- Added DECK_BUILDER_INTRO (7) and COLLECTION_INTRO (8) stages to TutorialManager.STAGES
- Implemented 3-phase Deck Builder tutorial in DeckBuilderScene with dimming overlays, pulsing arrows, and step-by-step guidance for deck management
- Added full-screen tutorial flow in MainMenuScene for both Deck Builder intro (with interactive button override) and Collection intro (highlighting save/restore buttons)
- Integrated tutorial progression logic to advance users through remaining stages after Fusion Intro
- Extended TutorialManager to support new stages 5–6 and added hasFusibleCards() helper
- Integrated Store tutorial in MainMenuScene (triggered when gold > 400, redirects to Store)
- Added full interactive tutorial overlay in StoreScene highlighting imperial pack purchase flow
- Implemented Fusion Scene’s two-phase tutorial: phase 1 highlights fusible stacks with pulsing borders/arrows; phase 2 exposes forge video, preview, and Fuse button with instructions
- Updated BattleResultScene to redirect to Main Menu if gold > 400 and store tutorial incomplete, allowing Store scene to show its own tutorial next
- Completed stage 6 when player clicks Fuse button in FusionScene
Adds a multi-stage tutorial system to guide new players through the core game mechanics:
- **Save System**: Bumps save version to 3 and adds `tutorialProgress` tracking with migration logic for existing saves.
- **MainMenuScene**: Introduces Stage 1 (Campaign Intro) overlay directing users to start the campaign.
- **CampaignSelectScene**: Adds Stage 2 overlay highlighting the "Raider Uprising" campaign selection.
- **CampaignScene**: Adds Stage 3 overlay explaining mission selection within a campaign.
- **BattleScene**: Implements Stages 4 & 5:
- **Battle Intro**: Step-by-step walkthrough of Commander cards, explaining ATK, ARM, HP, DLY, and Skills.
- **Battlefield Guide**: Visual explanation of the 4-lane system, card combat mechanics, unblocked attacks, and the "Next Turn" flow.
All tutorial overlays include interactive "Continue" or direct-action buttons, animated indicators, and depth management to prevent interaction with the underlying game state until the tutorial step is complete.
- 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
- Add `Audiowide-Regular.ttf` and `raidercrusader.ttf` to assets/fonts.
- Update Phaser version to v3.90.0 in index.html.
- Load custom fonts in BootScene.preload().
- Apply `fontFamily: 'Audiowide'` to standard UI text (stats, labels, menus).
- Apply `fontFamily: 'RaiderCrusader'` to prominent titles and large display text (main menu, victory/defeat, pack labels).
- Consistently update text styles in CardObject, CardTooltip, HealthBar, and all scene files.
- Updated `data/cards.json` to significantly increase armor values across all card tiers and types for better survivability balance.
- Refined skill descriptions in `data/skills.json` (Pierce, Berserk, Protect, Jam, Enfeeble) to clarify mechanics like "this turn" vs "permanent" effects and added flavor text.
- Added video background support to `MainMenuScene.js` using the new `tyrants-edge-menu.mp4` asset.
- Implemented retro VHS visual overlays on the menu: scanlines, stepped vignette, rolling tracking bar, and random screen flickers for atmospheric effect.
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
Integrate audio feedback across the game by adding new SFX assets and loading them in `BootScene`. Key changes include:
- Added 12 new sound effect files (attacks, abilities, UI) and a main menu music track.
- Implemented SFX playback in `BattleScene` for actions like attacks, counters, mortar/strike/siege/pierce fires, buffs (rally), shields (protect), damage, destructions, and legendary card plays.
- Stopped main menu music during battles to avoid audio overlap and resumed it upon returning to `MainMenuScene`.
- Added hover and select sounds for UI buttons in `MainMenuScene`.
- Fixed deck composition in `DeckManager` by removing one 'imp_trooper_1' from the starter deck.
- **Combat Logic**: Changed `siege` skill trigger from `on_attack` to `preBattle`.
- **Engine Updates**: Modified `_collectPreBattleBuffs` (renamed to `_collectPreBattleFires`) in `CombatEngine.js` to capture and log siege damage events separately from buffs.
- **Skill Processor**: Updated `SkillProcessor.js` to record `siegeTarget` and `siegeDamage` in the context for event logging.
- **Data Updates**: Adjusted descriptions and triggers in `cards.json` and `skills.json`.
- **UI**: Added a "Toggle Fullscreen" button to the Main Menu with state-aware labeling.
- 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.