fertig-classic-games/assets
Brian Fertig 052417aa9a feat(rushhour): redesign level bank, procedural art, and tiered curriculum
- Generate 60 levels across 5 themed tiers (Downtown, Freight Yard, Airport Apron,
  Construction, Night City) with guaranteed minimal and unsolved board states
- Rewrite generator (tools/genRushHour.js) with refine() pipeline that strips
  redundant vehicles and re-hardens boards, plus hill-climbing phase B
- Add comprehensive verifier (tools/verifyRushHour.js) checking solver correctness,
  structural criteria, MINIMAL/UNSOLVED properties, and curriculum shape
- Implement procedural vehicle art (RushHourArt.js) with baked textures, per-theme
  decals (hazard, hivis, freight, neon), and themed board surfaces
- Move level bank to assets/gamedata/rushhour/levels.json and fetch on entry
  instead of preloading at boot
- Restructure level JSON with tiers, level names, par, and difficulty metrics
  (decoyDensity, targetRetreats, firstMoveFanout, carsMoved)
- Update level select to display tiers with themed swatches and color-coded labels
- Show level name and theme in HUD during gameplay
- Tighten hint solver with maxStates budget to prevent main-thread stalls
- Update PreloadScene to remove rushhour.json from boot-time assets
2026-07-28 22:12:55 -06:00
..
fonts
fx tune zuma: slow down ball push speed, add per-level backgrounds & lose fanfare 2026-07-28 17:54:23 -06:00
gamedata feat(rushhour): redesign level bank, procedural art, and tiered curriculum 2026-07-28 22:12:55 -06:00
images feat(rushhour): redesign level bank, procedural art, and tiered curriculum 2026-07-28 22:12:55 -06:00
info
music Add tunnels to Zuma: editor, engine, art, and audio 2026-07-28 17:20:11 -06:00
speech
tutorial-videos
videos