Commit Graph

36 Commits

Author SHA1 Message Date
Brian Fertig 546e1de240 feat(risk): enhance UI, add card visuals, battle portraits, and phase announcements
- Add visual card stack in side panel with clickable modal to view/trade cards
- Redesign cards modal with chip-style selection and trade/dismiss buttons
- Add animated phase announcements (Reinforce/Attack/Fortify) that slide from map to panel
- Introduce static portraits for attacker/defender in battle scene with avatar support
- Enhance move modal with optional +/-10 buttons for large army ranges
- Improve fortify flow with animation and proper busy state handling
- Add 3 new music tracks to game soundtrack
- Adjust UI font sizes, spacing, and button positioning throughout
- Deduplicate phase announcements using _lastAnnouncedPhase tracking
2026-06-18 21:39:33 -06:00
Brian Fertig 833a214c24 Canasta, and Cribbage updates. Added 3 new AI opponents. 2026-06-16 00:33:36 -06:00
Brian Fertig f395f208ae feat: add Nadia and Smasher opponents with full media assets
- Add sprite images, speech audio, and animation videos for Nadia and
  The Smasher opponents
- Update opponents.json with new character definitions and speech cues
- Fix 2048 UI: reposition buttons and add Leave button
2026-06-14 14:32:41 -06:00
Brian Fertig 59ee3eca0c feat: add Dot Link puzzle game
Introduce Dot Link, a Flow-Free-style single-player puzzle game where players connect matching colored dots to fill the grid. Includes:
- Pure JS puzzle engine with deterministic board generation, DFS solver, and win validation (`DotLinkLogic.js`)
- Phaser 3 UI scene featuring a cyberpunk/synthwave theme, level select, daily runs, hint system, and smooth path-drawing mechanics
- Deterministic bank of 100 hand-tuned puzzles (`dotlink.json`)
- Node scripts for puzzle generation and verification
- Full integration into the app's preload, routing, and game registry
2026-06-14 05:18:03 -06:00
Brian Fertig b2e33f6bdf feat: add slot game artwork assets for fruit-frenzy and liberty-belle
- Add sprite images for Liberty Belle slot game (bell, diamond, heart, horseshoe, spade, star)
- Add sprite images for Fruit Frenzy slot game (bell, cherry, lemon, melon, orange, plum)
- Update slots-artwork.json to reference the new image assets
2026-06-13 15:47:47 -06:00
Brian Fertig b59e805614 feat: add slot game assets and update tutorial style
- Add new image assets for Gold Rush slot game (bandit, dynamite, pickaxe, saloon, sheriff, wagon)
- Add new image assets for Sugar Spin slot game (bear, berry, cane, chocolate, jelly, lollipop, mint, rainbow)
- Add cabinet and card artwork for all slot games (Liberty Belle, Fruit Frenzy,Lucky Sevens,Sugar Spin)
- Update slots-artwork.json with paths for all new and existing slot assets
- Modernize Mastermind tutorial language with casual/colloquial tone
2026-06-13 15:00:37 -06:00
Brian Fertig 980dae5374 feat(slots): add artwork assets for dragons-hoard slot game
Add sprite images and UI elements for the dragons-hoard slot game:
- Symbol sprites (dragon, gem, knight, castle, chest)
- Cabinet and card background images
- Update slots-artwork.json with image paths for all symbols

This completes the visual asset integration for the dragons-hoard game theme.
2026-06-13 13:11:44 -06:00
Brian Fertig 519dd617d2 feat(farkel): overhaul turn scoring with combined cycle logic and explain panel
- Replace turn.kept running sum with priorKept + selectionScore model so the
  banked total always reflects all set-aside dice in the current cycle, enabling
  higher N-of-a-kind bonuses when extending sets.
- Update bestScoring and hasScoring to consider setAsideDice; use brute-force
  subset search (feasible for ≤6 dice) instead of greedy strategy for correctness.
- Add breakdownScoring helper to decompose a combined dice set into labeled groups.
- Add updateExplainPanel showing "Prior rolls", scoring groups, and total with
  "(need 500)" note when off-board requirement isn't met; format scores >999 as K,DDD.
- Refactor selectionScore/selectionValid to score the combined set (setAsideDice + selection).
- Use bestScoring(rolled, setAsideDice) in onScoreAll and AI for optimal picks.
- Fix scratch paper preview to use priorKept + selectionScore consistently.
- Add hot dice handling: carry cycle score into priorKept and reset setAsideDice.
- Slots: guard card artwork loading to avoid errors when texture is missing; adjust bulb positions accordingly.
2026-06-13 12:25:25 -06:00
Brian Fertig d34ab83b39 feat: add slot machine artwork and update game registry
- Add new slot machine themes: Pharaoh's Fortune and Abyssal Treasures
  - 10 symbols each with corresponding PNG assets
  - Cabinet artwork for both themes
- Update slots-artwork.json with image paths for all new symbols
- Reformat registerGame calls in registry.js for consistency
- Update slots iconFrame from 54 to 63

Adds complete artwork and configuration for two new slot machine themes,
bringing the total registered games to 63.
2026-06-13 10:45:21 -06:00
Brian Fertig 6440328f2c feat: add colored playfield theme support with dynamic color schemes
- Add new "Colored" playfield type that generates textures from JSON-defined color schemes
- Create colored-playfields.json with 10 curated color themes (Midnight Aurora, Sunset Horizon, etc.)
- Add dropdown selector in OpponentSelectScene to choose between color schemes
- Generate colored playfield textures dynamically using canvas gradients at game start
- Display theme preview in playfield selection UI with CSS gradient rendering
- Integrate colored playfield loading and default application alongside existing playfields
2026-06-13 09:04:42 -06:00
Brian Fertig 09d94a6ae7 Added Slot Machines 2026-06-12 19:42:27 -06:00
Brian Fertig 8a8ea2ef3b feat: add time bonus mechanic to Bejeweled and new shift artwork
- Add TIME_BONUS constants (flame: 10s, star: 10s, hyper: 15s, mult: 5s)
- Display "+X Seconds Added!" banner when special gems are triggered
- Apply accumulated time bonuses at the end of each cascade phase
- Cap time at BLITZ_SECONDS maximum
- Add 5 new shift artwork images and update shift-artwork.json
2026-06-12 18:14:19 -06:00
Brian Fertig c9192cda75 feat(puddingmonsters): implement open-edge sliding mechanic
Make board edges open instead of walled — blobs that slide off the
table fall and die, faithful to the original Pudding Monsters.

- Detect edge deaths in computeSlide (deathCause: 'edge')
- Animate blobs tumbling off the board with overshoot + fade
- Show 'Overboard!' death overlay for edge falls vs 'Splat!' for spikes
- Redesign board as a floating table with open edges (drop shadow, no rim)
- Regenerate all levels with walls added to every tier (walls are the
  only terrain that stops a slide, so they're required from tier 1)
- Update UI copy to explain the new slide-and-fall rules
2026-06-12 00:52:36 -06:00
Brian Fertig d51d026352 feat: add Zuma marble-shooter game with 20 levels
Implement a complete Zuma-style puzzle game featuring:

- Pure game engine (`ZumaLogic.js`) with Catmull-Rom path animation,
  segment-based chain physics, match-3 popping, and power-ups (slow,
  reverse, accuracy, explosion)
- Phaser scene (`ZumaGame.js`) with procedural textures, laser sight,
  and full UI (level select, overlays, scoring)
- 20 hand-designed levels across 6 path shapes (s-curve, horseshoe,
  spiral, zigzag, double-loop, figure-eight) with calibrated difficulty
- Level generator (`genZuma.js`) and verification suite (`verifyZuma.js`)
  for path geometry, parameter ranges, and engine correctness
- Platform integration: game registry, scene dispatch, preload asset
2026-06-12 00:15:51 -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 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 082007ac81 Added Speech for Beth and Blackwind 2026-06-09 20:43:51 -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 3d3d09a9fb feat: add Rush Hour puzzle game with logic category
- Register Rush Hour game in server registry (logic category, single-player)
- Add "Logic & Puzzle" tab to game menu
- Integrate RushHourGame scene in client-side main.js and GameRoomScene
- Load rushhour.json game data in PreloadScene
- Add puzzle API routes for server-side puzzle management
- Configure tab icon frame for new logic category
2026-06-08 17:57:24 -06:00
Brian Fertig 684f5ed7b2 feat(monopoly): add complete trade system with AI evaluation and drag-and-drop UI
- Add trade logic to MonopolyLogic: isTradeable, validateTrade, applyTrade
  - Properties with buildings (or in groups with buildings) cannot be traded
  - Validates ownership, cash affordability, and player activity
  - Handles two-way cash flows and property ownership transfers

- Add AI trade evaluation to MonopolyAI: evaluateTrade
  - Scores offers based on cash delta, asset value, group control changes
  - Detects set completions and control crossings (past 50%)
  - Vets breaking up completed monopolies
  - Applies skill-based thresholds and randomness
  - Returns acceptance decision with human-readable reason

- Add trade modal UI to MonopolyGame
  - Three-column layout: your properties, give/get lanes, opponent properties
  - Drag-and-drop property cards into trade lanes
  - Cash steppers for adding/requesting cash
  - Opponent tabs to switch counterparty
  - Hover cards for detailed property info
  - Visual feedback: pulsing hints when offer is empty, accept/reject messages
  - "Initiate Trade" button in end-turn menu
2026-06-08 16:43:54 -06:00
Brian Fertig dd384d6c15 New music tracks 2026-05-28 00:02:32 -06:00
Brian Fertig 4b730f6127 feat: add Balam and Steve to opponents.json
- Introduce Balam (spriteIndex 16) and Steve (spriteIndex 17) as new opponents
- Include full speech configurations (intro, happy, upset, pick) for both characters
2026-05-25 22:10:05 -06:00
Brian Fertig 0f347e3502 Added two new opponents: Michael and Kona 2026-05-25 14:57:11 -06:00
Brian Fertig 0b2657b954 feat: add Jerry character with speech assets and fix seat order logic
- Add 12 new MP3 speech files for Jerry (intro, happy, upset, pick)
- Update opponents.json to include Jerry's speech configuration
- Fix HoldemLogic to exclude folded players from seat order calculation
2026-05-25 00:08:52 -06:00
Brian Fertig 24a48c13eb Added new opponents. Fixed styling issues. 2026-05-24 21:19:30 -06:00
Brian Fertig 19620c10d4 feat: add opponent pick speech and spectrum visualizer
- Add new `pick` audio clips for each opponent in `opponents.json` and corresponding MP3 files
- Implement a spectrum visualizer overlay for opponent portraits that activates during pick speech playback
- Integrate `SpeechQueue` to handle opponent pick audio with start/stop callbacks for the visualizer
- Add `setMenuMusicVolume` utility and adjust menu music volume during opponent selection
- Prevent speech/visualizer triggers during initial scene load and game start sequences
2026-05-23 10:25:29 -06:00
Brian Fertig 036298227f Added Catan and multiple sound effects 2026-05-23 08:55:15 -06:00
Brian Fertig f667f1ead3 feat: add speech audio files and configuration for Jeff and Fireball
- Add 22 new MP3 speech files for characters Jeff and Fireball
- Update public/data/opponents.json to include speech arrays for both characters
- Each character now has intro, happy, and upset speech categories with 2-5 variations
2026-05-22 22:53:12 -06:00
Brian Fertig 6856baa395 feat(phase10): add character voiceovers and enforce staging rules
- Add speech assets and configuration for Brad and Mario
- Update opponents.json with new speech arrays for intro, happy, and upset states
- Prevent discarding cards while cards are staged in Phase 10
- Add visual feedback (_shakeStagingButtons) when staging rules are violated
- Add _hasStagedCards helper to check staging group state
- Move staged cards back to hand if user attempts to discard during staging
2026-05-22 20:05:05 -06:00
Brian Fertig 3fcfbcc921 feat: add speech visualizer and emotion-driven audio cues
- Introduce a canvas-based audio visualizer overlay on opponent portraits that activates during speech playback
- Update `SpeechQueue` to support `onStart` and `onEnd` callbacks for hooking into audio events
- Modify `Portrait` to trigger the visualizer with emotion-specific colors (blue for intro, green for happy, red for upset)
- Add `speech` metadata to `opponents.json` for Ethel and Bernie, defining available intro/happy/upset audio clips
- Ensure proper cleanup of visualizer state and resources on portrait destruction
2026-05-22 19:10:36 -06:00
Brian Fertig f6a4a3fb5d feat: add speech queue system and update audio configuration
- Implement `SpeechQueue` to manage opponent dialogue clips
- Add `speech` configuration to opponent data (Cy-Bro, Victor, Croc) with intro, happy, and upset states
- Trigger random speech clips in `Portrait.js` based on emotion and a 60% probability
- Play intro speech clips when opponent portraits are created
- Update `MusicPlayer` volume to 0.15 and clean up formatting/whitespace
2026-05-22 16:35:46 -06:00
Brian Fertig 4b0551c3cd feat(hearts): enhance card sorting, drag interaction, and pass animations
- Sort player's hand by suit and value for consistent layout
- Implement drag-to-sort functionality for the local hand with visual feedback (slot indicators, card displacement, play zone highlighting)
- Refactor pass confirmation to include multi-phase animation: outgoing cards fly to target, incoming cards animate in from source, flip to reveal, and settle into sorted positions
- Add background to hearts broken indicator for better visibility
- Update card interaction handlers to support both click and drag events
2026-05-21 23:29:52 -06:00
Brian Fertig 366a6b095b feat: add background music system and improve card game interactions
- Introduce `MusicPlayer` class for in-game music with shuffle, skip, and mute controls
- Add `MenuMusic` utility for background music in menu scenes
- Load music tracks and metadata via `music.json`
- Implement drag-and-drop for SkipBo cards with visual feedback
- Add card flight animations for Phase 10 AI actions and player draws
- Update Phase 10 AI turn timing and reduce delays for smoother gameplay
2026-05-17 16:38:36 -06:00
Brian Fertig 84b5ada639 Added Data 2026-05-17 09:34:54 -06:00