- 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
- 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
- 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
- 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
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
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
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.
- 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