- 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
- Implement visual tracking for Longest Road and Largest Army cards with
smooth transfer animations between players and the central display.
- Add audio feedback for special card ownership changes and opponent dev card plays.
- Display opponent development card details with a zoom-in animation when played.
- Update opponent panels to remove special card badges in favor of the new visual system.
- Add necessary spritesheet and audio assets to the preload scene.
- Minor fix to restore dice state in Parchisi logic after three-doubles penalty.
- Add `STANDARD_RESOURCES` array to `CatanBoard.js` for the classic beginner layout
- Allow users to choose between 'random' and 'standard' tile placement in `OpponentSelectScene`
- Pass `tilePlacement` config through `GameRoomScene` to `CatanGame` and `CatanLogic`
- Update robber voice clip files to new recordings
- Add animated robber movement with custom sprite, sound effects, and glow
- Implement dynamic dice roll animation with arc trajectory and sound cues
- Replace static resource hand with draggable, selectable cards
- Add victory points badge above player portrait
- Expand trade panel width and button sizes for better usability
- Load new robber asset and speech clips in preload scene
- 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