Commit graph

8 commits

Author SHA1 Message Date
2d2375e569 Polish transformer visuals with copper flash and new cargo colors
CellView gains FlashTransform: bright copper pulse + brief scale punch
(0.45s) on CargoConvertedEvent, distinct from the warmer golden
FlashProduce used by productions. EventAnimator routes transformer
conversions through the new phase so the flash reads as a conversion
moment rather than a second production tick.

PieceView picks up cargo colors for Tools (copper), Arms (deep red),
and Gold, matching the cargo-slide particle palette — pieces carrying
those transformed cargoes now render the correct indicator instead of
defaulting to white.
2026-04-17 22:42:03 +02:00
480c783bd6 Add bidirectional arrows and idle pulsation on piece trajectories
TrajectView now draws an arrow at each endpoint (since pieces oscillate
between start and end, both directions are relevant) and runs a looped
width/alpha tween that breathes between 0.3 and 0.75 over ~2.2s. The
pulse makes stationary relays visually distinct from static board art
without competing with active cargo/particle animations.
2026-04-17 22:31:56 +02:00
8918140114 Phase 5: Dame (Queen) piece and network levels 7-8
Dame (Queen):
- Moves 1-2 cells in all 8 directions (orthogonal + diagonal)
- Social status 7 (highest — priority over all other pieces)
- Deep burgundy color, letter "D"
- Rare and powerful, forces strategic placement choices

Levels:
- Level 7 "La Dame Blanche": 10x10, walled arena with central fortress,
  1 queen available as a logistics superweapon
- Level 8 "Le Grand Reseau": 12x10, 4 productions + 4 demands,
  two vertical wall corridors, 2 queens, full network challenge

GDD updated with Dame section and status hierarchy.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-10 23:24:14 +02:00
450c069854 Juice pass: procedural SFX, particles, polished visuals
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
672b831fc1 Add Pion piece, surplus stock, and levels 4-6
- Pion (Pawn): orthogonal range 1, social status 1 (lowest), green color
- All existing levels get surplus stock including pawns for player choice
- Level 4 "Le Carrefour": 8x8, dual cargo diagonal routes, center wall block
- Level 5 "Le Labyrinthe": 8x6, wall corridors, knights essential for shortcuts
- Level 6 "Trois Royaumes": 10x8, 3 productions + 3 demands, full network puzzle
- Production interval concept removed (all produce every turn)
- GDD updated with Pion section and 6 level descriptions

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-10 22:03:36 +02:00
a7280b1a5a Overhaul turn mechanics, collision destruction, and visual animations
- New turn order: produce -> transfer -> move -> collision resolution
- Collisions now destroy weaker pieces (status > level > mutual destruction)
  instead of halting the simulation. SimPhase.Collision removed.
- Add piece Level property (all level 1 in proto, prepared for future)
- Production fires every turn (interval concept removed), buffer = Amount
  (default 1, future 2-4), leftovers overwritten each turn
- Transfer tiebreaker: status > level > clockwise direction (alternating
  even/odd turns in y-up coords), replaces distance-to-production
- Demands always accept matching cargo even when already satisfied
- TurnNumber added to all turn events for animation grouping
- Simultaneous animations: produce flash, cargo slide, parallel piece moves
- Camera centering fix + middle-click pan
- GDD updated with new rules + lore section added

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-10 21:44:12 +02:00
dd43df8820 Add technical files 2026-04-10 17:14:09 +02:00
e6eaae43ab Initial commit: Chessistics prototype v0.3
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