Commit Graph

8 Commits

Author SHA1 Message Date
Brian Fertig 91f63b76a2 feat: add Master of Vega (Master of Orion clone)
Introduces Master of Vega, a turn-based 4X strategy game built on MOO1 rules with MOO2 conveniences. The implementation features a fully headless, deterministic engine (VegaLogic) with zero Phaser dependencies, enabling complete Node-based verification (809 checks) and reproducible galaxy generation via mulberry32 RNG.

Key features:
- Preset ship hulls with an auto-refitting Mark system and provably monotonic knapsack loadouts.
- Tactical grid combat with banked damage resolution to eliminate first-strike bias.
- Galactic Council diplomacy, stalemate-breaking, and invasion forecasting.
- Drop-in artwork compatibility with procedural stand-ins for all spritesheets.
- Hireable leaders (admin/captain) and colony building queues.

Architecture splits cleanly into headless modules (GalaxyGen, Logic, AI, Combat, Diplomacy, Ships, Leaders) and a render tier (StarMap, SystemView, CombatView, Screens, Nebula, Art, Fx). A comprehensive build plan documents 19 architectural traps discovered and resolved during development.

Registers the game in the registry, asset manifest, preload scene, and soundtrack service. Includes tools/verifyMasterOfVega.js for automated rule validation, art verification, economy balancing, and AI self-play soaking.
2026-08-01 22:17:31 -06:00
Brian Fertig 10165547ae Add tunnels to Zuma: editor, engine, art, and audio
Introduce underground tunnel sections to Zuma levels, letting the
chain roll out of sight and back in. Tunnels are arc-length intervals
on the path; while a ball is submerged it is inert — ignored by shots,
the laser sight, and explosions — and the path itself is drawn as a
faint buried trace beneath any live section that crosses it.

Engine (ZumaLogic.js): TUNNEL constants, normalizeTunnels, isHidden,
visibilityAt, pathSpans, sampleRange, nearestS; createLevel,
syncPositions, applyPower, stepFlights, and rayHit all honour
submersion. validateLevel lints mouth placement, spacing, and the
40% max-hidden fraction.

Game (ZumaGame.js): depth layer reorg so a live path always wins an
overlap with a tunnel stone; addPortal draws the two-layer maw (stone
below the chain, mouth above it); drawPit replaces the old skull with
a broken-stone collar and vapour swirl; startPitFall rolls the lost
chain over the lip in order, shrinking marbles into the dark; the
level-start fanfare ducks the soundtrack via MusicPlayer pause/resume.

Editor (ZumaEditor.js): new Tunnels tool with click-to-place,
drag-to-slide, right-click-to-remove, ESC-to-cancel; three graphics
layers (buried path, live path, handles) matching the game's
stacking; queueGameAssets so editor Test Play has the lazy art ready.

Art: ZumaPortal.js (carved serpent-head maw, symmetric so one
texture serves both ends) and ZumaPit.js (shaft of darkening discs
read as depth, not a painted circle).

Audio: four Zuma SFX (shoot, hit, start, explode) and a three-track
soundtrack wired through data/zuma-music.json and the asset manifest;
genZuma.js gains a tunnels column (fractions of path length) and
verifyZuma.js gains a tunnel test suite.
2026-07-28 17:20:11 -06:00
Brian Fertig 386ad3efb7 feat: add Goo Tower game with physics engine, 12 levels, and editor
Implement Waves 0-3 of Goo Tower, a World of Goo-inspired physics
puzzle game. Includes:

- GooTowerLogic.js: Verlet integration with XPBD constraints, terrain
  collision, ball-ball collision, strand breaking, crawling agents,
  and 9 goo types (common, ivy, balloon, bomb, block, pokey, bit,
  skull, anchor)
- GooTowerGame.js: Phaser scene with procedural rendering, drag-and-
  drop placement, pipe collection, and win/OCD tracking
- GooTowerEditor.js: Level editor (/?gootower-editor=1) with terrain
  drawing, ball/pile placement, settle/test/export tools
- 12 hand-tuned levels across 2 chapters (teaching + sandbox)
- verifyGooTower.js: 303-check regression harness
- genGooTower.js: Level bank writer
- GooTowerAuto.js: Greedy reference player (winnability gate)
- Wiring into gamesRegistry, main.js, GameRoomScene, and PreloadScene
2026-07-26 10:22:25 -06:00
Brian Fertig 4a8b78c538 feat: add Advance Wars turn-based tactics game
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
2026-07-19 09:43:58 -06:00
Brian Fertig 7713089466 feat: add per-game soundtracks for multiple games
Introduce game-specific music overrides using the soundtrack service.
Adds arcadedark and hacker music packs, and wires them to Balatro,
Colorado Defense, Tempest, Mastermind, Hexsweeper, Dot Link, and 2048.
Games now lazy-load their soundtrack assets on entry instead of sharing
a single generic music cache.
2026-07-18 17:21:32 -06:00
Brian Fertig e1a5c21180 feat: add per-game soundtrack system and Nintendo music for Super Kart
- Introduce soundtrack override system allowing games to define custom music
- Add Nintendo-themed soundtrack for Super Kart (2 tracks with metadata)
- Make main menu track configurable via data/music.json instead of hardcoded
- Add MusicPlayer volume parameter for per-soundtrack volume control
- Lazy-load per-game audio assets via assetManifest on game entry
- Add SPACE/X keyboard shortcuts to advance Super Kart menus
- Play kart-spinner SFX when player picks up an item in Super Kart
- Increase speech queue volume to 1.0
- Add Super Kart icons artwork and additional music assets
2026-07-18 16:53:49 -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 52c78ae86a Major Port 2026-06-28 19:27:29 -06:00