Commit Graph

609 Commits

Author SHA1 Message Date
Brian Fertig 0109d33f02 Update audio 2026-07-18 15:24:59 -06:00
Brian Fertig e4a4531401 feat(superkart): add post-race victory cam, engine audio, and polished results screens
- VictoryCamDirector: cinematic post-race camera system with shuffled
  shot types (chase, orbit, front, trackside) and hard-cut transitions;
  player can press ENTER to skip.
- Engine audio: per-racer engine hum (heavy/fast/medium) with pitch
  tracking based on kart speed; engine-start sound at green light.
- Star power loop sound that stops when star expires.
- Positional audio: AI kart sounds (spin, hit, flatten) scale volume
  with distance from player.
- Enhanced event sounds: item-use, boost, EMP, squash, bump, coin,
  star now play appropriate SFX.
- Player kart autopiloted after finishing for victory-lap vignette;
  race phase waits for entire field (up to 90s safety cap).
- EMP now emits target list for per-target shrink sounds; squash
  collision emits event.
- Animated race results screen with staggered row reveals.
- Animated cup standings with running point counter and position
  arrows; tweens rows to new ranks.
- Podium reveal: 3rd → 2nd → 1st staggered with confetti, count-up,
  and CRT pulse; winner speech plays.
- Mode7 camera now tracks height and focal length; setCamera accepts
  arbitrary poses for cinematic shots.
- New audio assets: engine-start/heavy/fast/medium/rev, kart-coin,
  kart-flatten, kart-thump, kart-shrink, kart-spin, kart-hit,
  kart-shell, kart-star.
2026-07-18 15:24:49 -06:00
Brian Fertig 54a9614464 feat: add Super Kart themes, profile import/export, and Civilization spaceship notifications
- Super Kart: populate missing theme image paths, increase acceleration spread,
  and add a track loading panel to the editor
- Civilization: display completion notifications for spaceship parts with
  direct navigation to the building city
- Profile: implement export/import via .fcg files with validation, download,
  and restore flows
- UI: add multi-button modal support, improve ProfileScene layout with avatar
  masking and info card, and rename Arcade category to "Video Games"
2026-07-18 12:28:22 -06:00
Brian Fertig 61924c439f refactor(civilization): pick best available land defender as city build default
- Replace hardcoded 'warriors' default with pickNextBuild() for both
  founded and captured cities
- Captured cities now adopt the new owner's tech level when selecting
  their default unit (e.g., Phalanx if Bronze Working is known)
- Add verification tests for tech-dependent defaults on founding and capture
2026-07-18 09:08:44 -06:00
Brian Fertig 30629380b4 feat(civilization): add coinage/public works special builds + fix AI fallback
- Add Coinage (1 shield → 1 gold) and Public Works (2 shields → 1 food)
  special build options for cities, with remainder carry logic in shieldBox
- Update AI to fall back to producing gold or food instead of stockpiling
  redundant defenders when nothing else is available
- Fix mid-build detection to check build.type before comparing shield progress
- Add City Screen UI for special builds: display gain per turn, color-coded
  rows, and tooltips
- Only apply class-switch penalty when switching between unit/building
  production types
- Add verification tests for coinage payout, public works remainder carry,
  and AI special build fallback

feat(superkart): fix player kart scale + add missing backdrop images

- Compute PLAYER_KART_SCALE from MODE7 parameters instead of hardcoding,
  keeping player and AI karts consistent at the camera's follow distance
- Wire up previously null backdrops: volcano, scrapyard, swamp, speedway,
  nightcity
2026-07-18 09:08:26 -06:00
Brian Fertig 65cc0a2c79 feat(superkart): add beach theme and AI rubber-banding
- Add beach theme artwork and register paths in artwork JSON
- Implement AI rubber-banding that scales AI top speed based on gap to player
- Configure engine classes with varying rubber-band strength (Cruiser most forgiving, Turbo least)
- Balance racer stats: boost Kona top speed, reduce heavy racer accel/handling
- Update verification script to validate new rubber-banding configuration
2026-07-17 23:45:46 -06:00
Brian Fertig a0316bf467 feat: add mini-turbo boost mechanic to drifting
- Track drift charge duration while sliding and payout a speed boost
  when the drift is released cleanly (not stalled or reversed)
- Boost strength scales with drift duration, capped at maximum charge
- Added configurable mini-turbo parameters (min/max ms, boost ms,
  boost multiplier range) to superkart-rules.json
- Increase drift visual rotation angle from 6° to 14° for more
  pronounced drift feedback
- Reset charge on respawn, spin, and new drift start
2026-07-17 22:04:43 -06:00
Brian Fertig 29d18c9c5f refactor: reduce kart rotation frames from 16 to 8 and add racer artwork
- Add new racer spritesheets (8 angles × 64×64) for all 9 racers
- Introduce KART_ROT_FRAMES constant as single source of truth for rotation frame count
- Update SuperKartMode7.angleFrame(), SuperKartGame frame math, and procedural fallback
  to derive from KART_ROT_FRAMES instead of magic numbers
- Update data/superkart-artwork.json with asset paths and 8-angle metadata
- Update sprites.md documentation to reflect 8-view-angle contract
2026-07-17 21:38:18 -06:00
Brian Fertig aabf8aa9f3 fix: remove unnecessary Y-flip when sampling Mode7 texture
The texture2D call was flipping the UV Y coordinate (1.0 - uv.y)
before sampling, which is no longer needed. Simplify to use UV
coordinates directly.
2026-07-17 16:22:57 -06:00
Brian Fertig 81145d7891 Add custom background artwork to Super Kart menu screens
- Add superkart-background.png image asset
- Replace solid-color rectangle background with artwork in menu views
- Add semi-transparent shade overlay for better contrast
- Remove hardcoded title and tagline text (now baked into the image)
2026-07-17 15:09:01 -06:00
Brian Fertig ebed6292cf Merge branch 'super-kart' 2026-07-17 14:26:05 -06:00
Brian Fertig 08d09beeaa Update civilization units and game icons assets
- Update civilization-units sprite sheet and source file
- Update game icons sprite sheet and source file
2026-07-17 14:25:52 -06:00
Brian Fertig 5380a8eab4 feat: add Super Kart — SNES-style Mode 7 kart racing game
Complete kart racing game featuring 12 procedurally generated tracks
across 3 cups, 9 unique racers with distinct stats, headless physics
simulation, and a secret track editor (?superkart-editor=1).

Core features:
- Mode 7 ground renderer with parallax horizon backdrops
- 12 hand-tuned tracks (speedway, beach, swamp, scrapyard, volcano, nightcity)
- 9-racer roster with balanced archetypes (all-rounder, drift pirate, etc.)
- Headless race simulation for deterministic AI and headless verification
- Item system (bolt, seeker, oil, turbo, overdrive, emp, coins)
- Position-weighted item roulette and rubber-banding
- AI opponents with skill-based driving and stuck-recovery
- Full track editor with live preview, validation, and export
- 275 verification checks covering schema, physics, AI soak, and determinism

Data files: data/superkart-racers.json, superkart-rules.json, superkart-artwork.json
Game data: assets/gamedata/superkart/ (cups.json + 12 track files)
Tools: genSuperKartTracks.js, verifySuperKart.js
2026-07-17 14:25:18 -06:00
Brian Fertig d6d3bafc7f feat(civilization): add battle sound effects for unit combat
Add audio feedback for combat events by introducing unit-specific sound
effects that play during attack animations. Each unit in civilization-rules.json
now has a battleSound property mapping to appropriate audio assets. Adds 10
new MP3 files (arrows, cannon, catapult, gunfire-classic/modern, helicopter,
missile, submarine, sword, tank) and integrates playback in CivilizationMapView's
combat lunge animation.
2026-07-17 13:03:26 -06:00
Brian Fertig 8b5aa6064a Updates to research display 2026-07-17 11:46:27 -06:00
Brian Fertig 02b14b88c8 chore: reduce minimum trade route distance from 8 to 6 tiles
Lower the minimum distance requirement for establishing trade routes
from 8 to 6 tiles, making caravan routes more accessible. Also refactors
the log message in CivilizationGame to use the TRADE_ROUTE_MIN_DIST
constant instead of a hardcoded value.
2026-07-17 11:11:59 -06:00
Brian Fertig b214f6b8bd feat(civ): add shield waste mechanic and AI corruption triage
- Implement "waste" as corruption's production sibling: distant cities lose
  shields to waste (half the corruption decay rate), halved by courthouses.
- Update city yields, UI summaries, and government screen to display waste
  alongside corruption and support costs.
- AI now builds courthouses early when combined corruption + waste loss
  exceeds 4 per turn, preventing distant cities from becoming useless.
- Refresh building effect tooltips and palace description to reflect waste.
2026-07-17 11:05:01 -06:00
Brian Fertig aee3352efe feat(civ): add diplomacy chat, government screen, and gameplay improvements
- Introduce CivilizationChat.js with OPENERS, PLAYER_LINES, and REPLIES pools
  for dynamic diplomacy dialogue between leaders and player.
- Add chat log panel to diplomacy screen with typing animation, scrolling,
  and persistent chat history stored in state.
- All diplomatic actions (treaties, war, gifts, tech exchange) now generate
  contextual chat messages.
- Add GOVT button and openGovernmentScreen() with empire wellbeing summary,
  government cards showing pros/cons, and revolution mechanic.
- Allow disbanding units with warning about troops aboard transports.
- Improve combat capture: land units can capture undefended cities after
  winning battle; sea/air units cannot.
- Enhance unit stack tooltips with home city display, ship cargo summary,
  grouped friendly stacks, and enemy effective defense info.
- Preserve portrait emotion animations by reusing when switching leaders.
2026-07-17 10:32:01 -06:00
Brian Fertig bace0356c2 feat: add bulk disembark for transport units
- Add disembark action to transport unit action menu when carrying units
- Highlight valid landing tiles adjacent to boats (clear of enemies)
- Unload all passengers onto a single chosen tile at once
- Implement targeting mode with cancel support (Escape or clicking away)
- Extract unitsOnBoat and disembarkTiles logic functions
- Add green diamond tile highlights in view layer
2026-07-16 23:22:55 -06:00
Brian Fertig a91db38a0f feat(civilization): balance difficulty combat, enhance UI tooltips, and improve setup flow
- Introduce difficulty-based combat multipliers and veteran promotion chances (Chieftain/Warlord eased, Prince+ neutral)
- Randomize leader selection on setup screen and add dynamic portrait with pick speech
- Replace inline hover text with a centralized Tooltip component for tech tree, foreign cities, and buildings
- Add descriptive flavor text for governments and terrain improvements
- Add building completion notifications with a "VIEW CITY" action button
- Expand deferred city attack cinematics to cover explored rival cities
- Improve Tempest flipper AI to scale lane-flipping chance/cooldown with level and enable climbing flips
- Add verification tests for difficulty combat modifiers and veteran rates
2026-07-16 23:22:29 -06:00
Brian Fertig 0f2fc829c8 feat: add Tempest arcade game and Civilization tooltips
- Add Tempest (Atari 1981 vector arcade clone) with full simulation logic,
  Phaser rendering scene, vector font, and headless verification suite
- Register Tempest in games registry, main scene list, and game room dispatch
- Add reusable Tooltip UI component for hover-based information display
- Add Civilization unit/building tooltips in city screen and map hover
  (CivilizationTooltips.js with flag and effect descriptions)
- Update Civilization click handling to distinguish hover-only from real
  click targets via hoverOnly data flag
- Update civilization-units and game-icons assets
2026-07-16 20:05:00 -06:00
Brian Fertig 2a08df9cd8 refactor starcontrol weapons and improve road visibility
- Rewrite Kohr-Ah guidedBlades: one-shot-per-press with blades that fly
  straight while held, then slow and become homing mines near enemies;
  blades persist indefinitely and cap at 8 live (oldest recycled)
- Add bladeFireHeld tracking and canFire/tick hooks for blade cooldown
- Update AI to tap fire for Kohr-Ah blades instead of holding
- Reduce PLANET_GRAVITY from 1.6e6 to 1.1e6 for better slingshot physics
- Add dark outline pass under road/rail lines in Civilization map for
  better visibility against light terrain
2026-07-16 14:44:52 -06:00
Brian Fertig 237a024f80 feat(civ): add status log panel, event announcements, smooth camera pan, and city sprites
- Add bottom-right status log panel with scrollable entries, word wrap,
  mask clipping, and mouse wheel scrolling; cap at 60 entries
- Replace toast popups with announceStatus() for major events (war, tech,
  first contact, city founded, trade routes, huts) — centered modal with
  CONTINUE button that animates into the log; supports queued popups and
  custom onDismiss callbacks (e.g. first contact opens diplomacy)
- Add smooth panToTile() tween for camera movement when selecting next unit,
  refactored clampPan into panBounds() reused by both clamp and tween
- Add classic city sprite sheet (civilization-cities-classic.png) and
  register it in artwork JSON and asset manifest
- Replace circular civ rings and selection ring with isometric ellipses
  matching the 2:1 tile ratio for better depth reading
- Paint tile neighbors in ascending c+r order during repaintTileAndNeighbors
  to prevent tall features from being overwritten by lower-sum neighbors
- Stop panTween on pointer down to avoid conflict with manual dragging
2026-07-16 13:48:39 -06:00
Brian Fertig b4155b096a feat(civ): add status log panel, event announcements, smooth camera pan, and city sprites
- Add bottom-right status log panel with scrollable entries, word wrap,
  mask clipping, and mouse wheel scrolling; cap at 60 entries
- Replace toast popups with announceStatus() for major events (war, tech,
  first contact, city founded, trade routes, huts) — centered modal with
  CONTINUE button that animates into the log; supports queued popups and
  custom onDismiss callbacks (e.g. first contact opens diplomacy)
- Add smooth panToTile() tween for camera movement when selecting next unit,
  refactored clampPan into panBounds() reused by both clamp and tween
- Add classic city sprite sheet (civilization-cities-classic.png) and
  register it in artwork JSON and asset manifest
- Replace circular civ rings and selection ring with isometric ellipses
  matching the 2:1 tile ratio for better depth reading
- Paint tile neighbors in ascending c+r order during repaintTileAndNeighbors
  to prevent tall features from being overwritten by lower-sum neighbors
- Stop panTween on pointer down to avoid conflict with manual dragging
2026-07-16 12:36:53 -06:00
Brian Fertig def5c9904a feat(civ): add per-leader starting techs, union with trait techs, and setup background
Allow each opponent to declare their own 2-3 starting technologies in
opponents.json, independent of their civ trait. During game creation,
personal and trait-based starting techs are unioned (deduped) so
pioneering leaders with overlapping lists don't double-grant.

- Add optional setup screen background image (civilization-setup-bg)
- Update leader detail panel description to list personal starting techs
- Deduplicate trait + personal techs via Set in CivilizationLogic
- Add validation for startingTechs arrays, tech existence, 2-3 total count,
  and variety across leaders in verifyCivilization
- Add integration tests for personal tech granting and overlap deduplication
2026-07-16 10:31:25 -06:00
Brian Fertig 80d4a79593 feat(civ): add leader trait system with bonuses, starting techs, and UI
Introduce civTraits data structure with 8 traits (scientific, industrious,
commercial, philosophical, zealous, mercantile, pioneering, wealthy) that
provide science/gold/shield multipliers, starting gold, and starting
technologies. Assign each opponent a trait in opponents.json.

- Apply trait bonuses to starting gold and grant starting techs during
  game creation in CivilizationLogic
- Route trait multipliers into cityYields for science, gold, and production
- Add a leader detail panel to the setup screen showing name, trait name,
  and description, updated live when selecting leaders
- Add validation for civTraits in CivilizationRules (multipliers positive,
  starting techs valid, etc.)
- Add verification tests for trait application and city yield multipliers
- Nudge unit sprite position 5px down for better tile alignment
2026-07-16 10:31:02 -06:00
Brian Fertig 543f751fe2 fix: cap city shields at build cost to prevent overflow display
When a city cannot complete a build (e.g., size < 2 for settlers),
shields were accumulating past the build cost, showing confusing
values like "60/40 shields" or negative turn counts.

- Cap shieldBox at buildCost each turn in processCity
- Clamp displayed shields to min(shieldBox, cost) in city screen
- Add tests verifying shield capping and stalled build completion
2026-07-16 10:18:11 -06:00
Brian Fertig 4d864503f2 fix: cap city shields at build cost to prevent overflow display
When a city cannot complete a build (e.g., size < 2 for settlers),
shields were accumulating past the build cost, showing confusing
values like "60/40 shields" or negative turn counts.

- Cap shieldBox at buildCost each turn in processCity
- Clamp displayed shields to min(shieldBox, cost) in city screen
- Add tests verifying shield capping and stalled build completion
2026-07-15 23:36:53 -06:00
Brian Fertig 325692fa35 feat(civ): animate combat events with attacker/defender ghosts and victory advance
- Capture attacker/defender snapshot (id, civ, type, start position) in
  combat events so the UI can reconstruct them after resolution
- Add `animateCombat()` that plays sequential lunge/retreat animations for
  each combat, death flash/shrink for the loser, and optional victory glide
  for unopposed winners stepping onto the cleared tile
- Add `animateUnitsAlong()` to glide AI civ units between before/after
  snapshots, enabling the same "resolve now, animate after" pattern for
  AI turns
- Track unit containers in `unitContainers` map for lookup by unitId
- When player unit encounters combat mid-path, animate the peaceful leg
  first then play the clash
- Add `collectNewCombatEvents()` to pick up and mark consumed combat events
- Add `isTileVisible()` helper for filtering AI combat to visible tiles
- Update tests to verify advance-after-kill and combat event shape
2026-07-15 23:26:29 -06:00
Brian Fertig e4ad09de67 feat(civilization): sprite units, animated movement, city naming, mouse zoom
- Add civilization-units.png sprite sheet (64×96 frames with 32px headroom)
- Animate unit movement along paths with smooth gliding after resolving logic
- Add city founding name prompt modal with TextInput and Enter/Escape support
- Support zoom-to-mouse-position via wheel, with extended zoom levels
- Flash-pulse End Turn button when no units have remaining movement
- Fix banner rendering with setSize instead of direct width assignment
- Adjust badge positions for taller sprite frames
- Decouple city name preview (peekCityName) from cursor consumption
2026-07-15 22:41:02 -06:00
Brian Fertig 1261f7149b feat(civilization): enable terrain sheet and adjust HUD button layout
- Set terrainSheet path to actual image file in artwork configuration
- Update civilization-terrain.png sprite sheet
- Reposition top-right HUD buttons 100px left for better spacing
2026-07-15 20:03:37 -06:00
Brian Fertig 9f7bac9787 feat: add garrison system and improve city interaction flow
- Hide player's fortified units inside cities on the map to reduce clutter
- Add garrison strip in city screen to view/unfortify garrisoned units
- Add "move or inspect" dialog when selecting a city with a movable unit
- Refactor moveTo into reusable method for cleaner click handling
- Make confirmDialog accept custom button labels
- Add civilization-terrain.png sprite sheet for terrain rendering
2026-07-15 19:41:18 -06:00
Brian Fertig 67a7ac857e feat: add Civilization II-lite game engine and UI
Implement a complete turn-based strategy game with:

- Deterministic headless engine: cities, units, combat, research, governments
- Seeded world generation with noise-based terrain, continents, quality scoring
- Isometric map renderer with procedural fallbacks and optional sprite sheets
- AI rivals with strategy phases, diplomacy, trade routes, and unit control
- Full UI: setup, city screen, tech tree, diplomacy, spaceship tracker, victory
- 80 techs, 51 units, 26 buildings, 11 terrains, 6 governments, 5 difficulties
- Comprehensive headless verification suite (rules integrity, worldgen, combat, AI self-play)
2026-07-15 18:56:02 -06:00
Brian Fertig bd693e0191 feat: add UQM-style ship entrance animation to Star Control
- Implement cinematic ship entry from off-screen positions along facing direction
- Spawn fading ghost afterimages every ~70ms to trace arrival trajectory
- Use cubic ease-out for smooth deceleration as ships reach starting positions
- Properly clean up ghost sprites during scene shutdown and intro transitions
- Continue fading mid-lifetime ghosts after intro ends for clean visual exit
2026-07-15 11:51:35 -06:00
Brian Fertig e9ddebc891 refactor: improve Star Control ship rendering and ship picker UX
- Update ship sprite frame dimensions to match actual UQM rotation assets
- Parse .ani hotspot files to correctly center tightly-cropped ship frames
- Replace CRT overlay effect with native camera shake for hit/explosion feedback
- Fix camera zoom clamping to prevent ships from going off-screen on 16:9 display
- Correct ship rotation frame mapping (UQM sheets rotate clockwise)
- Add keyboard navigation to ship picker with focus rings and sound feedback
- Support both control clusters for hotseat and single-player ship selection
- Remove unused CRT overlay import and related cleanup code
- Update asset fetcher to handle per-frame hotspot alignment from .ani files
2026-07-15 11:45:08 -06:00
Brian Fertig 3f1d534ec2 feat: add Star Control space combat game
- Register Star Control in games registry as 2-player arcade game
- Import and register StarControlGame scene
- Add starcontrol slug mapping in GameRoomScene dispatch
- Load star-control-ships.json asset data in PreloadScene
- Add dynamic ship sprite sheet loading in asset manifest
- Update README to reflect new game in Arcade/Console/PC category
- Update game icons to include Star Control icon (frame 82)
2026-07-14 22:45:56 -06:00
Brian Fertig 8399cc69db Further Tweaks to Colorado Defense 2026-07-14 13:19:07 -06:00
Brian Fertig bfa2359ea2 Adjustments to Colorado Defense 2026-07-14 08:17:57 -06:00
Brian Fertig 6cef254dde refactor(coloradodefense): replace MIRV splitAt/splitDone with split-zone geometry
- Replace time-based splitAt/splitDone with screen-space Y zones (SPLIT_ZONE_1
  at top third, SPLIT_ZONE_2 at halfway) for more predictable MIRV behavior
- Add MIRV_RESPLIT_WAVE (wave 8): from wave 8 onward, MIRV buses split twice
  instead of once, creating more late-game pressure
- Lower early-game difficulty: MIRV starts at wave 3 (was 6), reduced base
  chance (0.05 vs 0.15), increased growth rate, lowered max (0.4 vs 0.5)
- MIRV trunk continues flying toward its target after each split
- Updated verification tests for split-zone geometry and new missile fields
- Cleaned up obsolete splitAt/splitDone fields across test fixtures
2026-07-13 19:53:41 -06:00
Brian Fertig db1e36a42c feat(coloradodefense): add chain reactions, inter-wave recap, vector skyline, and curved CRT
- Chain reaction explosions: player kills trigger delayed secondary blasts
  that can destroy nearby missiles (bounded to one extra tier)
- Inter-wave "COLORADO DEFENDED" recap animation showing surviving cities
  (+500 each) and leftover missiles (+25 each) with tallying sounds
- Dynamic wave bonus: replaced flat SCORE_WAVE_BONUS with per-surviving-city
  and per-remaining-missile bonuses, emitted in waveComplete event data
- Vector-style skyline: hand-authored Rocky Mountain ridgelines with snow
  caps, building presets for varied city skylines, wireframe silos/cities
- Minimal VectorFont module for the recap banner text
- Curved CRT overlay: WebGL barrel-distortion pipeline with chromatic
  aberration, sheen highlight, vignette, and pulse on impacts
- Three new 8-bit SFX: explode, explode2 (chain), count (tally)
- Updated verification tests for chain reactions, wave bonus breakdown
2026-07-13 19:52:55 -06:00
Brian Fertig dadf8c28dc feat(peggle): overhaul 7 powers with enhanced mechanics, visuals, and audio
Add character assets (sprites/videos) and sound effects for Aiko, Blackwind,
DV-8-2303, Kage, Nadia, Nicole, and Steve.

Power overhauls:
- Extreme Ball: lasts 2 shots, cascade splits into 4 balls on 2nd bounces
- Cannonball: adds Space Blast-style explosion on green peg trigger
- Beam Up: retargets to a clear-path orange peg on return
- Overclock: lasts 2 shots, grants free ball every 6 pegs, pitch-rising hum
- Laser Sweep: follow-up sweep on random orange peg after 1s delay
- Shadow Slash: follow-up slash on random orange peg after 1s delay
- Cosmic Bloom: adds small Space Blast around green peg
- Rewind: glitch effect, portal opens targeting clear orange peg, refunds on drain

Add visual effects (shockwave rings, portal animation, glitch bars, split
particles), happy reaction dedup per ball, and comprehensive verification
tests for all new mechanics.
2026-07-13 17:50:24 -06:00
Brian Fertig a897058b71 Level Adjustments 2026-07-12 15:52:33 -06:00
Brian Fertig fa4ef2233b feat(peggle): overhaul 7 powers with enhanced mechanics, visuals, and audio
Add character assets (sprites/videos) and sound effects for Aiko, Blackwind,
DV-8-2303, Kage, Nadia, Nicole, and Steve.

Power overhauls:
- Extreme Ball: lasts 2 shots, cascade splits into 4 balls on 2nd bounces
- Cannonball: adds Space Blast-style explosion on green peg trigger
- Beam Up: retargets to a clear-path orange peg on return
- Overclock: lasts 2 shots, grants free ball every 6 pegs, pitch-rising hum
- Laser Sweep: follow-up sweep on random orange peg after 1s delay
- Shadow Slash: follow-up slash on random orange peg after 1s delay
- Cosmic Bloom: adds small Space Blast around green peg
- Rewind: glitch effect, portal opens targeting clear orange peg, refunds on drain

Add visual effects (shockwave rings, portal animation, glitch bars, split
particles), happy reaction dedup per ball, and comprehensive verification
tests for all new mechanics.
2026-07-12 15:29:55 -06:00
Brian Fertig b4113d50d1 Querystring Argument 2026-07-12 09:31:14 -06:00
Brian Fertig 3942b0b89e Peggle Adjustments 2026-07-12 09:14:06 -06:00
Brian Fertig bb91a21c8d feat(peggle): weighted orange selection, Body Slam physics rework, and level adjustments
- Replace uniform orange peg selection with weighted sampling, favoring circle pegs over brick sections (~2:1 ratio) to keep gameplay peg-centric
- Rework Body Slam (The Smasher) power to launch at 0.7× speed with reduced gravity, aligning physics with updated power documentation
- Adjust orange/green peg counts for levels 26, 27, 30, and 32 to fine-tune difficulty
- Add Maurice character assets (PNG & MP4)
- Clean up redundant portrait emotion triggers and add verification tests for weighted sampling and slam ball behavior
2026-07-12 00:42:13 -06:00
Brian Fertig 733406a2a5 Added a bunch more levels 2026-07-11 23:36:01 -06:00
Brian Fertig f7d9ee12f1 feat: enhance peggle powers and add swdbg portrait reactions
- Multiball now spawns 3 additional balls fanned at ±18° instead of 1 mirrored ball
- Fireball scales ball radius by 3x
- Zen Ball grants 3 stacking charges, consuming one per shot
- Reduce base launch speed to 920 and add rotateVec utility for velocity rotation
- Update verification tests to match new power behaviors
- Add opponent portrait emotional reactions in SWDBG for expensive purchases and bounty defeats
2026-07-11 21:07:25 -06:00
Brian Fertig 3dbfcd56de Small Modifications 2026-07-11 19:33:37 -06:00
Brian Fertig 2e8424a4af chore(peggle): update peg color palette to match spritesheet
Update PEG_TINT and PEG_LIT color constants to match the dominant fills
of the peg frames in peggle-sprites.png, ensuring procedural bricks and
fallback pegs stay in scheme. Document that these constants should be
re-sampled if the spritesheet is repainted.
2026-07-11 18:47:42 -06:00