Add a "Spells" button during adventure room windows allowing the human
to cast hand spells targeting the hero currently mid-crawl (not just
entrance-queued heroes). The adventure modal stays open across the cast,
narrates spell effects as banners, and correctly resumes the walk
afterward without skipping rooms.
Key changes:
- New `adventurePause` walk type and `ADV_RESUME_MARKERS` to mark the
boundary between a cast's own effects and resumed walk events
- `findHero` now locates heroes in `adv.walking.hero`
- `showPickModal`/`showReactModal` accept custom callbacks to stay
inside the adventure modal session
- `driveAdventureWindowDecision` routes window/react decisions to the
modal UI instead of closing it
- AI window/react turns are computed and revealed via a "has cast:"
overlay before applying
- `applyAdventureWindowChoice` applies choices directly to the engine,
splits events into narration vs resumed walk, and plays banners
- New event types (`roomBoosted`, `heroHurt`, `heroHealed`, `heroFeared`,
`heroTeleportMarked`, `heroesBlocked`, `soulBurned`, `handReset`)
render as banners in the narration pipeline
- Two new verification tests for mid-walk targeting and fearHero safety
- SWDBG: add animated buy sequence with funding arcs, center-screen reveal,
and face-down stow to discard/deck
- SWDBG: introduce stable row slot tracking so bought/lost cards don't shift
neighbors; add ghost cards for pending animations
- SWDBG: add end-of-turn discard animations preserving old-hand positions;
emit endTurnDiscard events from logic
- SWDBG: add deep-dive Buy/Attack buttons for actionable cards; refactor
dealCardAnimated with startAs/flipTo/keepAlive support
- SWDBG: add drawArcArrow/drawArcArrows for converging attack visuals on
bounty kills and base attacks
- Dungeon Boss: add mid-walk advRoom casting window after room events,
letting players react to damage/kills during hero crawl
- Dungeon Boss: track walking hero in publicView and entranceHeroesOf so
spells and AI heuristics can target mid-crawl heroes
- Dungeon Boss: replace pre-bait token snapshot with overlay system —
pending bait heroes stay in town with fly-in tokens; pending draw cards
show card backs until animations land
- Dungeon Boss: keep heroes in battle zone after roomHit/pass instead of
returning them immediately
- Update images, registry (defaultPlayfield), and verifier (advRoomCasts)
Implement two complete card games with full rule engines, AI opponents
(5 skill levels), procedural rendering, and drop-in art support.
Dungeon Boss: Boss Monster-style dungeon building game for 2-4 players.
Players build dungeons of rooms and spells to lure and defeat heroes,
harvesting souls to win. Includes 8 bosses, 31 room cards, 16 spells,
and 41 heroes with class-based baiting mechanics.
Star Wars Deckbuilder: 2-player deckbuilding game. Players build decks
from faction and neutral cards, purchase from the galaxy row, bounty hunt
enemy units, and attack bases. First to destroy 3 enemy bases wins.
Includes 90-card galaxy deck, 10 bases with abilities, and the Force
mechanic.
Both games include:
- Pure logic engines (rules-verified by headless test suites)
- Synchronous heuristic AI with skill-based decision quality
- Phaser scenes with vector-rendered procedural art
- Drop-in sprite sheet support via JSON mappings
- Tutorial documentation and art specifications
- Registration in the game registry and scene loader