Commit Graph

64 Commits

Author SHA1 Message Date
Brian Fertig c74fc88e04 feat(jewelquest): enhance battle visuals and add sword SFX
- Add dedicated battle background image, separate from non-battle screens
- Move felt background to render after textures are loaded
- Fix callout text z-ordering so it always renders above jewels/FX
- Play sword-hit SFX on skull matches, sword-slice on damage
- Register new audio assets and sound constants
2026-06-11 21:06:36 -06:00
Brian Fertig d01a2917b1 feat: add Jewel Quest game and fix Portrait memory leaks
- Register new Jewel Quest game across client and server
- Update game icons spritesheet with new frame (59)
- Fix memory leaks in Portrait components by implementing proper
  cleanup with double-destruction guards and returning destroy function
2026-06-11 19:07:43 -06:00
Brian Fertig bbb9c329c7 feat: add 4-player Hong Kong style Mahjong with AI opponents
- Implement pure logic engine for tile management, shanten calculation, claim resolution, and faan scoring.
- Add heuristic AI (5 skill levels) using shanten minimization, ukeire tiebreaking, and adaptive defense.
- Build Phaser UI with tile rendering, dynamic scoreboard, claim prompts, hand-end modals, and a scoring reference panel.
- Integrate into frontend routing, opponent selection, and backend registry.
- Include headless verification script for tile catalog, scoring fixtures, and AI self-play invariant checks.
- Update game icon assets and add in-game tutorial.
2026-06-11 18:18:45 -06:00
Brian Fertig dd749bc570 feat: add Mahjong Match solitaire game with 6 layouts and guaranteed-solvable deals
- Add complete Mahjong Match game (MahjongLogic.js + MahjongMatchGame.js) with pure board model and Phaser UI
- Implement 6 layouts: Garden, Crossroads, Pyramid, Butterfly, Fortress, and classic Turtle (up to 144 tiles)
- Generate guaranteed-solvable deals by simulating reverse removal of free pairs
- Add tile matching logic using half-tile coordinate system for proper layer overlap detection
- Include 38 tile face images (bamboo, circle, pinyin characters, winds, dragons, flowers, seasons)
- Add hint system, shuffle functionality, timer, best time tracking per layout
- Register game in server registry and scene dispatch tables
- Add headless verification script for face set validation and random self-play testing
2026-06-11 16:23:17 -06:00
Brian Fertig bf47c50dfa Added Block Fighter game 2026-06-11 10:03:22 -06:00
Brian Fertig c5971d8eb1 Added new game: Shift 2026-06-11 09:05:57 -06:00
Brian Fertig 85f0079b2c feat: overhaul Pudding Monsters scoring and add opponent videos
- Replace star collection with target-square coverage for Pudding Monsters
- New 3-star medal system: min(targets covered, par-based efficiency)
- Add "Reset Progress" buttons to Pudding Monsters and Rush Hour level select
- Add reset API endpoint for puzzle progress
- Add Beth and Blackwind opponents with idle/happy/upset animations
- Update puddingmonsters.json levels with target squares instead of stars
2026-06-08 22:24:12 -06:00
Brian Fertig ea44758f7d feat: add Jell-o Monsters (Pudding Monsters) slide-and-merge puzzle game
Introduce a new single-player logic puzzle game where players flick jelly
blobs across a grid to slide and merge them into a single monster.

- PuddingMonstersLogic.js: pure slide-and-merge model with BFS solver,
  no Phaser/DOM dependencies; shared by client and generator
- PuddingMonstersGame.js: Phaser scene with drag-to-flick, arrow keys,
  undo/reset/hint, par tracking, star collection, death on spikes
- genPuddingMonsters.js: offline level generator using seeded RNG and
  BFS solver; produces 40 levels across 5 difficulty tiers
- puddingmonsters.json: generated level data (40 levels, 5–7 grid sizes)
- Update main.js, GameRoomScene.js, PreloadScene.js, registry.js to
  wire the new game into the app
- Update game-icons assets
2026-06-08 21:58:28 -06:00
Brian Fertig 147ef4b89b feat: add Hexsweeper logic game
- Register Hexsweeper game in server registry with icon frame 52
- Add HexsweeperGame import and scene configuration in main.js
- Add hexsweeper slug mapping in GameRoomScene.js
- Update game-icons sprite sheet with new icon
2026-06-08 19:09:40 -06:00
Brian Fertig 58f72e3d91 refactor: restructure game menu with two-row tab layout
- Split category tabs into two rows: row 1 (tabletop, cards, casino, word),
  row 2 (logic) for better screen real estate
- Move title text and adjust vertical positioning to accommodate tabs
- Center row 2 tabs independently based on active categories
- Update game grid top position to 370px for proper spacing
- Update game-icons and tab-icons assets for new layout
2026-06-08 18:26:42 -06:00
Brian Fertig 4fbc868305 feat: add Freecell card game and improve Triominoes tile visibility
- Register Freecell game in server registry with card game configuration
- Import and configure FreecellGame in main.js and GameRoomScene
- Update game-icons sprite sheet with new icon frame for Freecell
- Fix Triominoes to dim all tiles when no legal moves are available
2026-06-07 20:31:46 -06:00
Brian Fertig a231d821ca **feat: add Tri-Ominoes game with AI opponents**
Introduce Tri-Ominoes, a triangular grid tile-placement game for 2–4 players. The implementation includes a pure rules engine (`TriominoesLogic`), triangular grid geometry and data (`TriominoesData`), a Phaser scene (`TriominoesGame`), and a heuristic AI with 5 skill levels (`TriominoesAI`).

Key features:
- Corner-matching tile placement on an equilateral triangular grid
- Scoring with pip sums, hexagon-closing bonuses, and going-out rewards
- Draw-from-pool and pass mechanics with forced pass when blocked
- Animated AI tile placement from opponent portraits
- Board panning and re-centering for large play areas
- Game-over modal with final scores and history posting

Also updates the game registry, scene dispatch, opponent select skill controls, and adds two new character portraits (beth, blackwind).
2026-06-07 18:59:57 -06:00
Brian Fertig 359740f4f7 feat(monopoly): add card deck visuals and rent/card animations
- Draw Chance and Community Chest card decks on the board center
- Add animated card draw with flip effect from deck position
- Add animated rent payment with money flying between players
- Integrate new Monopoly sound effects (purchase, expense, paid)
- Extract applyRent() to MonopolyLogic for cleaner state handling
- Update monopoly-cards spritesheet with new card art
2026-06-07 16:32:12 -06:00
Brian Fertig e5c1021322 Purchase property routine 2026-06-07 15:15:16 -06:00
Brian Fertig 10ac18ab6e feat: add Monopoly board game
- Add complete Monopoly implementation with pure state engine (MonopolyLogic.js),
  static data (MonopolyData.js), AI (MonopolyAI.js), and Phaser scene (MonopolyGame.js)
- Implement full game rules: property buying, auctions, building houses/hotels,
  mortgages, jail, chance/community chest cards, rent calculation, bankruptcy
- Add 5-level AI with configurable greed, blunder rate, and thinking delay
- Add spritesheet loading for monopoly pawns and cards with graceful fallbacks
- Register game in registry, main.js, and game room scene dispatcher
- Add spritesheet creation guide (sprites.md) and update game-icons.png
2026-06-07 14:37:06 -06:00
Brian Fertig 1b7efd5107 refactor: rename Yatzi to Zahtzee and update category persistence
- Rename game from "Yatzi" to "Zahtzee" across UI and server registry
- Move game category from tabletop to cards
- Persist last selected menu category using _lastCategory
- Update game-icons asset files
2026-06-07 11:20:25 -06:00
Brian Fertig 19898bf157 feat: add Stratego game with AI, setup phase, and battle animations
- Implement full Stratego rules, including hidden information, combat,
  and flag capture mechanics
- Add 5-level AI with heuristic evaluation, unknown enemy reasoning,
  and skill-scaled blunders/lookahead
- Create setup phase allowing piece swap and shuffle before battle
- Add detailed unit reference panel with scrollable ability notes
- Implement turn-based battle animations with sci-fi sound effects
- Integrate Stratego into game menu, room scene, and opponent selection
- Add spritesheet assets (stratego-pieces.png) and game menu icon
- Register Stratego in server game registry
2026-06-07 09:53:58 -06:00
Brian Fertig 246d60e2a9 feat: add Farkel game and update Video Poker CRT theme
- Add new Farkel dice game (2-4 players, tabletop category)
- Update Video Poker CRT screen from green phosphor to royal blue theme
- Refresh game-icons sprite sheet for new game assets
2026-06-06 18:01:50 -06:00
Brian Fertig 1c33302a13 Polish on Labyrinth 2026-06-06 16:47:50 -06:00
Brian Fertig 8f1e3faaec Labyrinth Initial framework and basic animation. 2026-06-06 16:00:49 -06:00
Brian Fertig 49761bf264 feat(forbiddenisland): overhaul UI, animations, and card trading mechanics
- Introduce animated intro sequence, player role intros, and deck count displays.
- Replace direct treasure giving with a new Trade Modal for swapping cards between players.
- Add smooth Phaser animations for pawn movement, shore-ups, flood/treasure card draws, and card swaps.
- Improve state management during animations using immutable cloning and peek functions (`peekFloodDraw`, `peekTreasureDraw`).
- Update role definitions with detailed descriptions and remove 'messenger' from `ROLE_KEYS`.
- Change default difficulty to 'novice'.
2026-06-06 11:47:45 -06:00
Brian Fertig 9cb05f5f44 Crossword Changes and added Tectonic 2026-06-05 23:24:11 -06:00
Brian Fertig 9b7bbe55c4 Updated Splendor Cards 2026-06-04 17:26:17 -06:00
Brian Fertig dd607a5815 feat(splendor): integrate gem spritesheet for polished token and badge rendering
- Add `splendor-gems` spritesheet (6 frames, 64×64) for gem icons.
- Introduce `gemFrame` helper to map gem colors to spritesheet indices.
- Update gem rendering in player bars, card badges, and cost pips to use sprites when available.
- Add `hasGems` flag to gracefully fallback to vector circles when art is missing.
- Register new asset in PreloadScene.
2026-06-02 21:56:03 -06:00
Brian Fertig e60387ec7c feat(blokus/splendor): refine tray UI and upgrade splendor spritesheet rendering
- Blokus: Adjust tray coordinates and add a background panel for improved layout separation.
- Splendor: Integrate a 28-frame spritesheet for development cards, nobles, and deck backs.
- Refactor frame mapping to calculate indices dynamically based on tier and bonus color.
- Unify card rendering pipeline: draw tinted background, overlay spritesheet art (when available), then render vector overlays.
- Add hover preview panel for reserved cards.
- Document spritesheet layout and update preload scene asset comments.
2026-06-02 21:35:14 -06:00
Brian Fertig 6a33bf500b feat: add Splendor board game support
- Register Splendor in server game registry with metadata
- Import and register SplendorGame in frontend main.js
- Map 'splendor' slug to SplendorGame in GameRoomScene
- Preload splendor-cards spritesheet in PreloadScene
- Update game-icons assets for the new game
2026-06-02 12:12:20 -06:00
Brian Fertig efb8842368 feat: add Forbidden Island card spritesheet and register Solitaire Tour game
- Implement visual card rendering for Forbidden Island using a new spritesheet with procedural fallback
- Register and wire up the new "Solitaire Tour" game across client, server, and preload scenes
- Update game icon and card asset bundles
2026-06-02 00:02:12 -06:00
Brian Fertig 6705f6bd15 `chore: update game icons sprite sheet and source file` 2026-06-01 21:35:50 -06:00
Brian Fertig 7eaf0183e2 Forbidden Island Initial Commit 2026-06-01 20:36:18 -06:00
Brian Fertig d6d7bc818b Game Icon Update 2026-05-31 20:39:55 -06:00
Brian Fertig 2c0c7d7145 Icons and Old Maid Updates 2026-05-31 19:41:57 -06:00
Brian Fertig 2bb4d14c97 feat: add Old Maid card game
- Implement core game logic, AI opponent with skill scaling, and Phaser UI
- Register game in server registry and wire into app routing
- Add card assets and sprites
2026-05-31 19:14:30 -06:00
Brian Fertig da0dc25cdd feat: add game icons to menu and animated dock arrows to Battleship
- Replace `gameicons` spritesheet with `game-icons` and load it in PreloadScene
- Add `iconFrame` support to game registry and render icons next to menu buttons
- Introduce animated dock arrows in Battleship to improve ship placement UI
- Clean up arrow lifecycle management in Battleship scene
2026-05-31 18:25:32 -06:00
Brian Fertig 63df39442c feat: add Boggle word game with AI opponents and board solver
- Implement full Boggle frontend using Phaser, featuring a wooden tray UI, player word sheet, opponent cards, and an animated hourglass timer.
- Add AI scheduling system that simulates opponent word finds based on configurable skill levels and word length/rarity weighting.
- Introduce pure game logic for adjacency validation, path checking, and classic scoring with duplicate-word resolution.
- Add backend board generation and exhaustive solver using a dictionary trie, exposing `/api/words/boggle/start` for board setup.
- Register Boggle in the game registry, scene router, and opponent selection UI.
- Include tutorial assets for Parchisi.
2026-05-31 15:17:00 -06:00
Brian Fertig f5e74d7970 Tutorials 2026-05-31 13:54:32 -06:00
Brian Fertig 2c5bcbd478 Backgammon Tutorial 2026-05-31 12:22:51 -06:00
Brian Fertig b6d85e30be feat: improve Go Fish AI with card sprites and turn exclusions
- Add custom card texture spritesheet and render cards using sprite frames
- Prevent AI from repeatedly asking for the same rank after a failed catch
- Track and exclude previously attempted (target, rank) pairs per turn to reduce redundant moves
- Load gofish-cards assets in preload scene
2026-05-30 19:28:48 -06:00
Brian Fertig fcc061e43d Added VP coins to Dominion 2026-05-30 17:18:37 -06:00
Brian Fertig eca8013fd4 feat: polish Ticket to Ride visuals and add animated game menu tabs
- Introduce muted palette and stroke outlines for unclaimed route segments so claimed routes pop
- Refactor busy state handling to toggle dim overlay and suppress hand render flicker during animations
- Improve modal layout using right-band centering, responsive font sizing, and word wrapping
- Block input briefly after modal close to prevent accidental clicks
- Add animated tab icons to the game menu with scale transitions and pulsing glow effects
- Load new tab-icons assets in the preload scene
2026-05-30 15:09:03 -06:00
Brian Fertig 975d40b4b0 refactor: overhaul game menu layout, enhance Button component, and adjust Dominion AI
- Replace column-based game list with a tabbed category interface and grid layout
- Add active state management to tabs and refactor Button component for consistent visual states
- Increase Dominion AI Platinum purchase threshold from 5 to 9 coins in Colony games
- Add Ticket to Ride card assets
2026-05-30 10:47:50 -06:00
Brian Fertig 2dbcb83754 feat: add single-player Hangman game with difficulty levels
- Implement Hangman game scene using Phaser with a sketch/paper-style UI
- Add pure logic module for word masking, wrong guess tracking, and win/loss conditions
- Create backend `/api/words/hangman/start` endpoint with curated word pools for easy, medium, and hard difficulties
- Register game in scene manager and route dispatcher for seamless menu integration
- Add score tracking and basic game state management
2026-05-30 08:50:44 -06:00
Brian Fertig 9dbf3feae4 feat(catan): implement Seafarers expansion features (gold hexes, ships, fog)
- Add gold hex resource picking phase with AI support
- Implement ship building mechanics and update build costs UI
- Introduce fog tiles that reveal terrain when roads/ships are built adjacent
- Replace robber token with pirate ship graphic
- Persist random tile frames for consistent hex visuals
- Update game state machine to handle gold pick queue and phase transitions
- Adjust UI layout (card positions, build panel) to accommodate Seafarers elements
2026-05-29 16:13:53 -06:00
Brian Fertig c5f34b7c28 feat(catan): implement Seafarers expansion and dynamic board architecture
- Decouple static board geometry from game state by introducing a board registry and `geoFor(state)` accessor. All AI and logic functions now dynamically resolve topology.
- Add support for Seafarers scenarios (New Shores, Four Islands, Oceania, Fog Island) with scenario-specific setup rules and victory conditions.
- Implement ship mechanics: players build maritime routes on coastal/sea edges that count toward the longest road.
- Introduce sea, gold, and fog terrain types. Update hex rendering, AI pathfinding, and placement rules to respect land vs. water constraints.
- Add pirate token rendering and logic, plus expansion scoring hooks for bonus victory points.
- Update lobby UI to allow expansion and scenario selection, passing configuration through to the game scene.
- Refactor `CatanBoard.js` geometry generation for O(1) edge lookups and dynamic port assignment.
2026-05-29 15:06:20 -06:00
Brian Fertig 17133787c1 refine wordle AI balance, add Catan tutorial, fix opponent select layout, enable word category
- Adjust Wordle AI skill profiles to lower win rates and increase blunder chances for better difficulty curve
- Center Wordle player portrait vertically with the playfield
- Add Steve's humorous tutorial for Settlers of Catan (markdown + assets)
- Update OpponentSelectScene to hide playfield options for word games and adjust scroll height
- Fix migration script to temporarily disable foreign keys to allow schema changes
- Add migration to extend games.category to include 'word'
2026-05-27 23:22:15 -06:00
Brian Fertig 690d05b28d feat: add Wordle game support and word routes
- Register Wordle game in server registry under 'word' category
- Add `/api/words` API routes
- Update client to integrate WordleGame scene
- Adjust game menu layout to accommodate a new 'Word' category column
- Enable skill controls and game room dispatch for Wordle
2026-05-27 21:14:31 -06:00
Brian Fertig ca38548700 feat(dominion): add animated deck/discard counters and refine turn SFX
- Track deck/discard pile counts during animations for real-time UI updates
- Implement animated discard pile countdown when shuffling
- Dynamically show/hide deck and discard piles based on animation state
- Replace generic card SFX with specific sounds for buying treasures, purchasing, and dealing
- Update Dominion card assets to align with new UI/audio feedback
2026-05-27 18:53:30 -06:00
Brian Fertig 71d279c835 feat: add Checkers and Chess games with AI opponents and improve Dominion UX
- Implement Checkers and Chess with complete Phaser UI, pure logic modules, and alpha-beta minimax AI opponents featuring a 1-5 skill model.
- Extend opponent skill selector to support Checkers and Chess.
- Register new games in frontend routing and backend registry.
- Improve Dominion game UX: add persistent phase dials and turn arrow indicators, add confirmation prompts for ending actions/turns, and refine card animation timings.
- Update Dominion card asset files.
2026-05-26 23:52:05 -06:00
Brian Fertig 97d748b2f5 feat(dominion): add hand drag-and-drop and AI opponent animations
- Implement drag-and-drop reordering for the player's hand with a visual play drop zone.
- Add smooth, multi-phase animations for AI opponents (play, draw, cleanup, gain).
- Refactor hand rendering to preserve manual order and improve playability highlighting.
- Update card draw animations to target existing sprite coordinates directly.
2026-05-26 20:50:21 -06:00
Brian Fertig 7e3c7d8e3d feat(dominion): enhance discard pile UI and improve card animation flow
- Add visual discard pile with card sprite and count badge
- Center action buttons and remove redundant Play Treasures button
- Track in-play cards for accurate animation source positions
- Refactor `setState` to handle discard, gain, and draw animations sequentially
- Add multi-phase discard animation (fly face-up, fold, unfold face-down)
- Add gain card animation to deck or discard pile
- Improve animation queue handling with `_animating` and `_pendingAnimState`
2026-05-26 20:22:08 -06:00
Brian Fertig c264cd9419 ```
feat(dominion): add card draw animations and visual deck pile

- Implement animation system for drawing cards from deck to hand
- Add input blocking and state queuing during animations to prevent race conditions
- Replace text-only deck counter with a visual card pile and count badge
- Support face-down card rendering for animation start positions
- Ensure all human actions respect animation state
```
2026-05-26 19:03:27 -06:00