No description
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> |
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| .devcontainer | ||
| chessistics-engine | ||
| chessistics-tests | ||
| Data/levels | ||
| docs | ||
| research | ||
| Scenes | ||
| Scripts | ||
| .editorconfig | ||
| .gitattributes | ||
| .gitignore | ||
| Chessistics.csproj | ||
| Chessistics.slnx | ||
| CLAUDE.md | ||
| icon.svg | ||
| icon.svg.import | ||
| PLAN.md | ||
| PLAN_juice.md | ||
| project.godot | ||