- Delete WelcomeScene implementation from page_welcome.ts.
- Update ChaseScene HUD to improve text clarity and layout, including changes to win count and seed display.
- Adjust padding and dimensions for UI elements to enhance overall appearance and usability.
- Add new status label function for better status representation in the HUD.
Made-with: Cursor
- Refactored AppRuntime to include assetManager and NodeRegistry, improving resource management.
- Updated Button component to support visual states and variants, enhancing user interaction.
- Modified InitScene and WelcomeScene to utilize appRuntime for asset management and improved layout.
- Added energy effect animations to InitScene for a more dynamic user experience.
Made-with: Cursor
- Introduced scene discovery utility to streamline scene loading by automatically collecting scene definitions.
- Refactored initApp function to utilize the new scene discovery method, improving clarity and maintainability.
- Updated Button component to support click cooldowns and state management, enhancing user interaction experience.
- Added WelcomeScene to guide users through gameplay instructions with interactive elements.
Made-with: Cursor
- Introduced SceneLoadingOverlay for improved user feedback during asset loading.
- Updated SceneManager to manage loading overlay visibility and state reporting.
- Refactored scene lifecycle methods to integrate loading overlay functionality.
- Removed unused assets and scenes to streamline project structure.
Made-with: Cursor
Restore event bus variadic emit/listener semantics for backward compatibility, and make RuntimeEvents resilient to listener failures including once cleanup on throws.
Split frame render signaling from generic render calls so game:rendered is emitted only from the frame loop, with a dedicated game:frame-rendered event.
Made-with: Cursor
Add AppRuntime as the central runtime orchestrator and migrate init wiring to runtime-managed game/scene/event instances.
Introduce RuntimeEvents plus plugin hooks so scene-change and render lifecycle signals are extensible without breaking existing init exports.
Made-with: Cursor