Commit Graph

3 Commits

Author SHA1 Message Date
Brian Fertig 54b942f8ac feat(spireclimb): add combat polish, multi-hit animations, and status effect VFX
- Add figure-8 idle sway animation for enemy sprites in combat
- Implement multi-hit card support with individual hit animations
- Add buff/debuff spawn animations that fly from character to status circle
- Add shadow rendering to map edges and nodes for visual depth
- Enable self-targeting card selection with player hitbox
- Add input lock during node transitions to prevent double-clicks
- Move cost orb to bottom-right corner of cards
- Reposition UI elements (back button, relics, potions, status text)
- Add status effect suppression to prevent overlapping animations
- Add quick mode to health loss animation for multi-hit cards
- Add setupMultiHitCard() logic for deferred damage application
- Update creature sprite sheet and add PSD source file
2026-06-27 11:29:42 -06:00
Brian Fertig 37e4d6ba68 feat: add Spire Climb single-player roguelike deckbuilder
Implement a complete Slay-the-Spire inspired game with:

- **Core engine** (`SpireClimbLogic.js`): Turn-based combat state machine,
  seeded RNG, map generation, enemy AI, relic hooks, and a headless verifier
  (`verifySpireClimb.js`) that auto-plays 1,000+ combats across both classes.

- **Game scene** (`SpireClimbGame.js`): Phaser UI for class select, branching
  map, animated combat (card fly-in, health-bar drain, enemy lunge/buff FX),
  rewards, shop, events, and treasure nodes.

- **Content** (`SpireClimbData.js`): Two classes (Warrior, Rogue), 30+ cards
  with upgrades, relics, potions, 10 enemies/elites/bosses, events, and map
  tuning.

- **Art pipeline**: Procedural rendering by default with drop-in sprite sheets
  (`spireclimb-creatures.png`, `spireclimb-cards.png`) wired through
  `spireclimb-artwork.json`. Includes a Node script to regenerate the creature
  spritesheet and a full art spec (`sprites.md`).
2026-06-26 22:05:07 -06:00
Brian Fertig 5f9f7c8bd8 feat: add Spire Climb single-player roguelike deckbuilder
Implement a complete Slay-the-Spire inspired game with:

- **Core engine** (`SpireClimbLogic.js`): Turn-based combat state machine,
  seeded RNG, map generation, enemy AI, relic hooks, and a headless verifier
  (`verifySpireClimb.js`) that auto-plays 1,000+ combats across both classes.

- **Game scene** (`SpireClimbGame.js`): Phaser UI for class select, branching
  map, animated combat (card fly-in, health-bar drain, enemy lunge/buff FX),
  rewards, shop, events, and treasure nodes.

- **Content** (`SpireClimbData.js`): Two classes (Warrior, Rogue), 30+ cards
  with upgrades, relics, potions, 10 enemies/elites/bosses, events, and map
  tuning.

- **Art pipeline**: Procedural rendering by default with drop-in sprite sheets
  (`spireclimb-creatures.png`, `spireclimb-cards.png`) wired through
  `spireclimb-artwork.json`. Includes a Node script to regenerate the creature
  spritesheet and a full art spec (`sprites.md`).
2026-06-26 20:30:36 -06:00