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Critter Cottage carpentry game (8 levels) + original Gizmo & Racer mascots#35

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Critter Cottage carpentry game (8 levels) + original Gizmo & Racer mascots#35
700799 wants to merge 10 commits into
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@700799 700799 commented Jul 1, 2026

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This branch adds a new geometry game and two new families of original mascots.

🔨 Critter Cottage — an 8-level carpentry builder (6.G Geometry)

Measure each piece (tap the answer chip), swipe to saw the board, and the piece
snaps onto a growing cottage. Teaches area (rectangle L×W, square s×s, triangle
½·b·h, circle π·r² with π≈3), area subtraction (siding = wall − window), and
angles (15° / 45° / 90° / 180° / 270°). Mario-style thick borders, sawing FX + haptics.

  • Levels 1–6: foundation, two-story walls, trim/siding, triangle roof, chimney &
    round window, yard + fence + mailbox.
  • Level 7 — Big Bad Wolf: he huffs and puffs to test the sturdiness.
  • Level 8 — Set the Trap: size a square trapdoor (new square-area sub-skill), then a
    Goldilocks sizing judgment — too small "won't catch him", too big "he'll see it",
    just right (36) springs it — followed by a dramatic multi-scene zoom cutscene
    (wide → zoom-in → SNAP shake → zoom-out, advancing on a Continue press).
  • Reward: a Building Inspector graded report (A+/A/B/C/D by first-try accuracy, stat
    tiles + 6-skill checklist), then the raccoons move in and a word-problem house-warming
    bonus quiz.
  • Reference/worksheet Guide drawer and a step-by-step "How to solve" aid on every question.

🤖 Original mascots (no copyright violations)

  • Gizmo goggle-buddies: gizmoTeal/Coral/Violet/Lime (two-eyed) + gizmoCyan (cyclops) —
    deliberately not Minions (upright pill body, bolt antenna, riveted goggle strap, non-yellow shells).
  • Racer karting buddies inspired by kart-racer silhouettes.
  • All expression-aware (happy / cheer / surprised / dizzy / ko) via the existing SVG mascot system,
    registered in MascotKind / MASCOT_KINDS / PARTS and wired into hero pickers.

Verification

  • tsc --noEmit clean · vite build ok · vitest run green (1326 tests).
  • Playwright browser smoke: full 8-level Critter Cottage playthrough — square-area answer, both
    Goldilocks feedback messages, the zoom capture cutscene, the Inspector's grade-A report, and the
    bonus quiz all render correctly; geometry mastery levels up; no React console errors.

🤖 Generated with Claude Code

https://claude.ai/code/session_01YJgCstFD5JgXpXb7CbsG5V

Capsule-style goggled characters (inspired by the goggled-buddy look, but
NOT Minions): an upright pill body with a bolt antenna and a riveted goggle
strap holding metal lenses — distinct silhouette and non-yellow shells keep
them clearly original.
- gizmoTeal, gizmoCoral, gizmoViolet, gizmoLime (two-eyed) and gizmoCyan
  (one-eyed cyclops), each expression-aware (happy/cheer/surprised/dizzy/ko).
- Registered in MascotKind + MASCOT_KINDS + PARTS, and added to the Math
  Runner and Lucky Crawl hero pickers so they're pullable.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01YJgCstFD5JgXpXb7CbsG5V
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99daysofmath Ready Ready Preview, Comment Jul 2, 2026 3:44am

- Add 3 original "Racer" mascots inspired by kart-racer art (a cap with a
  short brim + goggles pushed up on the forehead) — no logos or real-character
  likeness. racerRed, racerGreen, racerViolet.
- Extend the Gizmo goggle-buddy family: gizmoSun (three-eyed), gizmoRose
  (spring antenna), gizmoSlate — the factory now supports 1/2/3 lenses and a
  springy antenna.
- Register all in MascotKind + MASCOT_KINDS + PARTS and add them to the Math
  Runner and Lucky Crawl hero pickers so they're pullable.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01YJgCstFD5JgXpXb7CbsG5V
A Mario-style thick-bordered carpentry builder that relates to the 6.G
Geometry unit (answers recorded under '6.G'):
- 7 levels assemble a 2-story cottage: floor (L×W), walls (L×W + 90°), trim &
  siding (SUBTRACT wall−window + 180°), roof (½·b·h triangle + 45°/15°),
  chimney + round window (rect + circle π·r², π≈3), yard/fence/mailbox
  (circle + 270°), then a Big Bad Wolf sturdiness test — survive and cute
  raccoons move in, with a house-warming bonus word problem for coins.
- Doors + square window + round window included; the house SVG builds up
  piece-by-piece with bold outlines.
- Tap answer chips, then SWIPE back-and-forth to saw each board (new
  sfx.saw/sfx.cut + buzzy haptics).
- Drawers for reference & worksheets: a "📐 Guide" drawer (area formulas with
  worked examples + angle guide + scratchpad), plus per-question "📝 How to
  solve" (ProblemAid) and the header Help.
- Registered (tile, route, mascot 'raccoon', how-to). New sfx.saw/sfx.cut in
  arcadeAV.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01YJgCstFD5JgXpXb7CbsG5V
…spector report

- New Level 8 "Set the Trap" phase (6.G): square area (side × side) as a new
  sub-skill, plus a Goldilocks sizing question (wolf's paw ≈ 36 sq units) with
  "too small — won't catch him" / "too big — he'll see it" feedback.
- Dramatic multi-scene WolfTrapCutscene: wide → zoom-in on the trap → SNAP
  (screen shake + boom) → zoom-out, advancing on a Continue button press.
- Building Inspector graded report: A+/A/B/C/D by first-try accuracy, stat tiles
  (rooms built / first-try / re-cuts), and a 6-skill checklist; Collect opens the
  word-problem house-warming bonus quiz.
- House gains a circular trap pad and a caged wolf; Guide adds a Square row.
- howto.ts updated to 8 levels + the trap/capture.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01YJgCstFD5JgXpXb7CbsG5V
@700799 700799 changed the title Add 5 original "Gizmo" goggle-buddy mascots Critter Cottage carpentry game (8 levels) + original Gizmo & Racer mascots Jul 1, 2026
Checkmate Lab is now a set of sharp "only-move" positions you play by CHOOSING
your move. Find the one right move (often a mate of your own) and you win; pick a
wrong move and the computer plays on and CHECKMATES YOU, move-by-move on the
board, then you can try again.

- 5 new positions (back-rank, Arabian, smothered, long-diagonal, mate-in-1 race),
  each with move-choice buttons: one key move + tempting blunders.
- Every key line and every blunder's punishment mate is machine-verified with
  chess.js offline (engine-free at runtime).
- Wrong move plays the forced mate with ominous fx to a "Checkmate — the computer
  beat you!" card + Try again.
- Cancelable timers fix the old setTimeout leak during playback.
- howto.ts chess copy updated for the choose-move + punishment flow.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01YJgCstFD5JgXpXb7CbsG5V
claude added 2 commits July 1, 2026 10:47
…he answer reveal

- Explanation no longer hides the worked steps behind a countdown — the "how & why"
  is readable at any time (removed the ThinkTimeCover gate).
- The configurable think-time (arcadeConfig.answerRevealSeconds) now guards only the
  ANSWER reveal: the Hint's final "Reveal the answer" tier counts down first
  ("Think first… answer in Ns") so kids attempt before peeking. Nudge/guide hint
  tiers and all explanations are instant.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01YJgCstFD5JgXpXb7CbsG5V
…game

Removes all wall-clock mid-game pauses so games no longer freeze/reset mid-action.
- Gate (ArcadeWarmup): deleted the Brain-Break (every challengeInterval) and Math-
  Break (every storyInterval) timers, state, refs, render, and the paused flags;
  only the entry sequence (splash/directions/countdown) can pause now.
- Per-game timed interruptions relocated to milestones or removed:
  · Mochi Survivors: dropped the 60s story break (keeps its in-game math mechanic).
  · Pocket Town: dropped the 180s story break (keeps the tax-collector math).
  · Platformer: the 30s refuel timer → refuel when you RUN OUT of ammo (solve to
    reload); keeps the reach-the-flag level-complete gate.
  · Turbo Dash (Mode7Racer): the 30s pit-stop timer → pit stop at each CHECKPOINT.
- Math is preserved between games (lesson gate), at big in-game milestones, and on
  every game's end card (ArcadeEndCard already always shows a MilestoneQuiz).
- Settings: removed the now-dead mid-game challenge/story-interval controls; kept
  the store fields (migration tests) and the answer-reveal think-time control.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01YJgCstFD5JgXpXb7CbsG5V
- New parent-configurable play-time economy (defaults, adjustable in Settings):
  gameMaxSeconds (180 = 3 min, 0 = off), extendMinutes (3), extendCoinCost (10).
- Store: adds the three ArcadeConfig fields (read via ?? default, no version bump)
  and a spendCoins(n) action.
- Gate (ArcadeWarmup): counts active play seconds; at the cap the game freezes and
  a "Time's up!" overlay offers spend-coins or do-a-lesson to add time, then the
  SAME game resumes. Admin/unlimited bypass. The cap replaces the legacy earnRatio
  budget (earnRatio only applies when the cap is off).
- Settings: new "Play time" group; relabeled the answer-reveal think-time control.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01YJgCstFD5JgXpXb7CbsG5V
- Mobile shows a 3-across grid (4 on larger screens) so many more games fit.
- Each tile is one big game-matching icon + bold name, no subtitle — chunky
  Mario-style look (thick black border, drop-shadowed icon, pressable shadow).
- Played check badge and locked (price) overlay kept; dropped the per-tile mascot.
- Fixed the Sumo Math icon to match the game.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01YJgCstFD5JgXpXb7CbsG5V
Phase 1 (code) of the big content rewrite:
- New LessonSlide format (objective/concept/example/protip/trap/summary) with
  per-domain slide banks under src/data/lessonSlides/, merged onto LESSONS.
  5.F decks fully authored (6 lessons × 12-13 slides) as the exemplar.
- LessonCard rewritten: intro → ONE video (the idea animation; extra videos stay
  in the Video Library only) → story-style slides with kind badges → interactive
  practice → wrap-up. Min-read gate is now per-kind (8s examples, 5s concepts,
  3s short slides), scaled by the existing lessonScreenSeconds admin setting;
  decks still advance only on button press.
- StorySlide: clamp beat→video-segment mapping so stories with more beats than
  rendered chapters freeze on the final frame (prep for expanded stories).
- New MathematicianDeckPlayer (full-screen story-style deck with a giant
  emoji-scene illustration pane) + deck registry; Mathematicians cards now open
  "📖 Their story" decks and keep the animated-story links.

Content (all 51 remaining lesson decks, expanded stories, 8 mathematician
decks) lands in the follow-up commits.

Co-Authored-By: Claude <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01YJgCstFD5JgXpXb7CbsG5V
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