Commit Graph

2 Commits

Author SHA1 Message Date
Brian Fertig cf646282a0 retune tempest difficulty and fix death persistence
- Replace hard-capped difficulty curves with exponential ramp function
  that continues scaling deep into endless play without plateauing
- Reduce base speeds and shot counts for more deliberate gameplay
- Increase flipper, fuseball, and pulsar speeds for more pressure
- Flipper AI now chains hops toward the claw instead of resting,
  making it a true pursuer rather than a shuffler
- Change zapper to refill +1 per level instead of full reset, making
  charge management meaningful
- Death no longer resets the board: only enemies within threshold t
  die with the player, others remain mid-climb
- Improve enemy shot hit detection with lane distance check instead
  of exact lane match
- Add advanceShots() helper for cleaner shot advancement logic
- Update verification tests for new mechanics and difficulty curves
- Add michael background sprites and update tetrisattack characters
2026-07-21 22:52:07 -06:00
Brian Fertig 18412e34f9 feat: enhance Advance Wars replay HP display and terrain rendering, add Tetris Attack host backgrounds
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
2026-07-20 23:20:58 -06:00