Commit Graph

373 Commits

Author SHA1 Message Date
Brian Fertig 8399cc69db Further Tweaks to Colorado Defense 2026-07-14 13:19:07 -06:00
Brian Fertig bfa2359ea2 Adjustments to Colorado Defense 2026-07-14 08:17:57 -06:00
Brian Fertig 6cef254dde refactor(coloradodefense): replace MIRV splitAt/splitDone with split-zone geometry
- Replace time-based splitAt/splitDone with screen-space Y zones (SPLIT_ZONE_1
  at top third, SPLIT_ZONE_2 at halfway) for more predictable MIRV behavior
- Add MIRV_RESPLIT_WAVE (wave 8): from wave 8 onward, MIRV buses split twice
  instead of once, creating more late-game pressure
- Lower early-game difficulty: MIRV starts at wave 3 (was 6), reduced base
  chance (0.05 vs 0.15), increased growth rate, lowered max (0.4 vs 0.5)
- MIRV trunk continues flying toward its target after each split
- Updated verification tests for split-zone geometry and new missile fields
- Cleaned up obsolete splitAt/splitDone fields across test fixtures
2026-07-13 19:53:41 -06:00
Brian Fertig db1e36a42c feat(coloradodefense): add chain reactions, inter-wave recap, vector skyline, and curved CRT
- Chain reaction explosions: player kills trigger delayed secondary blasts
  that can destroy nearby missiles (bounded to one extra tier)
- Inter-wave "COLORADO DEFENDED" recap animation showing surviving cities
  (+500 each) and leftover missiles (+25 each) with tallying sounds
- Dynamic wave bonus: replaced flat SCORE_WAVE_BONUS with per-surviving-city
  and per-remaining-missile bonuses, emitted in waveComplete event data
- Vector-style skyline: hand-authored Rocky Mountain ridgelines with snow
  caps, building presets for varied city skylines, wireframe silos/cities
- Minimal VectorFont module for the recap banner text
- Curved CRT overlay: WebGL barrel-distortion pipeline with chromatic
  aberration, sheen highlight, vignette, and pulse on impacts
- Three new 8-bit SFX: explode, explode2 (chain), count (tally)
- Updated verification tests for chain reactions, wave bonus breakdown
2026-07-13 19:52:55 -06:00
Brian Fertig dadf8c28dc feat(peggle): overhaul 7 powers with enhanced mechanics, visuals, and audio
Add character assets (sprites/videos) and sound effects for Aiko, Blackwind,
DV-8-2303, Kage, Nadia, Nicole, and Steve.

Power overhauls:
- Extreme Ball: lasts 2 shots, cascade splits into 4 balls on 2nd bounces
- Cannonball: adds Space Blast-style explosion on green peg trigger
- Beam Up: retargets to a clear-path orange peg on return
- Overclock: lasts 2 shots, grants free ball every 6 pegs, pitch-rising hum
- Laser Sweep: follow-up sweep on random orange peg after 1s delay
- Shadow Slash: follow-up slash on random orange peg after 1s delay
- Cosmic Bloom: adds small Space Blast around green peg
- Rewind: glitch effect, portal opens targeting clear orange peg, refunds on drain

Add visual effects (shockwave rings, portal animation, glitch bars, split
particles), happy reaction dedup per ball, and comprehensive verification
tests for all new mechanics.
2026-07-13 17:50:24 -06:00
Brian Fertig a897058b71 Level Adjustments 2026-07-12 15:52:33 -06:00
Brian Fertig fa4ef2233b feat(peggle): overhaul 7 powers with enhanced mechanics, visuals, and audio
Add character assets (sprites/videos) and sound effects for Aiko, Blackwind,
DV-8-2303, Kage, Nadia, Nicole, and Steve.

Power overhauls:
- Extreme Ball: lasts 2 shots, cascade splits into 4 balls on 2nd bounces
- Cannonball: adds Space Blast-style explosion on green peg trigger
- Beam Up: retargets to a clear-path orange peg on return
- Overclock: lasts 2 shots, grants free ball every 6 pegs, pitch-rising hum
- Laser Sweep: follow-up sweep on random orange peg after 1s delay
- Shadow Slash: follow-up slash on random orange peg after 1s delay
- Cosmic Bloom: adds small Space Blast around green peg
- Rewind: glitch effect, portal opens targeting clear orange peg, refunds on drain

Add visual effects (shockwave rings, portal animation, glitch bars, split
particles), happy reaction dedup per ball, and comprehensive verification
tests for all new mechanics.
2026-07-12 15:29:55 -06:00
Brian Fertig b4113d50d1 Querystring Argument 2026-07-12 09:31:14 -06:00
Brian Fertig 3942b0b89e Peggle Adjustments 2026-07-12 09:14:06 -06:00
Brian Fertig bb91a21c8d feat(peggle): weighted orange selection, Body Slam physics rework, and level adjustments
- Replace uniform orange peg selection with weighted sampling, favoring circle pegs over brick sections (~2:1 ratio) to keep gameplay peg-centric
- Rework Body Slam (The Smasher) power to launch at 0.7× speed with reduced gravity, aligning physics with updated power documentation
- Adjust orange/green peg counts for levels 26, 27, 30, and 32 to fine-tune difficulty
- Add Maurice character assets (PNG & MP4)
- Clean up redundant portrait emotion triggers and add verification tests for weighted sampling and slam ball behavior
2026-07-12 00:42:13 -06:00
Brian Fertig 733406a2a5 Added a bunch more levels 2026-07-11 23:36:01 -06:00
Brian Fertig f7d9ee12f1 feat: enhance peggle powers and add swdbg portrait reactions
- Multiball now spawns 3 additional balls fanned at ±18° instead of 1 mirrored ball
- Fireball scales ball radius by 3x
- Zen Ball grants 3 stacking charges, consuming one per shot
- Reduce base launch speed to 920 and add rotateVec utility for velocity rotation
- Update verification tests to match new power behaviors
- Add opponent portrait emotional reactions in SWDBG for expensive purchases and bounty defeats
2026-07-11 21:07:25 -06:00
Brian Fertig 3dbfcd56de Small Modifications 2026-07-11 19:33:37 -06:00
Brian Fertig 2e8424a4af chore(peggle): update peg color palette to match spritesheet
Update PEG_TINT and PEG_LIT color constants to match the dominant fills
of the peg frames in peggle-sprites.png, ensuring procedural bricks and
fallback pegs stay in scheme. Document that these constants should be
re-sampled if the spritesheet is repainted.
2026-07-11 18:47:42 -06:00
Brian Fertig 58d51503eb Level Adjustments 2026-07-11 18:39:42 -06:00
Brian Fertig afd3dc9466 refactor(2048): simplify tile text colors to white on all dark-themed tiles
Previously, tile text colors alternated between dark (#1a1208) for lower
values and white (#ffffff) for higher values (index >= 5). This change
simplifies the logic to use white text for all tiles, reflecting a
consistent dark-themed tile design.
2026-07-11 17:46:54 -06:00
Brian Fertig cb5c2ec5fe Rename Video 2026-07-11 17:39:56 -06:00
Brian Fertig 51199534a6 More powers and videos 2026-07-11 17:22:40 -06:00
Brian Fertig fba1f0c53d feat(peggle): expand to 25 levels with friend intros and redesigned level select
Expand Peggle from 5 to 25 levels (5 per friend) with unique shapes and
progressive difficulty. Each friend block (Ethel, Kona, Zanthor, Fireball,
Victor) gets distinct names, backgrounds, and level layouts.

- Redesign level select: one row per friend showing portrait, name, power,
  and their 5 level tiles
- Add friend intro screens: video (or portrait fallback), bio, and power
  explainer before each friend's first level
- Intros skip on replay/try-again; input hold prevents accidental cannon
  launches after UI clicks
- Add intro videos for Ethel and Kona; document the video system
- Update level generator with `pentagram()` helper and 5 variants per friend
- Verify block integrity, intro markers (1,6,11,16,21), and level name uniqueness
2026-07-11 16:42:44 -06:00
Brian Fertig 7898d13d18 Peggle Modifications 2026-07-11 15:43:21 -06:00
Brian Fertig e9c5a8afd1 Balatro All remaining Icons 2026-07-11 13:07:56 -06:00
Brian Fertig ec6efd7e4e refactor: reorganize Balatro stats panel layout
Rearrange the chips/mult display area to add labeled headers and improve
visual hierarchy. Move the hand name text upward to accommodate the new
layout structure.
2026-07-11 08:43:39 -06:00
Brian Fertig 4fe8d0861d refactor: lazy-load per-game assets and enhance Balatro visuals
Introduce lazy loading for game-specific artwork to reduce startup time.
Game assets are now defined in src/data/assetManifest.js and loaded on
first entry via src/services/assetLoader.js, replacing the previous
approach of loading all game art in PreloadScene.

Balatro improvements:
- Add bump/shake animation to chips and mult counters on score changes
- Animate round score flying into the left-bar readout with explosion
- Fix tween cleanup during view swaps to prevent crashes
- Add planetSheet artwork path to balatro-artwork.json
2026-07-11 08:40:23 -06:00
Brian Fertig 271cbfe3da feat(balatro): add CRT post-processing, rounded art rendering, and UI improvements
- Introduce BalatroCrtPipeline for subtle CRT effects (scanlines, grain, glitch bursts)
- Attach CRT pipeline to main camera with event-driven pulse on boss rounds and game over
- Add frameIsBlank check to detect blank/unpainted texture frames and fall back to procedural cards
- Implement roundedArtKey and addRoundedArt for rendering art with rounded corners
- Update joker, tarot, planet, spectral, deck, shop, and voucher rendering to use rounded art
- Increase font sizes across UI elements for better readability
- Add border strokes to joker cards with custom art
- Trigger CRT pulse on high multipliers (x2+) and score announcements
- Reference art image paths in balatro-artwork.json
2026-07-10 20:50:06 -06:00
Brian Fertig 3a88ebc626 feat(balatro): introduce m6x11 pixel font as primary font face
Add m6x11.ttf and register it via @font-face in styles.css. Use it as
the primary font throughout BalatroGame.js and BalatroViews.js (with
Julius Sans One as fallback), giving the game a consistent pixel-art
aesthetic. Update PreloadScene to warm the new font alongside
YummyCupcakes.
2026-07-10 16:30:29 -06:00
Brian Fertig 7dce7ab271 Moved X between multipliers 2026-07-10 16:19:55 -06:00
Brian Fertig 9a97775ec9 feat(balatro): add hover tooltips, scoring hum, and chip shake
- Add Balatro-style hover tooltips for cards, jokers, consumables, shop
  items, packs, and vouchers with detailed stat information
- Add a looping energy hum that climbs in pitch with the running score
- Add visual jitter to chips/mult boxes that intensifies with the hum
- Improve scoring animation by grouping events per card/joker anchor
- Stamp joker UIDs onto events for proper animation anchoring
- Add drag distance threshold to prevent accidental joker drags
2026-07-10 15:46:49 -06:00
Brian Fertig 29a242b9f5 feat: add card dealing and discarding animations
- Implement sequential deal animation with cards flying in from off-screen
  and rotating 400° before landing
- Add discard animation where selected cards fly to screen center then
  shrink away
- Animate played cards flying from their hand positions to the played row
  instead of popping into place
- Track pending deals via _pendingDeal to coordinate animations with
  game state updates in doDiscard, doPlay, and blind selection
2026-07-09 23:00:12 -06:00
Brian Fertig 160f6010b1 feat: add Balatro — poker roguelike game
Implement a complete Balatro clone with:
- Pure logic engine (BalatroLogic.js): seeded RNG, ante/blind state machine,
  shop, consumables, boss-blind hooks, save/load, endless mode
- Scoring pipeline (BalatroScoring.js): full poker evaluator (including secret
  hands, wilds, stones, smeared/fourFingers/shortcut passives) and chips×mult
  trace for deterministic scoring animation
- 114 Joker definitions with rich effect hooks (onScored, onHeld, independent,
  cardRetriggers, scaling state, copy via Blueprint/Brainstorm)
- 22 Tarots, 12 Planets, 15 Spectrals, 8 decks, 16 vouchers, 10 booster pack
  types, 20 boss blinds + 3 finishers
- Phaser scene with procedural card/Joker rendering, art-frame drop-in support,
  melty swirl background shader, and trace-based replay animation
- Headless verification suite (tools/verifyBalatro.js) with evaluator table
  tests, scoring goldens, 200-bot smoke test, determinism & mid-run serialize
  round-trip checks, and endless scaling tests
- Tutorial text and sprite-sheet layout documentation
2026-07-09 22:43:36 -06:00
Brian Fertig 61b86d909a Updated Card Images 2026-07-08 23:23:48 -06:00
Brian Fertig 63bca959c3 feat(swdbg): overhaul card data from physical set transcription
Regenerate all galaxy cards from the owner's physical card CSV
(assets/info/sw-force-cards.csv) with verified stats, abilities, and
bounty rewards. Cross-check is enforced by tools/verifySWDBG.js.

New mechanics:
- oppChoice: opponent picks between discard / giveForce / attackBoost
  (Duros Spy, B-Wing)
- dealDamage: exile-self effect targeting base OR enemy capital (Y-Wing)
- buyGalaxyDiscard: exile a unit to purchase from the discard pile
  (Jawa Scavenger)
- topdeckNextPurchase: next buy goes on deck top (Twi'lek Smuggler)
- takeRowTemp: borrow a row card, exile it at turn end (Grand Moff Tarkin)
- lookTopSwap: peek deck top, swap with a row card while Force is yours
  (Moff Jerjerrod)
- lookOppHand: reveal opponent's hand, optionally topdeck a card
  (Jyn Erso)
- purchaseToHand: onPurchase adds card to hand instead of discard
  (Fang Fighter)

New ability gates: requiresOppCapital, requiresTraitInPlay,
requiresOtherHero, requiresForce (on multi effects).

New constant ops: typeBoost (Admiral Piett), selfBoostPerBaseLost
(Baze Malbus). New timing: onPurchase.

Updated 55+ cards with corrected costs, attacks, HP, counts, traits,
and abilities. Added 11 new frames to the art sheet (55–65); 4 frames
orphaned but preserved.

Adds ~20 scripted rule spot-checks covering all new mechanics.
2026-07-08 22:07:48 -06:00
Brian Fertig b91879e51e refactor: rebalance card abilities and stats across factions
- Outer Rim Pilot: change from card exile to resource gain on self-exile
- TIE Fighter: reduce cost from 2 to 1
- Scout Trooper: add 2 attack, reduce target from 3 to 2
- Imperial Carrier: increase resources from 1 to 3
- Star Destroyer: increase attack from 3 to 4
- Duros Spy: change trait from Spy to Trooper
- Luke Skywalker: increase reward, change ability from onPlay to action, clarify target
- Hammerhead Corvette: reduce cost to 4, remove attack, add resources, clarify target options
- Mon Calamari Cruiser: reduce cost from 8 to 6, reduce hp from 8 to 6
- Kel Dor Mystic: add self-exile cost to ability
- IG-88: increase attack to 5, change from rowBonus to exileCards on bounty
2026-07-07 22:13:45 -06:00
Brian Fertig afd1681245 feat(swdbg): rework TIE Fighter, Vader, Cassian, Luke; add capital gate & force SFX
- Add `requiresCapital` ability gate to card definitions
- Rework TIE Fighter: constant boost → action that draws a card if you control a capital ship
- Rework Darth Vader: constant +4 attack while Force is with you (removed damage ability)
- Rework Cassian Andor: onBounty trigger forces opponent discard on galaxy row kills
- Rework Luke Skywalker: onPlay destroy enemy capital ship if Force is with you
- Centralize ability requirement checks via `abilityGatePasses()` helper
- Apply gate checks to onBounty, onPlay, and onReveal triggers
- Add Force track shift SFX (light/dark variations) with randomized playback
- Update verification tests for new card behaviors
2026-07-07 21:15:58 -06:00
Brian Fertig 2287b3cafe feat(dungeonboss): scale hero card text, redesign seat card visuals, fix adventure event flow
- Scale HP and soul icon font sizes by font factor in hero cards
- Pass isHoverPreview when revealing hero cards at expanded sizes so
  text scales appropriately (same logic as hover-zoom popup)
- Redesign makeSeatHeroCard to match makeHeroCard layout:
  * Class-color outer border for all heroes; epic heroes get a thin
    gold inner accent instead of replacing the outer border
  * Top-aligned art window with class-color bar beneath it
  * Center art/glyph vertically within the art window area
- Filter pendingBuild rooms from hand display to avoid duplicates with
  build zone card-back placeholders
- Refactor adventure event session-end handling:
  * Deduplicate resumeIdx lookup and simplify boundary logic
  * Handle cascading session ends when a hero's kill/wound ends the
    round, deferring remaining events to onSessionDrained callback
2026-07-07 19:30:36 -06:00
Brian Fertig 1753f43f2e add animated impact text for hero wounds and deaths in dungeon boss
Introduce showAdventureImpactText() to display centered, animated text
when heroes are wounded or killed during adventure battles. Text pops in
with scale, shakes/pulses, then fades out before continuing.

- Show "Soul Captured" message when hero dies
- Show "was wounded" message on hero defeat
- Chain onDone after full animation completes for proper beat sequencing
2026-07-07 19:07:26 -06:00
Brian Fertig 3e9ee8e47b fix: show complete hero row upfront in adventure modal
Store pre-walk entrance snapshot and seed the entire hero row when the
adventure modal opens, rather than waiting for heroEnters events to
stream in. This fixes the issue where only a subset of heroes were
visible initially, since the engine may have already shifted heroes off
the entrance queue before events reach the UI.

- Add _advEntranceSnapshot to capture pre-mutation hero queue state
- Add seedHeroRowFromEntrance() to populate all heroes at modal open
- Fix hero row pitch (heroRowN) so it never reflows mid-session
- Refresh snapshots in react/window decision path (bypasses applyDecision)
- Use moveToStage() in playEnterStep for consistent hero positioning
2026-07-07 18:36:52 -06:00
Brian Fertig 4b35876a34 fix: handle round/game end during mid-walk adventure resolution
Add ADV_SESSION_END_MARKERS to detect when a round or game ends as a
direct continuation of resolving a mid-walk window choice. Previously,
neither event carried a `.seat` nor was a walk-resumption type, so
ADV_RESUME_MARKERS alone couldn't detect this boundary.

Now, when events contain 'roundEnd' or 'gameOver', split them so the
modal closes before playing anything from the new round/game-over
screen, preventing narration/step queue folding into the current session.
2026-07-07 18:09:41 -06:00
Brian Fertig 8c8bce814f feat: add fly-in animation for town hero and epic reveals
Extend the card draw animation system to support town hero and epic reveals.

Add hero and epic configurations to DRAW_FULL_W and DECK_PILE_POS.
Update flyCardFromDeck to handle hero/epic cards and accept a configurable pause duration.
Introduce _pendingHeroRevealUids to suppress town rendering until fly-in animations complete.
Enhance heroRevealed event handling to trigger the full fly/flip/shrink sequence.
Adjust event timing delays to accommodate the longer animation.
2026-07-07 17:41:26 -06:00
Brian Fertig da483541a4 refactor: restructure adventure step progression and fix bossWound window handling
Remove lastStep state in favor of pendingSettleStep, deferring room card
settlement until the next step advances. This allows Continue/Spells UI to
appear immediately after a room's damage animation ends, rather than waiting
for a separate return-home tween.

- Add flushPendingSettle() to defer and execute card return-to-row animations
- Extract playNextAdventureStep() from advanceAdventureStep() for clearer flow
- Auto-chain bossWound steps without opening mid-walk windows (boss wounds
  are final and shouldn't pause for reactions)
- Add skipAdventurePauseMarkers() to correctly detect when event queue is
  truly drained past pause markers
- Flush pending settle in driveAdventureWindowDecision() before processing
  spell-window decisions
- Sync hero row for heroes entering after a live window pause

Fixes timing issues where UI state and card animations were out of sync,
and ensures heroes entering after an adventure pause get their cards shown.
2026-07-07 17:10:02 -06:00
Brian Fertig cc2461c6b5 feat(dungeonboss): mid-walk spell casting in adventure windows
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
2026-07-06 21:55:04 -06:00
Brian Fertig 137acc3500 feat: add default playfields for board games and new combat theme
- Add new "Future Combat" playfield image and configuration
- Assign default playfields to multiple games:
  - Stratego and Risk → combat
  - Checkers, Othello, Monopoly, Azul → cherry
  - Chess, Go, Backgammon → dark
  - Labyrinth → fantasy
2026-07-05 19:21:50 -06:00
Brian Fertig a1503d19fe feat: enhance SWDBG animations and Dungeon Boss mid-walk casting
- 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)
2026-07-05 18:20:06 -06:00
Brian Fertig ee60d7fa1c feat(swdbg): add card dealing animations and opponent hand visualization
- Animate card draws, plays, and row refills with smooth flight transitions
  and mid-flight reveal flips during initial deal
- Introduce slot helper methods for consistent card positioning across
  renderers and animations
- Show opponent hand as face-down fan with visible draw/discard pile counts
- Track pending card UIDs to prevent rendering cards mid-animation
- Support game-specific default playfields via gamesRegistry
- Add guardFreshButton to prevent accidental clicks from pointer event bubbling
- Add Starscape and Fantasy playfields; set Starscape as default for Star Wars
2026-07-05 14:44:03 -06:00
Brian Fertig 4dcc8211b8 feat(swdbg): nudge galaxy row cards by faction ownership
Visually indicate card ownership in the galaxy row by shifting cards
vertically: player's faction cards move down 12px (easier to buy),
opponent faction cards move up 12px, neutral cards stay centered.
2026-07-05 10:59:53 -06:00
Brian Fertig 450f2d05bc feat(swdbg): add deep-dive card inspector and UI improvements
- Add interactive deep-dive card inspector that highlights gameplay-relevant
  zones (cost, attack, resources, force, HP, bounty, unique) with callout
  boxes, leader lines, and tooltips on hover
- Support custom card back sprites via cardBack prop with fallback graphics
- Reorganize human area layout: center base/capitals/units on a shared
  play row (y=730) and position squad readout relative to force track label
- Add draw/discard pile display in hand area with card back graphics
- Fix HP badge rendering to appear above rules text
- Adjust action button and prompt text vertical spacing
- Shorten game name from "Star Wars Deckbuilder" to "Star Wars"
2026-07-05 10:57:30 -06:00
Brian Fertig 67e4020dbc feat: add adventure battle modal and phase wheel UI
Introduce a step-by-step adventure battle modal that replaces the old
fixed-delay fx when heroes walk through a dungeon. The modal shows the
hero queue and dungeon layout, then plays hero-by-hero, room-by-room
with battle animations, a play-by-play log, and Continue-gated progression.

Key changes:
- Adventure battle modal with hero/dungeon rows, battle zone, log panel,
  and Continue button; handles room hits, trap kills, boss wounds, and
  hero deaths with animations
- Split adventure walk events correctly across mid-walk decision pauses
  using pre-mutation dungeon/hero snapshots captured in applyDecision()
- New phase wheel UI (Round Start / Build / Bait / Adventure / Round End)
  with spinning animation and icons, driven by new phase events
- Replace heroToken circles with miniHeroCard portraits at entrance gates,
  with shrink animation from town to gate size during heroWalks
- Support proxy dragging from hover previews and deep-dive modal
- Add renderInto() to Portrait.js for static portrait copies in the modal
2026-07-04 22:16:02 -06:00
Brian Fertig 0e93c6ed56 More adjustments 2026-07-04 17:48:34 -06:00
Brian Fertig c601771c92 Cards being dealt animations 2026-07-04 13:21:13 -06:00
Brian Fertig 29cf5972b6 Dungeon Boss item positioning 2026-07-04 12:34:37 -06:00
Brian Fertig 57f9941dc4 feat: add card and base artwork spritesheets
- Add swdbg-cards-art.png and swdbg-bases-art.png spritesheets
- Add corresponding PSD source files
- Update swdbg-artwork.json to reference new art assets
- Adjust card sheet frame height from 230 to 155
2026-07-04 11:49:20 -06:00