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