Introduce a new battle background spritesheet (advancewars-battlebg) that
displays context-appropriate backdrops behind each fighter during battle
cut-ins. The backdrop is selected based on the terrain/building type the
fighter is standing on (city, base, airport, port, plain, wood, mountain,
sea, reef, shoal, river, bridge, road, hq).
- Add battleBgSheet to artwork.json and asset manifest
- Implement playBattleAnim() backdrop system with terrain lookup
- Provide procedural fallback matching the real sheet's frame map for
art-free playability
- Mirror defender backdrops to match mirrored defender sprites
- Document the 14-frame sheet spec in sprites.md (256×256 cells, 5 cols)
Implement a full Advance Wars clone with campaign (20 missions) and
War Room skirmish mode. Includes:
- Headless game engine (AdvanceWarsLogic) with complete AW1 rules:
terrain movement, combat, capture, production, transports, fuel,
fog of war, CO powers, and multiple objective types
- AI opponent (skill 1-5, aggression/capture tuning) with BFS
pathfinding, threat evaluation, production counter-tables, and
fog trap awareness
- Canvas-rendered map view with procedural stand-ins that can be
replaced by drop-in painted spritesheets (no code changes)
- 11 playable COs with unique day-to-day modifiers and powers
(Hyper Repair, Lightning Strike, Tsunami, Meteor Strike, etc.)
- Campaign briefings with typewriter text and opponent portraits
- Comprehensive headless verification suite (rules, combat formula,
pathfinding, economy, capture, fog, CO powers, soak tests)
- New assets: terrain/building sheets, adventure music tracks,
game icon frame 86
- Refactor SpireClimb and SWDBG to use the shared soundtrack service