Commit Graph

5 Commits

Author SHA1 Message Date
Brian Fertig 5b206fda33 feat: implement BattleResultScene with full post-battle flow
- Add new BattleResultScene to handle post-battle victory/defeat sequence
- Include animated terminal-style debrief with stats, rating, and card/commander unlocks
- Support dynamic commander videos (victory/defeated) with fallback placeholders
- Implement gold counter animation and card reveal system with rarity effects
- Add victory/defeat music assets and integrate into result flow

BattleScene changes:
- Track all battle events across turns for detailed post-battle stats
- Transition to BattleResultScene instead of showing inline results
- Preserve save logic (gold, cards, unlocks) in result scene transition

BootScene changes:
- Load victory/defeat music assets for result scene playback
2026-03-31 17:54:00 -06:00
Brian Fertig 4eb4d7f278 Add IntroScene with video playback and skip functionality
- Introduce `IntroScene` to play `assets/video/intro.mp4` before the main menu
- Implement dynamic video scaling to fit screen dimensions
- Add skip prompt (Space/Click) that appears after first interaction
- Move main menu music initialization to `MainMenuScene` for proper lifecycle management
- Update scene flow: `BootScene` → `IntroScene` → `MainMenuScene`
- Include fallback handling for video errors and metadata loading
2026-03-25 20:47:18 -06:00
Brian Fertig 313d2548d9 feat: implement card leveling system and campaign progression
Adds a 5-level scaling system to all cards with progressively increasing stats and skill values. Introduces a campaign structure with unlock conditions, level requirements, and completion rewards that grant new cards and player level-ups.

Key changes:
- Refactored `data/cards.json` to use a `levels` array for stat progression
- Added `data/campaigns.json` defining 5 faction campaigns with mission lists and rewards
- Updated `CardManager.createInstance()` to accept a level parameter and resolve stats accordingly
- Implemented save migration (v1→v2) to track player level and unlocked campaigns
- Added `CampaignSelectScene` for browsing unlocked campaigns by faction/level
- Added `SkirmishSetupScene` allowing players to choose card levels for skirmishes
- Enhanced combat engine to pass level data to both player and AI decks
- Implemented visual animations for new skills: `enfeeble` (ATK reduction) and `jam` (skill suppression) with floating text feedback
- Updated UI components (Collection, Deck Builder, Store, Fusion) to display Level 1 stats by default
2026-03-14 13:00:16 -06:00
Brian Fertig 73302be3cc refactor(ui): upgrade to 1920x1080 resolution with responsive scaling
- Update `game.js` configuration to 1920x1080 with `Phaser.Scale.FIT` for responsive window resizing.
- Scale all UI elements across scenes (MainMenu, Battle, DeckBuilder, Collection, Store, Fusion) to match the new resolution:
  - Increase font sizes by ~35-50% for better readability.
  - Enlarge buttons and interactive areas to accommodate the larger viewport.
  - Expand card display dimensions in battle and deck management screens.
- Adjust layout coordinates in `BattleScene` to center the 4-lane arena properly on the wider screen.
- Update `BootScene` loading text to center dynamically based on scale dimensions.
- Add project documentation (`CLAUDE.md`) outlining architecture, scene flow, and data models for future contributors.
2026-03-12 23:52:11 -06:00
Brian Fertig 1a28234859 initial commit 2026-03-12 16:36:32 -06:00