- 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 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
- Replace static sea background with a radial gradient for a richer look.
- Redesign settlement and city graphics with drop shadows and white halos.
- Enhance road rendering with a white core for better visibility.
- Add VP badges and card count fans to opponent panels.
- Support card back sprites via `data.cardBack` for accurate card rendering.
- Mark Catan as a card game in the registry.
- Add `background-catan-board.png` for enhanced board visuals
- Implement inset polygon logic to create layered hex borders (colored swatch, dark ring, image area)
- Adjust tile image scaling to fit within the innermost inset polygon
- Reduce outer border line width for a crisper appearance
- Add fallback resource color fill for the inner image area if texture is missing
- Add high-resolution `catancards.png` and `catantiles.png` assets
- Replace hexagon background colors with textured tile images from spritesheet
- Redesign resource hand with card-style UI (dark background, artwork, colored borders)
- Introduce a new Bank Panel on the right side showing resource and dev card counts
- Implement resource collection animations (chit pulse, particle effects, card flight)
- Export `HEX_W` constant for use in tile sizing calculations
Introduces pulsing box-shadow animations to opponent portraits to provide visual feedback during gameplay. Opponents now display "happy" (green pulse) or "upset" (red pulse) emotions in response to specific game actions across Go Fish, Phase 10, and Skip Bo. Includes new video assets for Victor and updated sprite sheets.
- Update `handleLogEffects` to accept an `onDone` callback, ensuring post-state logic (unblocking input, updating UI) only executes after visual effects complete.
- Introduce `animateForcedDraw` to display a prominent "+N" banner and animate card draws with custom timing parameters.
- Refactor `animateBatchDraw` to support configurable `flyDuration` and `stagger` via a `timing` object.
- Apply the new callback pattern across all move execution paths (`playCard`, `drawCard`, AI moves) to prevent race conditions and ensure consistent animation flow.
- Introduce `Sounds.js` utility and load new audio assets (dice, cards, chips, casino).
- Play appropriate sound effects in Backgammon, Blackjack, Holdem, Parchisi, Phase10, SkipBo, and Yatzi.
- Add `background-casino.png` and `background-room.png` to PreloadScene.
- Update OpponentSelectScene with new backgrounds, styled title/subtitle pills, and improved Start/Back buttons.
- Enhance opponent selection with gradient backgrounds and shadows via `applyOpponentStyle`.
- Implement `highlightTile` for better visual feedback in option selectors.
- Randomly select a card back for card games in OpponentSelectScene.
- Implement core Parchisi logic (ParchisiLogic.js) including board rules,
move validation, and state management.
- Add Minimax-based AI (ParchisiAI.js) with heuristic evaluation for move
selection, supporting up to 3 AI opponents.
- Create full Phaser game scene (ParchisiGame.js) with animated board,
pawns, dice, and UI elements.
- Register new game assets (fonts, images, video animations).
- Update game registry to support 1-4 players with 3 AI opponents.
- Integrate Parchisi into the main scene loader and game room dispatch.
- Update HoldemLogic.js: reduce blind level interval to 5 minutes, fix single-pot split logic, and apply minor formatting/whitespace changes.
- Add new ParchisiLogic.js file implementing pure game logic for the Parchisi board game, including path definition, player entry points, safe squares, and home columns.
- Add new assets: gerome.png, ethel video animations (happy/idle/upset), gerome/jeff video animations (happy/idle/upset), and update opponents.png/psd.