Commit Graph

603 Commits

Author SHA1 Message Date
Brian Fertig e9c5a8afd1 Balatro All remaining Icons 2026-07-11 13:07:56 -06:00
Brian Fertig ec6efd7e4e refactor: reorganize Balatro stats panel layout
Rearrange the chips/mult display area to add labeled headers and improve
visual hierarchy. Move the hand name text upward to accommodate the new
layout structure.
2026-07-11 08:43:39 -06:00
Brian Fertig 4fe8d0861d refactor: lazy-load per-game assets and enhance Balatro visuals
Introduce lazy loading for game-specific artwork to reduce startup time.
Game assets are now defined in src/data/assetManifest.js and loaded on
first entry via src/services/assetLoader.js, replacing the previous
approach of loading all game art in PreloadScene.

Balatro improvements:
- Add bump/shake animation to chips and mult counters on score changes
- Animate round score flying into the left-bar readout with explosion
- Fix tween cleanup during view swaps to prevent crashes
- Add planetSheet artwork path to balatro-artwork.json
2026-07-11 08:40:23 -06:00
Brian Fertig 271cbfe3da feat(balatro): add CRT post-processing, rounded art rendering, and UI improvements
- Introduce BalatroCrtPipeline for subtle CRT effects (scanlines, grain, glitch bursts)
- Attach CRT pipeline to main camera with event-driven pulse on boss rounds and game over
- Add frameIsBlank check to detect blank/unpainted texture frames and fall back to procedural cards
- Implement roundedArtKey and addRoundedArt for rendering art with rounded corners
- Update joker, tarot, planet, spectral, deck, shop, and voucher rendering to use rounded art
- Increase font sizes across UI elements for better readability
- Add border strokes to joker cards with custom art
- Trigger CRT pulse on high multipliers (x2+) and score announcements
- Reference art image paths in balatro-artwork.json
2026-07-10 20:50:06 -06:00
Brian Fertig 3a88ebc626 feat(balatro): introduce m6x11 pixel font as primary font face
Add m6x11.ttf and register it via @font-face in styles.css. Use it as
the primary font throughout BalatroGame.js and BalatroViews.js (with
Julius Sans One as fallback), giving the game a consistent pixel-art
aesthetic. Update PreloadScene to warm the new font alongside
YummyCupcakes.
2026-07-10 16:30:29 -06:00
Brian Fertig 7dce7ab271 Moved X between multipliers 2026-07-10 16:19:55 -06:00
Brian Fertig 9a97775ec9 feat(balatro): add hover tooltips, scoring hum, and chip shake
- Add Balatro-style hover tooltips for cards, jokers, consumables, shop
  items, packs, and vouchers with detailed stat information
- Add a looping energy hum that climbs in pitch with the running score
- Add visual jitter to chips/mult boxes that intensifies with the hum
- Improve scoring animation by grouping events per card/joker anchor
- Stamp joker UIDs onto events for proper animation anchoring
- Add drag distance threshold to prevent accidental joker drags
2026-07-10 15:46:49 -06:00
Brian Fertig 29a242b9f5 feat: add card dealing and discarding animations
- Implement sequential deal animation with cards flying in from off-screen
  and rotating 400° before landing
- Add discard animation where selected cards fly to screen center then
  shrink away
- Animate played cards flying from their hand positions to the played row
  instead of popping into place
- Track pending deals via _pendingDeal to coordinate animations with
  game state updates in doDiscard, doPlay, and blind selection
2026-07-09 23:00:12 -06:00
Brian Fertig 160f6010b1 feat: add Balatro — poker roguelike game
Implement a complete Balatro clone with:
- Pure logic engine (BalatroLogic.js): seeded RNG, ante/blind state machine,
  shop, consumables, boss-blind hooks, save/load, endless mode
- Scoring pipeline (BalatroScoring.js): full poker evaluator (including secret
  hands, wilds, stones, smeared/fourFingers/shortcut passives) and chips×mult
  trace for deterministic scoring animation
- 114 Joker definitions with rich effect hooks (onScored, onHeld, independent,
  cardRetriggers, scaling state, copy via Blueprint/Brainstorm)
- 22 Tarots, 12 Planets, 15 Spectrals, 8 decks, 16 vouchers, 10 booster pack
  types, 20 boss blinds + 3 finishers
- Phaser scene with procedural card/Joker rendering, art-frame drop-in support,
  melty swirl background shader, and trace-based replay animation
- Headless verification suite (tools/verifyBalatro.js) with evaluator table
  tests, scoring goldens, 200-bot smoke test, determinism & mid-run serialize
  round-trip checks, and endless scaling tests
- Tutorial text and sprite-sheet layout documentation
2026-07-09 22:43:36 -06:00
Brian Fertig 61b86d909a Updated Card Images 2026-07-08 23:23:48 -06:00
Brian Fertig 63bca959c3 feat(swdbg): overhaul card data from physical set transcription
Regenerate all galaxy cards from the owner's physical card CSV
(assets/info/sw-force-cards.csv) with verified stats, abilities, and
bounty rewards. Cross-check is enforced by tools/verifySWDBG.js.

New mechanics:
- oppChoice: opponent picks between discard / giveForce / attackBoost
  (Duros Spy, B-Wing)
- dealDamage: exile-self effect targeting base OR enemy capital (Y-Wing)
- buyGalaxyDiscard: exile a unit to purchase from the discard pile
  (Jawa Scavenger)
- topdeckNextPurchase: next buy goes on deck top (Twi'lek Smuggler)
- takeRowTemp: borrow a row card, exile it at turn end (Grand Moff Tarkin)
- lookTopSwap: peek deck top, swap with a row card while Force is yours
  (Moff Jerjerrod)
- lookOppHand: reveal opponent's hand, optionally topdeck a card
  (Jyn Erso)
- purchaseToHand: onPurchase adds card to hand instead of discard
  (Fang Fighter)

New ability gates: requiresOppCapital, requiresTraitInPlay,
requiresOtherHero, requiresForce (on multi effects).

New constant ops: typeBoost (Admiral Piett), selfBoostPerBaseLost
(Baze Malbus). New timing: onPurchase.

Updated 55+ cards with corrected costs, attacks, HP, counts, traits,
and abilities. Added 11 new frames to the art sheet (55–65); 4 frames
orphaned but preserved.

Adds ~20 scripted rule spot-checks covering all new mechanics.
2026-07-08 22:07:48 -06:00
Brian Fertig b91879e51e refactor: rebalance card abilities and stats across factions
- Outer Rim Pilot: change from card exile to resource gain on self-exile
- TIE Fighter: reduce cost from 2 to 1
- Scout Trooper: add 2 attack, reduce target from 3 to 2
- Imperial Carrier: increase resources from 1 to 3
- Star Destroyer: increase attack from 3 to 4
- Duros Spy: change trait from Spy to Trooper
- Luke Skywalker: increase reward, change ability from onPlay to action, clarify target
- Hammerhead Corvette: reduce cost to 4, remove attack, add resources, clarify target options
- Mon Calamari Cruiser: reduce cost from 8 to 6, reduce hp from 8 to 6
- Kel Dor Mystic: add self-exile cost to ability
- IG-88: increase attack to 5, change from rowBonus to exileCards on bounty
2026-07-07 22:13:45 -06:00
Brian Fertig afd1681245 feat(swdbg): rework TIE Fighter, Vader, Cassian, Luke; add capital gate & force SFX
- Add `requiresCapital` ability gate to card definitions
- Rework TIE Fighter: constant boost → action that draws a card if you control a capital ship
- Rework Darth Vader: constant +4 attack while Force is with you (removed damage ability)
- Rework Cassian Andor: onBounty trigger forces opponent discard on galaxy row kills
- Rework Luke Skywalker: onPlay destroy enemy capital ship if Force is with you
- Centralize ability requirement checks via `abilityGatePasses()` helper
- Apply gate checks to onBounty, onPlay, and onReveal triggers
- Add Force track shift SFX (light/dark variations) with randomized playback
- Update verification tests for new card behaviors
2026-07-07 21:15:58 -06:00
Brian Fertig 2287b3cafe feat(dungeonboss): scale hero card text, redesign seat card visuals, fix adventure event flow
- Scale HP and soul icon font sizes by font factor in hero cards
- Pass isHoverPreview when revealing hero cards at expanded sizes so
  text scales appropriately (same logic as hover-zoom popup)
- Redesign makeSeatHeroCard to match makeHeroCard layout:
  * Class-color outer border for all heroes; epic heroes get a thin
    gold inner accent instead of replacing the outer border
  * Top-aligned art window with class-color bar beneath it
  * Center art/glyph vertically within the art window area
- Filter pendingBuild rooms from hand display to avoid duplicates with
  build zone card-back placeholders
- Refactor adventure event session-end handling:
  * Deduplicate resumeIdx lookup and simplify boundary logic
  * Handle cascading session ends when a hero's kill/wound ends the
    round, deferring remaining events to onSessionDrained callback
2026-07-07 19:30:36 -06:00
Brian Fertig 1753f43f2e add animated impact text for hero wounds and deaths in dungeon boss
Introduce showAdventureImpactText() to display centered, animated text
when heroes are wounded or killed during adventure battles. Text pops in
with scale, shakes/pulses, then fades out before continuing.

- Show "Soul Captured" message when hero dies
- Show "was wounded" message on hero defeat
- Chain onDone after full animation completes for proper beat sequencing
2026-07-07 19:07:26 -06:00
Brian Fertig 3e9ee8e47b fix: show complete hero row upfront in adventure modal
Store pre-walk entrance snapshot and seed the entire hero row when the
adventure modal opens, rather than waiting for heroEnters events to
stream in. This fixes the issue where only a subset of heroes were
visible initially, since the engine may have already shifted heroes off
the entrance queue before events reach the UI.

- Add _advEntranceSnapshot to capture pre-mutation hero queue state
- Add seedHeroRowFromEntrance() to populate all heroes at modal open
- Fix hero row pitch (heroRowN) so it never reflows mid-session
- Refresh snapshots in react/window decision path (bypasses applyDecision)
- Use moveToStage() in playEnterStep for consistent hero positioning
2026-07-07 18:36:52 -06:00
Brian Fertig 4b35876a34 fix: handle round/game end during mid-walk adventure resolution
Add ADV_SESSION_END_MARKERS to detect when a round or game ends as a
direct continuation of resolving a mid-walk window choice. Previously,
neither event carried a `.seat` nor was a walk-resumption type, so
ADV_RESUME_MARKERS alone couldn't detect this boundary.

Now, when events contain 'roundEnd' or 'gameOver', split them so the
modal closes before playing anything from the new round/game-over
screen, preventing narration/step queue folding into the current session.
2026-07-07 18:09:41 -06:00
Brian Fertig 8c8bce814f feat: add fly-in animation for town hero and epic reveals
Extend the card draw animation system to support town hero and epic reveals.

Add hero and epic configurations to DRAW_FULL_W and DECK_PILE_POS.
Update flyCardFromDeck to handle hero/epic cards and accept a configurable pause duration.
Introduce _pendingHeroRevealUids to suppress town rendering until fly-in animations complete.
Enhance heroRevealed event handling to trigger the full fly/flip/shrink sequence.
Adjust event timing delays to accommodate the longer animation.
2026-07-07 17:41:26 -06:00
Brian Fertig da483541a4 refactor: restructure adventure step progression and fix bossWound window handling
Remove lastStep state in favor of pendingSettleStep, deferring room card
settlement until the next step advances. This allows Continue/Spells UI to
appear immediately after a room's damage animation ends, rather than waiting
for a separate return-home tween.

- Add flushPendingSettle() to defer and execute card return-to-row animations
- Extract playNextAdventureStep() from advanceAdventureStep() for clearer flow
- Auto-chain bossWound steps without opening mid-walk windows (boss wounds
  are final and shouldn't pause for reactions)
- Add skipAdventurePauseMarkers() to correctly detect when event queue is
  truly drained past pause markers
- Flush pending settle in driveAdventureWindowDecision() before processing
  spell-window decisions
- Sync hero row for heroes entering after a live window pause

Fixes timing issues where UI state and card animations were out of sync,
and ensures heroes entering after an adventure pause get their cards shown.
2026-07-07 17:10:02 -06:00
Brian Fertig cc2461c6b5 feat(dungeonboss): mid-walk spell casting in adventure windows
Add a "Spells" button during adventure room windows allowing the human
to cast hand spells targeting the hero currently mid-crawl (not just
entrance-queued heroes). The adventure modal stays open across the cast,
narrates spell effects as banners, and correctly resumes the walk
afterward without skipping rooms.

Key changes:
- New `adventurePause` walk type and `ADV_RESUME_MARKERS` to mark the
  boundary between a cast's own effects and resumed walk events
- `findHero` now locates heroes in `adv.walking.hero`
- `showPickModal`/`showReactModal` accept custom callbacks to stay
  inside the adventure modal session
- `driveAdventureWindowDecision` routes window/react decisions to the
  modal UI instead of closing it
- AI window/react turns are computed and revealed via a "has cast:"
  overlay before applying
- `applyAdventureWindowChoice` applies choices directly to the engine,
  splits events into narration vs resumed walk, and plays banners
- New event types (`roomBoosted`, `heroHurt`, `heroHealed`, `heroFeared`,
  `heroTeleportMarked`, `heroesBlocked`, `soulBurned`, `handReset`)
  render as banners in the narration pipeline
- Two new verification tests for mid-walk targeting and fearHero safety
2026-07-06 21:55:04 -06:00
Brian Fertig 137acc3500 feat: add default playfields for board games and new combat theme
- Add new "Future Combat" playfield image and configuration
- Assign default playfields to multiple games:
  - Stratego and Risk → combat
  - Checkers, Othello, Monopoly, Azul → cherry
  - Chess, Go, Backgammon → dark
  - Labyrinth → fantasy
2026-07-05 19:21:50 -06:00
Brian Fertig a1503d19fe feat: enhance SWDBG animations and Dungeon Boss mid-walk casting
- SWDBG: add animated buy sequence with funding arcs, center-screen reveal,
  and face-down stow to discard/deck
- SWDBG: introduce stable row slot tracking so bought/lost cards don't shift
  neighbors; add ghost cards for pending animations
- SWDBG: add end-of-turn discard animations preserving old-hand positions;
  emit endTurnDiscard events from logic
- SWDBG: add deep-dive Buy/Attack buttons for actionable cards; refactor
  dealCardAnimated with startAs/flipTo/keepAlive support
- SWDBG: add drawArcArrow/drawArcArrows for converging attack visuals on
  bounty kills and base attacks
- Dungeon Boss: add mid-walk advRoom casting window after room events,
  letting players react to damage/kills during hero crawl
- Dungeon Boss: track walking hero in publicView and entranceHeroesOf so
  spells and AI heuristics can target mid-crawl heroes
- Dungeon Boss: replace pre-bait token snapshot with overlay system —
  pending bait heroes stay in town with fly-in tokens; pending draw cards
  show card backs until animations land
- Dungeon Boss: keep heroes in battle zone after roomHit/pass instead of
  returning them immediately
- Update images, registry (defaultPlayfield), and verifier (advRoomCasts)
2026-07-05 18:20:06 -06:00
Brian Fertig ee60d7fa1c feat(swdbg): add card dealing animations and opponent hand visualization
- Animate card draws, plays, and row refills with smooth flight transitions
  and mid-flight reveal flips during initial deal
- Introduce slot helper methods for consistent card positioning across
  renderers and animations
- Show opponent hand as face-down fan with visible draw/discard pile counts
- Track pending card UIDs to prevent rendering cards mid-animation
- Support game-specific default playfields via gamesRegistry
- Add guardFreshButton to prevent accidental clicks from pointer event bubbling
- Add Starscape and Fantasy playfields; set Starscape as default for Star Wars
2026-07-05 14:44:03 -06:00
Brian Fertig 4dcc8211b8 feat(swdbg): nudge galaxy row cards by faction ownership
Visually indicate card ownership in the galaxy row by shifting cards
vertically: player's faction cards move down 12px (easier to buy),
opponent faction cards move up 12px, neutral cards stay centered.
2026-07-05 10:59:53 -06:00
Brian Fertig 450f2d05bc feat(swdbg): add deep-dive card inspector and UI improvements
- Add interactive deep-dive card inspector that highlights gameplay-relevant
  zones (cost, attack, resources, force, HP, bounty, unique) with callout
  boxes, leader lines, and tooltips on hover
- Support custom card back sprites via cardBack prop with fallback graphics
- Reorganize human area layout: center base/capitals/units on a shared
  play row (y=730) and position squad readout relative to force track label
- Add draw/discard pile display in hand area with card back graphics
- Fix HP badge rendering to appear above rules text
- Adjust action button and prompt text vertical spacing
- Shorten game name from "Star Wars Deckbuilder" to "Star Wars"
2026-07-05 10:57:30 -06:00
Brian Fertig 67e4020dbc feat: add adventure battle modal and phase wheel UI
Introduce a step-by-step adventure battle modal that replaces the old
fixed-delay fx when heroes walk through a dungeon. The modal shows the
hero queue and dungeon layout, then plays hero-by-hero, room-by-room
with battle animations, a play-by-play log, and Continue-gated progression.

Key changes:
- Adventure battle modal with hero/dungeon rows, battle zone, log panel,
  and Continue button; handles room hits, trap kills, boss wounds, and
  hero deaths with animations
- Split adventure walk events correctly across mid-walk decision pauses
  using pre-mutation dungeon/hero snapshots captured in applyDecision()
- New phase wheel UI (Round Start / Build / Bait / Adventure / Round End)
  with spinning animation and icons, driven by new phase events
- Replace heroToken circles with miniHeroCard portraits at entrance gates,
  with shrink animation from town to gate size during heroWalks
- Support proxy dragging from hover previews and deep-dive modal
- Add renderInto() to Portrait.js for static portrait copies in the modal
2026-07-04 22:16:02 -06:00
Brian Fertig 0e93c6ed56 More adjustments 2026-07-04 17:48:34 -06:00
Brian Fertig c601771c92 Cards being dealt animations 2026-07-04 13:21:13 -06:00
Brian Fertig 29cf5972b6 Dungeon Boss item positioning 2026-07-04 12:34:37 -06:00
Brian Fertig 57f9941dc4 feat: add card and base artwork spritesheets
- Add swdbg-cards-art.png and swdbg-bases-art.png spritesheets
- Add corresponding PSD source files
- Update swdbg-artwork.json to reference new art assets
- Adjust card sheet frame height from 230 to 155
2026-07-04 11:49:20 -06:00
Brian Fertig 6a49f5e2ae feat(dungeonboss,swdbg): add hover-to-zoom card previews and update art assets
- Add hover-to-zoom preview popup for cards in both DungeonBoss and SWDBG games
  (500ms delay, follows pointer, hides behind opponent videos)
- Add new artwork sprite sheets and update frame dimensions in JSON/config:
  dungeonboss-rooms 300×200, spells 300×160, heroes 300×225, bosses 300×275
  swdbg-cards-art 300×155 art window
- Introduce canonical CARD_ASPECT ratios and fitCardBox() for consistent card shapes
- Switch DungeonBoss opponent panels from dark to parchment theme
- Switch SWDBG card face from light to dark navy theme with updated accent colors
- Add setVideoVisible() to Portrait to pause videos during hover popups
- Update sprites.md documentation with new frame sizes and status
2026-07-03 18:21:44 -06:00
Brian Fertig ab6b2ce9fc feat: add Dungeon Boss and Star Wars Deckbuilder card games
Implement two complete card games with full rule engines, AI opponents
(5 skill levels), procedural rendering, and drop-in art support.

Dungeon Boss: Boss Monster-style dungeon building game for 2-4 players.
Players build dungeons of rooms and spells to lure and defeat heroes,
harvesting souls to win. Includes 8 bosses, 31 room cards, 16 spells,
and 41 heroes with class-based baiting mechanics.

Star Wars Deckbuilder: 2-player deckbuilding game. Players build decks
from faction and neutral cards, purchase from the galaxy row, bounty hunt
enemy units, and attack bases. First to destroy 3 enemy bases wins.
Includes 90-card galaxy deck, 10 bases with abilities, and the Force
mechanic.

Both games include:
- Pure logic engines (rules-verified by headless test suites)
- Synchronous heuristic AI with skill-based decision quality
- Phaser scenes with vector-rendered procedural art
- Drop-in sprite sheet support via JSON mappings
- Tutorial documentation and art specifications
- Registration in the game registry and scene loader
2026-07-03 07:32:41 -06:00
Brian Fertig 9b45f7ba6f docs: rewrite README for static-site architecture
Remove all server-side documentation (Express, SQLite, auth, email, uploads,
API routes, migrations, prerequisites for native bindings) and replace it
with accurate documentation for the fully static, buildless frontend:

- Quick start with any static file server
- Deployment to any CDN/object store
- 77-game catalog with categories
- Scene flow and local backend (localStorage, localApi shim)
- Word-game engines running client-side
- Project layout reflecting the no-server structure
- Adding a new game (updated for client-only flow)
- Developer tooling and data files

Reflects the migration from a Node.js/SQLite backend to a pure static site
using native ES modules and Phaser from CDN.
2026-06-30 22:31:23 -06:00
Brian Fertig 376f878a70 feat: add Jumble word puzzle game with 58 curated levels
Unscramble 4 base words, then collect circled letters to solve a riddle
bonus answer. Includes a seeded puzzle generator (tools/genJumble.js),
a verifier (tools/verifyJumble.js), and 58 procedurally generated levels
with progressive difficulty.

Also:
- Fix Pai Gow Poker seat rendering to only draw active seats
- Reduce Pai Gow max players from 6→5, max opponents from 5→4
- Add track 19 ("Down the Line" by Journey) to music
- Add Michael opponent voice lines (terry, victor)
- Update game-icons sprite sheet
2026-06-30 19:42:57 -06:00
Brian Fertig 1ab626d431 fix: update portrait asset keys to include Game suffix
Change portrait asset keys from 'Checkers'/'Chess' to 'CheckersGame'/'ChessGame'
to match expected asset naming convention in createPlayerPortrait calls.
2026-06-29 23:27:48 -06:00
Brian Fertig e6d0b2ee5d feat: add Azul board game with tutorial videos and modal fix
- Implement Azul (tile-drafting game) with full game logic, AI (5 skill levels),
  spritesheet rendering, and animated wall-tiling/scoring
- Add Inês-flavored tutorial text and 96×96 tile spritesheet
- Register Azul in gamesRegistry, main.js, GameRoomScene, OpponentSelectScene,
  and PreloadScene
- Add tutorial videos for Blokus and Chinese Checkers
- Update Blokus and Chinese Checkers registry entries with hasTutorial: true
- Add Klaxon (mecha) tutorial for Blokus and Kage (samurai) tutorial for
  Chinese Checkers
- Fix TutorialModal close-button click fallthrough with transient shield overlay
2026-06-29 20:49:48 -06:00
Brian Fertig b24ca7f31f feat: add tutorial videos and rewrite Risk/Spire Climb tutorials
- Add tutorial videos for Risk and Spire Climb
- Rewrite Risk tutorial with new narrator (Nadia, 4th Temporal Expeditionary Corps)
- Add new Spire Climb tutorial (narrator: automaton DV-8-2303)
- Mark Spire Climb as having a tutorial in games registry
2026-06-28 23:37:07 -06:00
Brian Fertig fb5a356268 fix: remove leading slashes from asset paths in config and markdown
Convert absolute root-relative paths to relative paths across all game
asset JSON configs (playfields, slots, shift, spireclimb) and tutorial
markdown files to fix path resolution.
2026-06-28 21:00:15 -06:00
Brian Fertig c3e745da5e fix: normalize opponent ID case and update battleship drag behavior
- Change Maurice's opponent ID from "Maurice" to "maurice" for consistency
- Replace Phaser disableInteractive/setDraggable with removeInteractive for fleet locking
- Update development server port from 8000 to 3000 in start_web.sh
2026-06-28 20:23:13 -06:00
Brian Fertig 52c78ae86a Major Port 2026-06-28 19:27:29 -06:00
Brian Fertig 33ef300d1d feat(spireclimb): add 57 new cards and major combat mechanics
Add 25 Warrior, 24 Rogue, and 8 Neutral cards (frames 34–90), expanding
the card pool from 34 to 91. Implement new card mechanics including:

- Clash (0-cost if hand is all attacks), Innate cards in opening hand
- Temp Strength (Flex), Next-Turn Energy (Flying Knee, Outmaneuver)
- Barricade (block carries over), Noxious Fumes (turn-start poison)
- Envenom (attacks apply poison), Thousand Cuts (per-card damage)
- Heavy Blade strength multiplier, Bane bonus vs poisoned enemies
- Second Wind, Fiend Fire, Reaper, Finisher, Flechettes, Grand Finale
- Double Block, Recycle Discard, Shuffle Discard, Lose Enemy Strength
- Add Card to Hand (Cloak and Dagger → Shiv)

Add potion usage confirmation modal with backdrop and cancel.
Visual improvements: enemy debuff labels, stat drain floater numbers,
player debuff flash animation, card-fly animations for discard/draw.
Update artwork docs and frame map for 91 cards (10×10 grid).
2026-06-28 13:54:36 -06:00
Brian Fertig d2fd2481b8 feat: add conversation audio for Natasha and Zanthor, update Jed Lucan convo
- Add 6 new conversation voice lines for Natasha (blackwind, maurice, nicole)
  and Zanthor (terry, balam, steve)
- Add "beth" conversation option to Jed Lucan's dialogue tree
- Remove unused game-icons asset image
2026-06-27 17:57:56 -06:00
Brian Fertig a731fd813b feat: add player character sprites and combat animations
- Add player sprite sheets for warrior and rogue classes (300x300, 3 frames: idle/attack/hit)
- Update artwork.json with playerSheets configuration
- Replace placeholder player graphic with sprite-based rendering in combat
- Add warrior lunge attack animation that rushes toward enemies during strikes
- Add hit frame animation when player takes damage from enemy attacks
- Scale up enemy sprites and UI elements for better visibility
- Update PreloadScene to load player sprite sheets
2026-06-27 15:35:57 -06:00
Brian Fertig 0afcc167dd feat(spireclimb): replace straight targeting arrow with quadratic Bezier curve
- Curve the targeting arrow upward (150px control point) for smoother visual guidance
- Compute arrowhead angle from the last Bezier segment instead of direct card-to-cursor line
- Refactor arrow drawing variables for clarity and reuse
2026-06-27 11:37:13 -06:00
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
Brian Fertig 63ffa35aa4 feat(risk): add portrait emotions for attacks, conquests, and army losses
- Add portraitHappy/portraitUpset helpers to react to game events
- Track army snapshotted counts on attack phase entry
- Trigger upset emotion when a player loses >8 armies in a turn
- Show happy emotion on continent capture or defeating 5+ defender armies
- Show happy on successful card trades (human and AI)
- Enable opponent portrait intros in Risk
- Remove deprecated setPortraitThinking method

feat(paigow): widen card spread in comparison modal

- Add MODAL_CARD_SPREAD constant (55px) for clearer card visibility
- Use modal spread in slotX calculation for comparison display
- Move Next Round button up 200px for better centering

feat(opponents): add Jerry conversation audio references

- Add "convo" array to Jerry's opponent entry
- Reference maurice and mario conversation audio files
2026-06-25 22:57:50 -06:00
Brian Fertig 0be58058b4 Fixed outline issue in Pai Gow 2026-06-23 21:41:59 -06:00
Brian Fertig e0b48a6285 feat(paigow): add animated hand-return and modal comparison sequence
- Animate player's split cards back to seat with split layout on submit
- Replace showComparisons with step-by-step modal comparison overlay
- Modal shows dealer cards, then each player's cards sequentially
- Display high/low hand arrows (red=dealer wins, green=player wins)
- Show verdict text (WIN/PUSH/LOSE) with sound effects and emotions
- Animate cards and result text back to seat between players
- Clear drag highlights when hiding hand-set panel
- Swap chips/cards depth values in z-ordering constant
2026-06-23 21:39:02 -06:00