450c069854
Juice pass: procedural SFX, particles, polished visuals
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Sound (SfxManager.cs):
- Procedural audio synthesis via AudioStreamWav — no external files
- Distinct tones for place, produce, transfer, deliver, move, destroy, victory
- Simple ADSR envelope, sine/triangle waveforms, filtered noise for swooshes
Pieces (PieceView.cs):
- Warm earthy palette: sage green, deep teal, dusty rose, burnt sienna
- Drop shadow under each piece for depth
- 3-stop radial gradient (bright center → main → dark rim)
- Scale bounce on placement (0 → 1.15 → 1.0 with back-out easing)
- Cargo indicator pulses gently when carrying
Trajectories (TrajectView.cs):
- Arrowhead at endpoint showing movement direction
- Antialiased lines with piece-matched colors
Cells (CellView.cs):
- Warmer palette: parchment/walnut board, deep forest production, aged gold demand
- Production flash uses warm golden glow instead of white
- Subtle inner shadow for visual depth
Animations (EventAnimator.cs):
- Production: golden particles burst from production cells
- Transfer: cargo slides with 2-particle trail + back-out whip easing
- Destruction: pieces shrink + spin + red particle explosion
- Victory: 40 confetti particles rain across the screen
- All phases trigger appropriate SFX
UI polish:
- ControlBar: styled buttons with rounded corners, disabled states
- MetricsOverlay: fade-in + scale animation, sequential metric reveals
- ObjectivePanel: animated progress bars, styled fills, green flash on completion
- Main: fade-in/out transitions between level select and gameplay
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-10 23:05:55 +02:00
e6eaae43ab
Initial commit: Chessistics prototype v0.3
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Black box sim engine (commands in, events out) with 3 piece types
(Rook, Bishop, Knight), cargo transfer system with social status
priority, collision detection, and victory/defeat conditions.
57 tests covering rules, simulation, loading, and solvability.
Godot 4 presentation layer scaffolding.
2026-04-10 14:58:03 +02:00