Commit Graph

20 Commits

Author SHA1 Message Date
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 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 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 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 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 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 7898d13d18 Peggle Modifications 2026-07-11 15:43:21 -06:00
Brian Fertig 4fe8d0861d refactor: lazy-load per-game assets and enhance Balatro visuals
Introduce lazy loading for game-specific artwork to reduce startup time.
Game assets are now defined in src/data/assetManifest.js and loaded on
first entry via src/services/assetLoader.js, replacing the previous
approach of loading all game art in PreloadScene.

Balatro improvements:
- Add bump/shake animation to chips and mult counters on score changes
- Animate round score flying into the left-bar readout with explosion
- Fix tween cleanup during view swaps to prevent crashes
- Add planetSheet artwork path to balatro-artwork.json
2026-07-11 08:40:23 -06:00
Brian Fertig 3a88ebc626 feat(balatro): introduce m6x11 pixel font as primary font face
Add m6x11.ttf and register it via @font-face in styles.css. Use it as
the primary font throughout BalatroGame.js and BalatroViews.js (with
Julius Sans One as fallback), giving the game a consistent pixel-art
aesthetic. Update PreloadScene to warm the new font alongside
YummyCupcakes.
2026-07-10 16:30:29 -06:00
Brian Fertig 9a97775ec9 feat(balatro): add hover tooltips, scoring hum, and chip shake
- Add Balatro-style hover tooltips for cards, jokers, consumables, shop
  items, packs, and vouchers with detailed stat information
- Add a looping energy hum that climbs in pitch with the running score
- Add visual jitter to chips/mult boxes that intensifies with the hum
- Improve scoring animation by grouping events per card/joker anchor
- Stamp joker UIDs onto events for proper animation anchoring
- Add drag distance threshold to prevent accidental joker drags
2026-07-10 15:46:49 -06:00
Brian Fertig 160f6010b1 feat: add Balatro — poker roguelike game
Implement a complete Balatro clone with:
- Pure logic engine (BalatroLogic.js): seeded RNG, ante/blind state machine,
  shop, consumables, boss-blind hooks, save/load, endless mode
- Scoring pipeline (BalatroScoring.js): full poker evaluator (including secret
  hands, wilds, stones, smeared/fourFingers/shortcut passives) and chips×mult
  trace for deterministic scoring animation
- 114 Joker definitions with rich effect hooks (onScored, onHeld, independent,
  cardRetriggers, scaling state, copy via Blueprint/Brainstorm)
- 22 Tarots, 12 Planets, 15 Spectrals, 8 decks, 16 vouchers, 10 booster pack
  types, 20 boss blinds + 3 finishers
- Phaser scene with procedural card/Joker rendering, art-frame drop-in support,
  melty swirl background shader, and trace-based replay animation
- Headless verification suite (tools/verifyBalatro.js) with evaluator table
  tests, scoring goldens, 200-bot smoke test, determinism & mid-run serialize
  round-trip checks, and endless scaling tests
- Tutorial text and sprite-sheet layout documentation
2026-07-09 22:43:36 -06:00
Brian Fertig afd1681245 feat(swdbg): rework TIE Fighter, Vader, Cassian, Luke; add capital gate & force SFX
- 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
2026-07-07 21:15:58 -06:00
Brian Fertig 0e93c6ed56 More adjustments 2026-07-04 17:48:34 -06:00
Brian Fertig 29cf5972b6 Dungeon Boss item positioning 2026-07-04 12:34:37 -06:00
Brian Fertig ab6b2ce9fc feat: add Dungeon Boss and Star Wars Deckbuilder card games
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
2026-07-03 07:32:41 -06:00
Brian Fertig 376f878a70 feat: add Jumble word puzzle game with 58 curated levels
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
2026-06-30 19:42:57 -06:00
Brian Fertig e6d0b2ee5d feat: add Azul board game with tutorial videos and modal fix
- Implement Azul (tile-drafting game) with full game logic, AI (5 skill levels),
  spritesheet rendering, and animated wall-tiling/scoring
- Add Inês-flavored tutorial text and 96×96 tile spritesheet
- Register Azul in gamesRegistry, main.js, GameRoomScene, OpponentSelectScene,
  and PreloadScene
- Add tutorial videos for Blokus and Chinese Checkers
- Update Blokus and Chinese Checkers registry entries with hasTutorial: true
- Add Klaxon (mecha) tutorial for Blokus and Kage (samurai) tutorial for
  Chinese Checkers
- Fix TutorialModal close-button click fallthrough with transient shield overlay
2026-06-29 20:49:48 -06:00
Brian Fertig 52c78ae86a Major Port 2026-06-28 19:27:29 -06:00