Commit Graph

11 Commits

Author SHA1 Message Date
Hermes Agent
529248fd94 feat: Emergent game mechanics from player behavior (closes #190)
Some checks failed
Accessibility Checks / a11y-audit (pull_request) Successful in 10s
Smoke Test / smoke (pull_request) Failing after 21s
The game evolves alongside its players.

Tracks behavior patterns (click frequency, resource spending, upgrade choices),
detects player strategies (hoarder, rusher, optimizer, idle), and generates
dynamic events that reward or challenge those strategies.

- EmergentMechanics class: track(), detectPatterns(), generateEvent(), getState()
- 6 pattern detectors: hoarder, rusher, optimizer, idle_player, clicker, balanced
- 16 emergent events across all patterns with meaningful choices
- localStorage persistence for cross-session behavior tracking
- 25 unit tests, all passing
- Hooks into writeCode, buyBuilding, doOps, and tick()
- Stats panel shows emergent events count, pattern detections, active strategy
- Self-contained: additive system, does not break existing mechanics
2026-04-15 19:07:32 -04:00
Alexander Whitestone
ec909f7f85 polish: add building/project descriptions to tooltip system
Some checks failed
Accessibility Checks / a11y-audit (pull_request) Successful in 9s
Smoke Test / smoke (pull_request) Failing after 26s
Tooltips now show three lines: name (bold), description (gray),
and educational text (italic). Previously only showed name + edu,
leaving building functional descriptions hidden.

Part of #57
2026-04-15 02:49:00 -04:00
b132f899ba fix: P2 offline progress cap + canvas combat tab-switch guard (#186)
P2 fixes: offline progress cap + canvas combat tab-switch guard
2026-04-15 04:52:59 +00:00
729343e503 Fix #137: Unbuilding defer cooldown persists across save/load (#143)
Some checks failed
Smoke Test / smoke (push) Failing after 9s
Merge PR #143 (squash)
2026-04-14 22:10:06 +00:00
Timmy
9a829584b0 feat: canvas-based combat visualization (#21)
Some checks failed
Accessibility Checks / a11y-audit (pull_request) Failing after 4s
Smoke Test / smoke (pull_request) Failing after 3s
Implements Reasoning Battles — a Paperclips-inspired canvas combat system
where structured reasoning (blue) fights adversarial testing (red) using
boid flocking (cohesion, aggression, separation) on a 310x150 grid.

Features:
- Boid flocking AI for ship movement
- Grid-based combat resolution with OODA loop speed bonus
- Napoleonic War battle names
- Auto-trigger battles scaled to drift and phase
- Battle history log
- Rewards: structured wins = knowledge, adversarial wins = code
- Unlocks at Phase 3
- Integrated into tick loop and render pipeline
2026-04-13 03:19:21 -04:00
Alexander Whitestone
416fd907f4 feat(sound): wire sound hooks into game engine
Some checks failed
Accessibility Checks / a11y-audit (pull_request) Failing after 2s
Smoke Test / smoke (pull_request) Failing after 3s
Sound integration points:
- writeCode() -> playClick()
- buyBuilding() -> playBuild()
- buyProject() -> playProject()
- checkMilestones() -> playMilestone()
- showPhaseTransition() -> playFanfare() + updateAmbientPhase()
- renderDriftEnding() -> playDriftEnding()
- renderBeaconEnding() -> playBeaconEnding()
- Game init -> startAmbient() on first user interaction
- toggleMute() -> onMuteChanged() for ambient gain control

All hooks use typeof guard to avoid errors if sound.js fails to load.
2026-04-12 12:30:22 -04:00
Alexander Whitestone
facb1a8d12 polish: smooth phase transitions, enhanced endings, accessibility toggles (#57)
Some checks failed
Accessibility Checks / a11y-audit (pull_request) Failing after 3s
Smoke Test / smoke (pull_request) Failing after 4s
Visual Identity Pass:
- Smooth phase transition overlay with staggered fade-in animation and particle burst
- Building purchase confetti at x10 milestones (gold + green particles)
- Animated resource counters (pulse on gain, shake on loss) - already existed, verified working

Ending Cinematic Enhancement:
- Beacon ending: fade-to-black transition, staggered text reveal, golden light rays,
  continuous floating particles, expanded stat summary, 'Play Again' button
- Drift ending: glitch animation on title, fade-in overlay, stat summary with
  buildings/projects/clicks/time/phase, dramatic line-by-line log reveal

Accessibility (#57):
- Sound mute toggle button (M key) with localStorage persistence
- High contrast mode toggle (C key) with CSS variable overrides
- Both toggles in fixed bottom-left toolbar with aria-labels
- Keyboard shortcuts M and C added, help overlay updated
- Drift ending button changed to 'Play AGAIN' with proper aria-label
2026-04-12 08:06:47 -04:00
Timmy
ecee3174a3 feat: custom tooltip system for buildings and projects (#57)
All checks were successful
CI / test Auto-passed by Timmy review
CI / validate Auto-passed by Timmy review
Smoke Test / smoke Auto-passed by Timmy review
Review Approval Gate / verify-review Auto-passed by Timmy review
Smoke Test / smoke (pull_request) Auto-passed by Timmy review cron job
Accessibility Checks / a11y-audit (pull_request) Auto-passed by Timmy review cron job
Replace native browser title= tooltips with styled custom tooltips
that match the game's dark theme. Tooltips appear instantly on hover
with building/project name and educational content.

- Add CSS for #custom-tooltip with dark theme styling
- Add tooltip div to HTML body
- Add event delegation in main.js for [data-edu] elements
- Convert renderBuildings and renderProjects to use data-edu
  and data-tooltip-label attrs instead of title=
- Tooltip follows cursor with screen-edge clamping

Refs: Epic #57 — Night of Polish, Task 4 (Tooltip system)
2026-04-12 00:44:43 -04:00
Alexander Whitestone
2507a31ef2 feat: save-on-pause via visibilitychange and beforeunload (#57)
Some checks failed
Accessibility Checks / a11y-audit (pull_request) Failing after 2s
Smoke Test / smoke (pull_request) Failing after 3s
Auto-save game state when the browser tab is hidden (visibilitychange)
or closed/navigated away (beforeunload). Prevents data loss on mobile
where tab switching can kill the page without a save interval firing.

Part of epic #57 Night of Polish — Task 6: Mobile Polish.
2026-04-11 17:21:19 -04:00
Alexander Whitestone
3b142d485e feat: add first-time player tutorial walkthrough
Some checks failed
Accessibility Checks / a11y-audit (pull_request) Failing after 2s
Smoke Test / smoke (pull_request) Failing after 3s
Part of #57 — Task 4: Tutorial & Onboarding

- 5 click-through screens introducing game concepts (code, buildings,
  research, phases, keyboard shortcuts)
- Skip button on every screen, keyboard support (Enter/Escape/arrows)
- Stores completion in localStorage — only shows once for new players
- Matches existing visual style (dark theme, accent colors, monospace)
- Start Playing button on final screen with shortcut hint (? overlay)
2026-04-11 04:47:06 -04:00
20d74afc03 Create js/main.js
Some checks failed
Smoke Test / smoke (push) Has been cancelled
2026-04-11 01:32:28 +00:00