- Pass live sprites from `animateAsk` to `animatePairedCards` to prevent premature destruction.
- Update `animateAsk` to fan collected cards into the asker's show zone instead of hiding them.
- Update `animatePairedCards` to accept pre-existing sprites for seamless pair animation.
- Remove `canAsk` check in `applyAsk` to ensure turn advances correctly after any ask.
Replace the static deck pile with a scattered pool of face-down cards in the center of the table. When a player goes fishing, the game now pauses in a 'pick' phase, allowing the local player to click a card or the AI to randomly select one. This adds visual variety and interactive gameplay to the go-fish mechanic.
- Implement round-robin card dealing animation from the pool to player hands.
- Add visual feedback for collecting pairs with card placement animations.
- Integrate fireworks particle effects when new pairs are formed.
- Update game logic to track paired cards for animation purposes.
- Improve game flow with staggered animations and delayed state updates.
- Implement Go Fish game logic in GoFishLogic.js with state management, turn handling, and pair scoring
- Create GoFishAI.js with memory-based opponent that tracks card distribution and makes strategic decisions
- Build GoFishGame.js scene with Phaser UI including card rendering, seat layouts, animations, and game flow
- Register Go Fish in gameRegistry with 'cards' category and multiplayer support (1-4 players)
- Update GameMenuScene to display 'Cards' column for card games
- Wire up GoFishGame in GameRoomScene slug dispatch and main.js scene registry