- Add background image to Zuma title screen with solid color fallback
- Add new depth layer for background rendering (D.bg)
- Style progress text with semi-transparent background rectangle
- Reposition game buttons grid lower on screen for better visual balance
- Register zuma-menu-bg asset in manifest for lazy loading
- Add Advance Wars and Zuma image assets (background, frog sprite)
- Implement staggered tile pop animation: face overlay flashes on each tile,
then shatters into four quadrants that fly diagonally while shrinking/fading
- Play 8-bit card sound per tile, 8-bit action/win sounds for 4+/5+ tile clears
- Adjust character speed levels in tetrisattack.json (Jerry-1, Michael-2,
Steve-2, Victor-3, Klaxon-4)
- Replace cursor movement SFX with click sound
- Update advancewars-units and tetrisattack-panels sprite sheets and PSDs
- Add sfx-click and sfx-casino-win-8bit to preload and sound registry
Advance Wars:
- Add HP override system (seed/set/clearHpOverride) so units show correct
HP during enemy-turn replay until their battle animation plays
- Redesign river/road channel rendering with layered depth: rivers get
deep channel, light core, and ripple crests; roads get concrete shoulders,
asphalt, and dashed centre lines phase-locked to tile seams
Tetris Attack:
- Add character sprite sheet and per-host background images (beth, jerry,
michael, steve, victor, klaxon)
- Declare hero background assets in manifest; scene falls back gracefully
when art is missing
- Update characterSheet path in tetrisattack-artwork.json
- Add HP text readout to battle animations showing 1-10 scale HP
(matching Advance Wars' classic HP display), with smooth tweening
- Extract cursor drawing into procedural texture, keeping it independent
of the UI sheet
- Add advancewars-ui.png sprite sheet and update artwork config
Introduce a new battle background spritesheet (advancewars-battlebg) that
displays context-appropriate backdrops behind each fighter during battle
cut-ins. The backdrop is selected based on the terrain/building type the
fighter is standing on (city, base, airport, port, plain, wood, mountain,
sea, reef, shoal, river, bridge, road, hq).
- Add battleBgSheet to artwork.json and asset manifest
- Implement playBattleAnim() backdrop system with terrain lookup
- Provide procedural fallback matching the real sheet's frame map for
art-free playability
- Mirror defender backdrops to match mirrored defender sprites
- Document the 14-frame sheet spec in sprites.md (256×256 cells, 5 cols)
Introduce a breathing pulse effect (red fill + white border) for attack
target tiles to draw the player's eye when in "must pick a target" fire
mode. The previous static tint is preserved for the indirect-range preview
shown while a unit is merely selected.
- showAttackTiles now accepts optional { pulse: true } parameter
- Added tween-based animation with Sine.easeInOut breathing effect
- Properly clean up pulse tween in destroy() and clearOverlays()
- Updated AdvanceWarsGame to pass pulse: true when showing targets
Introduce a cinematic capture animation when a unit captures a property:
a small window shows the capturing unit hopping atop the building, which
then squishes down to reflect remaining capture points (or pops back up
in the new owner's color if the capture completes).
- Add AdvanceWarsCaptureAnim.js with the full cut-in animation sequence
- Display remaining capture-points as a strength number on partially-
captured buildings, tinted toward the owner's color
- Add `before` field to capturing events so the animation knows the
starting HP
- Support partial unit sync so units are revealed action-by-action
during turn replay instead of snapping to end-of-turn positions
- Add depth bias so units always render above buildings on the same tile
- Add new unit sprite sheet (advancewars-units.png/psd)
- Slow down all battle animations for better readability:
- Attack, flash, death, and delay timings increased
- Unit movement animation duration increased (70→180ms)
- Explosion animation slowed down
- Post-turn wait time increased (140→300ms)
- Merge props and units into shared Y-sorted "actors" depth band
- Buildings and units now sort correctly by screen row
- Move/attack overlays remain below actors for proper decal rendering
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