Commit Graph

6 Commits

Author SHA1 Message Date
57f9e2f282 Sprint 2: gameplay — achievements, score popups, new enemy, polish
- AchievementsManager with 10 unlockables and toast popups
  (Genesis Block, Chain Reaction x3, Bug Hunter, First Flight,
   Liftoff, Power Trip, Survivor 500, Skyscraper 1000,
   Speedrun 100/60s, Gas Baron 50k)
- Score popups: +N text floats above player on every landing
  (gold and larger for genesis platforms)
- Powerup duration bar in HUD bottom, color-coded per power-up,
  uses scaleX for smooth depletion animation
- New enemy: Failed Tx, falls from above with sine drift, unlocks
  at difficulty > 800, can be stomped, tinted red
- Dynamic background: dark cosmic overlay alpha scales with height
  (max 0.5 at very high altitudes)
- Achievement hooks integrated into ScoreManager, GameScene
- Combo no longer resets if combo was already 0 (was triggering log spam)
2026-05-23 16:58:36 +07:00
fd93da0a71 Sprint 1: polish — sound, pause, tutorial, touch UI
- SoundManager via Web Audio API (no asset files needed) with procedural
  SFX for jump, spring, powerup, stomp, break, death, milestone, new-best
- Sound persists mute state in localStorage; mute button on Menu and Game
- Pause system: ESC key or onscreen pause button, modal overlay with
  Resume and Main Menu options, physics correctly paused/resumed
- First-run tutorial overlay explaining controls and platform types,
  dismissed and remembered via localStorage flag
- Touch indicator hints fade after 3.5s on touch devices only
- Menu start triggers AudioContext initialization (browser autoplay rules)
- GameOverScene supports ENTER/SPACE shortcut for retry, NEW BEST text
  now pulses, sounds fire on each transition
2026-05-23 16:55:05 +07:00
d3f880d917 Sprint 0: bug fixes and cleanup
- Fix Rocket/PropellerHat hitboxes (relative to sprite size, not magic offsets)
- Spring now destroys itself on use with squash animation instead of staying invisible
- Guard all powerups against double-trigger via consumed flag
- Save genesis glow tween reference for clean destroy
- Player.die() disables collisions (no more post-death platform bounces)
- Replace hardcoded enemy spawn cap 0.5 with DIFFICULTY.maxEnemyRate
- Enemy spawn position now anchored to platform X (-60/+60), not random
- Powerup spawn clamped to screen bounds
- Skip powerup spawn on breaking platforms (was unfair)
- ScoreManager.addPoints() public method; remove direct score mutation
- HUD elements use setScrollFactor(0) instead of per-frame repositioning
- All magic numbers extracted to SCORE / PHYSICS / POWERUP_DURATION config
- Remove dead code: showDeathVignette, drawDebug, createParticles, deathOverlay
- Remove dead constants: PLATFORM_WIDTH/HEIGHT, PLAYER_MAX_SPEED, tileBias
- Remove SUBMIT TO CHAIN fake button, replace with Coming Soon text
- Safer cleanup loop: collect-then-destroy instead of mutating during iterate
- gwei particles now have setScrollFactor(0.3) for parallax depth
2026-05-23 16:51:51 +07:00
ea848c8923 Untrack AGENTS.md — keep agent notes local only 2026-05-23 16:07:21 +07:00
0a097e1e78 Harden ignores and remove dev artifacts
- Expand .gitignore with secret/IDE/log patterns
- Add .vercelignore to keep dev artifacts out of future deploys
- Remove test-game.py, test-screenshots/, preview_*.png, rocket_preview.png
- Update AGENTS.md remote (stale GitHub link -> Gitea)
2026-05-23 16:06:25 +07:00
7439f8f267 Initial commit: Naddie Jump — Monad Edition 2026-05-23 15:33:42 +07:00