updated corresponding star score thresholds
proportionally. Adjusted editor UI max pushSpeed to 400 and updated validation
constraints to match.

Changes affect:
- data/zuma.json: level definitions with new pushSpeed and starScores
- src/games/zuma/ZumaEditor.js: editor input max value
- src/games/zuma/ZumaLogic.js: validation range
- tools/genZuma.js: generator table values
2026-07-27 23:15:44 -06:00
Brian Fertig 8e4e48e540 refactor(zuma): overhaul marbles, add level editor, rebalance levels
- Replace drawn ball textures with 32-frame rolling cycle + fixed specular
  highlight, so marbles visibly rotate as they travel along the path
- Switch from Phaser Containers to a Layer for proper depth-sorted rendering
- Replace hand-drawn frog with assets/images/zuma/frog.png sprite sheet
  (2 frames: base disc + slotted overlay for the mouth)
- Add ZumaEditor (/?zuma-editor=1): drag/insert/delete path points, move
  frog, tune parameters, test-play, export bank or single level
- Increase BALL_RADIUS 24→32, BALL_SPACING 48→64, and rebalance all tuning
  constants (catchup/pullback speeds, explosion radius, frog clearance)
- Extract geometry lint (validateLevel, validateLevelParams) into ZumaLogic
  so genZuma.js, verifyZuma.js, and the editor share identical rules
- Rewrite genZuma.js with a Pen class (straights + circular arcs at uniform
  STEP=70px) to avoid Catmull-Rom overshoot; regenerate all 20 levels
- Update verifyZuma.js aimbot soak: 8 seeds/level, ≥80% bank clear rate,
  star curve calibrated above mechanical play
- Update level data: new coordinates, adjusted quotas/speeds/colors/scores
- Add new background images (background-01.png, background-02.png)
2026-07-27 22:54:42 -06:00
Brian Fertig 5b24cc3ad0 Goo Tower Levels 2026-07-26 15:23:18 -06:00
Brian Fertig 386ad3efb7 feat: add Goo Tower game with physics engine, 12 levels, and editor
Implement Waves 0-3 of Goo Tower, a World of Goo-inspired physics
puzzle game. Includes:

- GooTowerLogic.js: Verlet integration with XPBD constraints, terrain
  collision, ball-ball collision, strand breaking, crawling agents,
  and 9 goo types (common, ivy, balloon, bomb, block, pokey, bit,
  skull, anchor)
- GooTowerGame.js: Phaser scene with procedural rendering, drag-and-
  drop placement, pipe collection, and win/OCD tracking
- GooTowerEditor.js: Level editor (/?gootower-editor=1) with terrain
  drawing, ball/pile placement, settle/test/export tools
- 12 hand-tuned levels across 2 chapters (teaching + sandbox)
- verifyGooTower.js: 303-check regression harness
- genGooTower.js: Level bank writer
- GooTowerAuto.js: Greedy reference player (winnability gate)
- Wiring into gamesRegistry, main.js, GameRoomScene, and PreloadScene
2026-07-26 10:22:25 -06:00
Brian Fertig cb3c152d10 feat: pudding monsters waves 1-3, mahjong match FX, background art
Pudding Monsters:
- Rewrite level bank to 75 levels across 5 named chapters with a teach →
  drill → mix curriculum progression
- Implement 8 mechanics: sleepers, ice, slime trails, hypno goos, springs,
  tunnels, buttons+bricks, powerlifters+crates
- Split scoring into stars (target coverage) and crowns (par solves)
- Introduce planFlick/applyPlan so scene animation never disagrees with
  engine state
- Add mutable board layers (state.board) with generic cloning/hashing
- Level select: chapter rows, mechanic pips, tooltips, chapter-complete panels
- Monster type rendering: green/hypno/lifter colors, sleeper shut-eyes+Z

Mahjong Match:
- Add MahjongFx.js: shatter, burst, flash, ring, floatText, recoil,
  freed-tile chimes

Bloxorz:
- Add background images for menu and levels

Infrastructure:
- docs/puddingmonsters-mechanics-plan.md: living mechanics build-out plan
- tools/verifyPuddingMonsters.js: 1295 regression checks
- genPuddingMonsters.js: curriculum generator with load-bearing gates
- Add playSoundEx() for pitched sound cues
- Update asset manifest for all three games
2026-07-26 01:27:36 -06:00
Brian Fertig 195e88f2dc feat(totalannihilation): add auto-heal for idle builders
Idle builder units now automatically repair damaged allied structures
and units within their build range. A priority system ensures defensive
buildings are repaired before factories and other buildings. Auto-heal
orders are marked as non-player-assigned so explicit player orders
always take precedence. Builders can re-prioritize targets on a
retargeting cadence, similar to combat target acquisition.

Includes visual asset updates for TA arm and core units/structures.
Adjusts test to isolate passive self-heal from the new auto-heal mechanic.
2026-07-25 20:36:50 -06:00
Brian Fertig b479b6a21f feat: overhaul Bloxorz rendering, mechanics, and level design; update Total Annihilation visuals
Bloxorz:
- Rewrite renderer with axonometric projection, rigid 3D box rolling, and continuous face shading
- Introduce new tile types: heavy switches (standing-only), soft switches, hold pads, fragile ground, split cubes, and teleporters
- Redesign all 36 levels using hand-authored ASCII maps in the generator, organized into six progressive acts
- Add design gates to verify solvability, mechanic necessity, and difficulty progression across acts
- Improve input handling with a directional compass, WASD/arrow key resolution, and smooth teleport/fall animations
- Update tutorial to document new mechanics and tile behaviors

Total Annihilation:
- Extend unit/building sight range to cover weapon max range + 2 tiles for improved fog visibility
- Implement crossfade between wireframe and finished sprites for building construction
- Switch to full-color assets by removing army tinting, and update artwork JSON paths/sizes
- Adjust weapon stats (damage, reload times) in rules
- Update sprites documentation to reflect the new visual pipeline
2026-07-25 14:50:23 -06:00
Brian Fertig 929d27e188 feat: add Bloxorz game, balance Total Annihilation weapons
- Add Bloxorz as a new logic game with tutorial support
- Register Bloxorz in games registry, main scene, and game room dispatch
- Preload bloxorz.json artwork data in PreloadScene
- Fix arm-structures artwork path and frame dimensions for Total Annihilation
- Balance Total Annihilation weapon stats:
  - Increase tankgun damage (95→145)
  - Decrease rocketpod damage (130→80)
  - Decrease towerlaser damage but increase fire rate (62→52, 1.4→0.4s reload)
  - Decrease towermissile damage but increase fire rate (175→135, 4.5→1.5s reload)
2026-07-25 10:30:30 -06:00
Brian Fertig 4e56c3bfae feat(totalannihilation): add victory conditions, new defensive towers, and combat improvements
- Introduce configurable victory modes: "commander" (default, kill enemy commander) and
  "annihilation" (fight until army can no longer produce)
- Add Laser Tower (1x1, hitscan) and Missile Launcher (2x2, guided with min-range dead zone)
  as buildable defensive structures with new towerlaser and towermissile weapons
- Units now hold at weapon range when attacking buildings instead of closing to point-blank,
  controlled by new engageHoldFraction constant (0.45)
- Replace center-to-center distance with surface distance for building targets; buildings are
  treated as rectangles with true half-extents, improving combat accuracy
- Buildings (towers) now freely traverse and aim in all directions regardless of art orientation
- Commander unit flagged with isCommander; victory conditions validate presence of commanders
- Update campaign missions to use destroyCommander objective; reseed m02 (old seed unwinnable
  after combat balance changes)
- Add skirmish setup UI for selecting victory conditions
- Update AI skill ladder verification thresholds to account for engage hold behavior
- Add comprehensive tests for victory conditions and defensive structures
2026-07-25 08:23:11 -06:00
Brian Fertig 4b86a85358 feat(total-annihilation): add unit/building repair system
Allow builders to repair damaged friendly units and buildings by
right-clicking them. Repair cost and duration are proportional to the
damage healed (X% HP restoration costs X% of build cost and takes X%
of build time).

Key changes:
- New 'repair' order type with validation (own units only, must be
  damaged, requires a builder)
- Separate _repairPower accumulator so repairing a damaged factory
  doesn't silently speed up its production queue
- Repair drains energy/mass through the same economy machinery as
  construction, including brownout throttling
- HUD hints guide players to right-click damaged allies to repair
- Repair order auto-clears when complete; unqueued orders interrupt it
  while queued orders wait behind it
- Visual waypoint color for repair orders
- Comprehensive test coverage in verifyTotalAnnihilation.js
2026-07-24 21:50:34 -06:00
Brian Fertig 1f4f8d1b30 fix(totalannihilation): ensure self-heal damage clock survives serialization
- Initialize lastDamagedTick to -1e9 for fresh units (finite sentinel to avoid JSON.stringify null)
- Add lastDamagedTick to serialize/deserialize so the pause timer persists across save/load
- Add comprehensive tests for self-heal behavior:
  - Rate verification (~33% max HP/min)
  - 30s pause after damage and clock restart on new hits
  - Sustained fire suppression
  - No overhealing
  - Non-selfHeal units don't regenerate
  - Damage clock survives save/load round-trip
2026-07-24 21:34:27 -06:00
Brian Fertig ddac7fcd5a feat(ta): add order queueing with CTRL and visual waypoint feedback
- Queue multiple orders per unit by holding CTRL (matching original game)
- Draw colored waypoint chains on the minimap/world for each queued order
- Display queued order count in selection detail panel
- Limit queue overlay to MAX_QUEUE_LINES to avoid clutter in large selections
- Use distinct colors per order type (move, attack, patrol, build, etc.)
- Update hint text and placement UI to mention queueing behavior
- Add verification tests for queue append/replace semantics, consumption order,
  and queued build orders
2026-07-24 20:58:08 -06:00
Brian Fertig e7da172896 feat: add Total Annihilation game with campaign, AI, and full engine
Add a complete Total Annihilation clone including:

- TotalAnnihilationGame.js: Main scene with fixed-step loop, input handling,
  camera controls, selection, orders, and match lifecycle
- TAHud.js: Resource strip with flow rates, selection info, build/production
  grid, minimap with fog of war, and toast notifications
- TAScreens.js: Main menu, skirmish setup, campaign list, pause menu, and
  victory/defeat results
- totalannihilation-campaign.json: 6 hand-authored campaign missions with
  escalating difficulty (skill 1→5)
- tools/genTACampaign.js: Campaign generator that bakes terrain from the
  seeded map generator
- tools/verifyTotalAnnihilation.js: 13-section end-to-end test suite covering
  rules integrity, artwork, economy, pathfinding, combat, fog of war,
  map generation, serialization, AI skill ladder, and campaign winnability
- tools/lib/taStubScene.js: Minimal Phaser stub for headless testing

Engine improvements:
- TALogic.js: Swept projectile collision (no tunneling), quadratic AoE
  falloff, manual weapon support (D-Gun), unrecoverable elimination, onTick
  callback for AI stepping
- TAAI.js: Skill-based economy ladders, simultaneous factory+economy growth,
  sticky focus-fire, home defense gating by skill, tune/profile overrides
- TANav.js: fitField dilation for unit clearance, stale fit mask invalidation
- TAWorldView.js: _addWorld for layer ordering, frame-accurate zoom anchor
  math, container depth sorting every frame
- TARules.js: autoRangeOf excludes manual weapons, manual flag compilation

Art & data:
- Mayan civilization artwork added to civilization-artwork.json
- Several opponents switched to mayan citySheet
- totalannihilation-rules.json: balanced unit stats, new commanderlaser weapon,
  restructured AI skill tuning, formatted JSON
- sprites.md: complete art spec for drop-in PNG sheets
- Registered in gamesRegistry, assetManifest, PreloadScene, GameRoomScene,
  and soundtrack service
2026-07-24 20:57:40 -06:00
Brian Fertig 94cc51b997 feat(minimotorways): dynamic scaling and starvation-safe spawning
- Replace flat caps (CAR_CAP, HOUSE_CAP, BUILDING_CAP, WEEK_ROADS) with
  per-stage values that scale over the run, preventing the week-6 growth
  plateau where the expanded map stayed empty
- Add per-color starvation guards: ensure every unlocked colour has at
  least 2 houses and 1 building, even if it means exceeding stage caps
- Allow spawnHouse/spawnBuilding to bypass caps when a colour is
  supply-starved or destination-less
- Update bridge placement to handle 1-wide rivers (orientation-ambiguous
  single-cell spans)
- Tune PIN_MS_MIN from 3500ms to 2400ms
- Extend Monte Carlo verification to 20 weeks with assertions that the
  city grows past the old week-6 plateau
2026-07-23 21:55:20 -06:00
Brian Fertig 09324f5b20 feat(civilization): replace yield text with icon rows and unit chips on city screen
Replace the four-line text yield breakdown with five icon-based rows that draw
total production as icons and show surplus/loss as a signed group. Hovering any
row reveals exact figures and derived facts like growth/starvation timers.

Replace the comma-separated supported units list with wrapped unit chips that
show each unit individually, including veteran status (gold dot) and upkeep
color coding. Chips display a "+N" overflow marker when units exceed the
visible grid.

Extract citySupport() from cityYields() to compute per-unit upkeep in one pass,
ensuring the Shields/Gold rows and unit chips always agree on costs. Add
describeYieldRow() and describeSupportedUnitTooltip() tooltips for the new
visual elements. Add comprehensive headless tests covering icon run logic,
yield identities, government upkeep rules, and tooltip rendering.
2026-07-23 21:09:08 -06:00
Brian Fertig 3122bb2f28 feat(civilization): city screen overhaul with fat-cross map, scrollable builds, and yield tracking
- Add CivilizationCityMap.js: draws the 21-tile fat cross in the city screen
  with terrain, specials, city sprite, pips, borders, units, and veiled tiles
- Replace fixed 28-row build list with a scrollable window; add shield cost
  and turn-estimate annotations per build choice
- Add garrison display: fortified units shown as clickable roundels
- Refactor tileYield() to accept a `notes` array that records each rule's
  delta, enabling accurate tooltips that can never drift from engine math
- Extract paintTerrainDiamond() and specialColor() from CivilizationMapView
  so the city map and main map share identical rendering
- Add cityCentreYield() enforcing the 1-shield/1-trade market-economy floor
- Add cityTileStatus() for consistent worked/idle/taken/offmap classification
- Add describeCityTileTooltip() with terrain title, yield breakdown, missing
  improvement explanations, and status line
- Wire improvementSheet and iconSheet paths in civilization-artwork.json
- Add comprehensive verifyCivilization checks for yield notes, centre floor,
  tile status, tooltips, and build list capacity
2026-07-23 19:21:54 -06:00
Brian Fertig 4fcae92e59 feat(civ): AI-initiated diplomacy with frustration escalation
Introduce active diplomacy where rival leaders approach the player with
requests, demands, trades, and gifts rather than passively waiting.

New CivilizationDiplomacy.js module handles:
- 9 request kinds (joinWar, breakTreaty, borderUltimatum, demandGold,
  demandTech, techTrade, ceasefire, peace, alliance) with initiative
  tiers so urgent calls to arms aren't drowned out by filler offers
- Cooldowns per (leader, target, kind) plus a per-leader gap so a
  leader can't spam different requests to bypass rate limits
- Frustration grudge (0-100) raised by refusals, decaying each turn
  and dragging attitude toward hostility through the ordinary war path
- Escalation: frustrated leaders demand compensation, then renounce
  treaties at breaking point, with ordinary hostility finishing the job
- Border ultimatum promises checked when pledges expire (double penalty
  for broken word)
- Unprompted gold/tech gifts from leaders with high attitude
- Staleness validation so requests the world invalidated are dropped
- AI-to-AI requests resolve immediately through the same pipeline

UI changes:
- AI requests queued on state.pendingRequests, presented via audience
  popup at the start of the human turn (one per turn, configurable)
- Diplomacy screen shows ACCEPT/REFUSE with consequence hints until
  answered; unanswered requests lapse with half-weight penalties
- New event types: treatyRenounced, pledgeBroken/pledgeKept, aiGift
- Leader dialogue for demands, refusals, gifts, and renouncements
- Tetris Attack menu gets a title art backdrop

Data/infra:
- diplomacyRequests tuning in civilization-rules.json (thresholds,
  cooldowns, attitude weights, per-request config)
- Frustration, requestCooldown, lastRequestTurn, pledges fields on
  civ state — all backward-compatible with old saves
- Full verification suite covering eligibility, resolution, cooldowns,
  frustration arc, serialization, and fuzz testing
2026-07-23 16:26:15 -06:00
Brian Fertig 2880eeab2a feat(civilization): add japanese city theme and improve world generation
- Add japanese-themed city sprite sheet (PNG + PSD) and register in artwork config
- Switch several opponents to cyberpunk or japanese city themes
- Fix hut badge stale display by including tile coordinates in hut events and
  repainting affected tiles immediately via repaintFromEvents
- Replace diagonal lattice world generation with hash-based jittered grid:
  * Shield grassland now uses balanced 2x2 blocks hashed per position to remove
    visible screen-space banding while preserving 50% density
  * Special resources placed on jittered blocks with adjacency avoidance,
    eliminating clumping and barren regions
- Update sprites.md paths and status markers to reflect completed sheets
- Expand verifyCivilization checks for shield density range and special placement
  quality (no adjacency, balanced windows, no screen-column alignment)
- Update Tetris Attack dialogue with control instructions and typo fixes
2026-07-22 23:48:41 -06:00
Brian Fertig cf611fa669 Re-theme stage clear to helping friends with multi-line intros
Refactor Stage Clear narrative from battling opponents to helping friends.
Update character poses: friends cheer on clears and fret during danger.
Implement multi-line intro cutscenes with step-by-step progression and random background art.
Switch dialog to randomized arrays (introLines, winLines, loseLines).
Add new sound effects for Beth and Jerry.
Update validation and documentation to match new data structure.
2026-07-22 20:52:05 -06:00
Brian Fertig ecfdf4c59b feat(superkart): add missed-checkpoint correction for shortcut detection
Detect when a player shortcuts across geometry and skips checkpoint gates
by monitoring the spline projection delta. When the player jumps past
the configured skip threshold, they are teleported back to the last
legitimate checkpoint, shown a blinking "CHECKPOINT MISSED" banner,
and given a brief invulnerability window.

- Add checkpointMissSkip and checkpointMissMs config values
- Implement delta-based gate-skipping detection in kart logic
- Add HUD banner and sound feedback for missed checkpoints
- Make player sprite blink during the correction window
- Add verification tests for detection, correction, and clean-race false positives
- Make Tetris Attack portrait frame half-transparent
2026-07-22 13:00:12 -06:00
Brian Fertig cf646282a0 retune tempest difficulty and fix death persistence
- Replace hard-capped difficulty curves with exponential ramp function
  that continues scaling deep into endless play without plateauing
- Reduce base speeds and shot counts for more deliberate gameplay
- Increase flipper, fuseball, and pulsar speeds for more pressure
- Flipper AI now chains hops toward the claw instead of resting,
  making it a true pursuer rather than a shuffler
- Change zapper to refill +1 per level instead of full reset, making
  charge management meaningful
- Death no longer resets the board: only enemies within threshold t
  die with the player, others remain mid-climb
- Improve enemy shot hit detection with lane distance check instead
  of exact lane match
- Add advanceShots() helper for cleaner shot advancement logic
- Update verification tests for new mechanics and difficulty curves
- Add michael background sprites and update tetrisattack characters
2026-07-21 22:52:07 -06:00
Brian Fertig 08d23f9613 refactor: replace stage clear targets with clear line boundary mechanic
Restructure Tetris Attack Stage Clear from "clear all target panels" to a
multi-stage round system with a sliding boundary line.

Gameplay changes:
- Each character now has 5 stages instead of a single match
- A CLEAR line appears after a set number of rows rise, then rides the
  stack upward; the objective is to clear everything above it
- Clearing a stage advances to the next: same board, faster speed, fresh line
- Stage progress is saved to localStorage; characters unlock sequentially
- Added a stage select screen with progress squares per character

Logic changes:
- Replaced `targetsTotal` with `clearLine` tracking and `countAboveLine`
- Added `advanceStage()` to resume play on the same stack one speed level higher
- Win condition now checks `countAboveLine() === 0` instead of target count
- Removed `target` flag from panels; panels below the line are irrelevant
- Continuous speed ramp via fractional `speed` per stage

UI changes:
- Clear line drawn as a pulsing bar with "◀ CLEAR" label outside the board
- "CLEAR LINE!" announcement on appearance, "STAGE N CLEAR!" banner on win
- HUD shows stage number instead of panel count
- Game over offers "Retry Stage", "Stage Select", or "Menu"

Asset changes:
- Backgrounds renamed to `background-{hero}-r{stage}.png` (5 per character)
- Lazy-load backgrounds per round instead of preloading all 30 images
- Updated tetrisattack.json with `stagesPerRound`, `stageSpeedStep`, and
  per-character `clearLineRows`

Tests:
- Rewrote stage clear soak tests for the new mechanic
- Added stage round progression, speed ramp, and board preservation tests
2026-07-21 10:00:09 -06:00
Brian Fertig 85996ad02c feat: add Tetris Attack (Panel de Pon) with endless, stage clear, and puzzle modes
Implement the full Tetris Attack clone with three game modes:
- Endless: clear panels as the stack rises, speed increases with levels
- Stage Clear: defeat 6 character opponents (Beth, Jerry, Michael, Steve, Victor, Klaxon) in sequence
- Puzzle: solve 24 pre-vetted puzzles within move limits

Core engine (src/games/tetrisattack/TetrisAttackLogic.js) is a pure, deterministic
state machine with match detection, chain propagation, gravity, and scoring tables
matching the SNES original. Includes a headless verifier (verifyTetrisAttack.js)
testing match detection, chains, gravity invariants, top-out, puzzle solvability,
and seeded determinism.

Art is fully optional via drop-in spritesheets (spec: sprites.md); procedural
fallbacks draw 16-bit-style panel icons with distinct shapes for colorblind access.
Puzzle bank generated by genTetrisAttackPuzzles.js and verified as solvable within
optimal move counts.

Shared nintendo soundtrack reused via soundtrack overrides.
2026-07-20 00:04:26 -06:00
Brian Fertig bf71bfc3c7 feat(advance-wars): add unit progression system with mission-based unlocks
Introduce a unit unlock system that progressively grants access to new
unit types as the player advances through the campaign. Each mission
specifies which units each army can build, starting with basic units
and unlocking MD Tanks, Rockets, Anti-Air, Missiles, Lander, Cruiser,
and eventually the full armory.

- Add unit sprite sheet (advancewars-units.png) and artwork config
- Implement unlock validation in production and build options
- Add tutorial dialogue from Ethel explaining new mechanics and units
- Balance AI difficulty by reducing skill levels and aggression
- Adjust capture weights for more balanced AI behavior
- Add introductory city capture mechanic in first mission
- Update verification tool to support unlockedUnits
2026-07-19 10:55:18 -06:00
Brian Fertig 4a8b78c538 feat: add Advance Wars turn-based tactics game
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
2026-07-19 09:43:58 -06:00