⭐13-09-2026 — Editor: inline shooting previews, named default shooting styles, per-enemy powerup drops, full-draft undo/redo and editable legacy enemies. Added compact level export; default view uses real enemy size and the brick pencil starts at 4×2.
⭐13-09-2026 — Game: enemies respect brick obstacles, with bouncing patrols; fireballs bounce off reinforced bricks and remove one hit. Fixed inherited outlines on bricks and updated levels 04, 09 and 16.
⭐13-09-2026 — Organized the tools into editor/ and soundboard/; old tool links still redirect.
⭐11-09-2026 — Added subtle cascading pixel sparkles when collecting powerups; aligned pickup collision bounds with centered sprite proportions so collection happens on contact.
⭐09-09-2026 — Added demo mode: an autopilot plays random levels after 3 seconds on the start screen, dodges bullets and collects powerups; press any key or tap the game to return.
⭐09-09-2026 — Added resonant surviving-brick hits, Piano Master recording and custom melodies that can continue across pauses.
--- 0.6.2 (08-09-2026) — PROCEDURAL SFX LAB
⭐added a standalone Web Audio soundboard with cumulative candidates, WAV export and accordion sections
⭐selected and integrated soft collision sounds for ball-to-wall, ball-to-paddle and ball-to-brick contacts
⭐added separate sound explorations for surviving bricks, destroyed bricks and defeated enemies
⭐connected the approved Pause blink, paddle grow, Triple Ball, treasure collect, Power-down and System offline cues
⭐added short melodic series for rapid brick hits, repeated Triple Ball pickups and treasure collection
⭐kept brick destruction, enemy destruction and aircraft fire muted while their sound palettes continue to evolve
⭐simplified the soundboard around listening: compact accordions, optional WAV/MP3 controls and Series ×6 for every candidate
⭐kept approved sounds as cached procedural audio while the palette is still evolving; final WAV assets come after selection
--- 0.6.1 (06-09-2026) — MOBILE CONTROLS & GRAPHITE GOLD
⭐aligned the mobile game at the top and centered dedicated touch controls in the free space below
⭐added direct horizontal paddle dragging with a handle that follows its position and stays in place after release
⭐added direct two-axis aircraft dragging: gestures can continue beyond the control and across the game while the visual handle stays inside its base
⭐selected the refined Graphite Gold CSS skin; preserved Golden Cartridge as an alternative design
⭐added a brief 0.9-second gold radar pulse on grab, with reduced-motion support and no movement smoothing
🐞protected input against extra fingers, lost pointer capture, pause, resize and focus loss; retained desktop controls and mobile automatic fire
⭐expanded automated runtime coverage to 39 checks, including direct drag, off-control gestures and release behavior
--- 0.6.0 (05-09-2026) 🚀 HUGE UPDATE — HIGH-REFRESH SMOOTHNESS
⭐⭐⭐removed the 60 FPS rendering ceiling: higher-refresh displays now show smoother movement, without speeding up the game
⭐⭐⭐added interpolated enemy rendering while preserving original movement paths; bodies, shadows and attached parts move together
🐞fixed startup movement stutter and repeated hold-and-jump frames affecting boss hands, smileys and aircraft
🐞fixed horizontal camera scrolling: airborne enemies, their route points and bullets now follow the background consistently, including at its edges
⭐normalized legacy frame-based controls, projectiles, drops, animations and casino scrolling against their original 60 FPS speeds
⭐migrated remaining terrain-bound units across 10 more levels; expanded scrolling backgrounds, editor support and the DS double-speed testbed to cover all 22 timed enemy types
⭐verified movement states at 30/60/144/160/240 FPS and irregular frame intervals; tested BS, OK and DS in-browser at about 165 FPS
❤️creator playtesting confirmed excellent smoothness on 60, 100 and 160 Hz displays — a major milestone for the engine
--- 0.5.10 (05-09-2026)
⭐completed ground placement editing: add, select, drag, duplicate and delete enemies and body/turret prefabs
⭐added terrain speed and acceleration-region controls, arrival distance and independent ground movement selection
⭐added full-level JSON copy/download, preserving terrain, ground placements, timed waves and background settings
⭐renamed level 39 from TT to DS (Double Speed); terrain stays at 120 px/s as an enemy regression testbed
⭐verified editor workflows, prefab offsets and playable draft previews; timed-wave editing remains available
--- 0.5.09 (05-09-2026)
⭐added distance-based terrain scrolling with smooth speed regions and independent ground-enemy movement
⭐migrated all ground units in 44TA and TT; TT currently runs with double terrain speed for testing
⭐fixed movement waits, eased paths, waves and heart rotation across pauses; score time still includes pauses
⭐simplified shared movement code, added descriptive function names and short explanations, and expanded automated regression tests
⭐unified level lifecycle and enemy defeat handling
--- 0.5.08 (04-09-2026)
⭐added touch navigation, drag movement, automatic mobile fire, and an on-screen pause button
🐞fixed mobile taps incorrectly opening pause by routing touch menus through shared game actions
⭐added a paged 4x4 mobile level selector with larger touch targets
⭐added safe-area and dynamic mobile viewport support; changelog is hidden on phones
--- 0.5.07 (03-09-2026)
⭐refactored keyboard, mouse, and screen controls around shared game actions
🐞Escape now opens and closes the pause menu consistently
⭐added mouse navigation for start, aircraft, level selection, pause, life-lost, game-over, and casino screens
⭐added mouse control for paddle movement and full two-axis aircraft movement
⭐left click now fires player weapons and stops each casino reel
--- 0.5.06 (23-08-2026)
⭐added a dynamic tile-based arena frame with independently animated bounds
⭐moving walls now constrain the player, safely push the ball, mask the outside world, and clean hidden enemy bullets
⭐moved gameplay stats into a compact framed HUD above the arena
🐞fixed in-game console input, layering, dead-key handling, and gameplay canvas focus
🐞fixed normal balls hitting multiple adjacent bricks and cancelling their bounce in a single frame
⭐added size-aware ball impacts and a delayed cleanup beach ball for stalled brick levels
⭐brick levels 23-34 can now pull each arena wall toward the remaining bricks and smoothly reopen before stage clear
🐞lost-life text now stays centered inside the current arena size
--- 0.5.05 (15-08-2026)
⭐game systems moved into dedicated files
⭐enemy creation simplified with named settings and defaults
⭐ball movement, spawning, and collisions moved into a dedicated system
🐞fixed multi-ball speed limits and improved frame-rate-independent ball collisions
⭐added a visual timed-enemy level editor with searchable drag-and-drop placement, backgrounds, phases, and compound enemy prefabs
⭐added playable live preview for unsaved editor drafts with Space to play and Esc to return
--- 0.5.04 (05-05-2025)
⭐10 new bullet hell patterns - level 000
🐞fixed shoot interval issue by linking intervals to shooting functions instead of enemies
--- 0.5.03 (04-05-2025)
⭐new particle system added: enemies now explode into debris upon destruction
--- 0.5 (02-05-2025)
⭐bullet canceling - demo on level 000
⭐converting canceled bullets into powerups - demo on level 000
⭐window flash efx state after killing a boss - demo on level 000
🐞fixed 75Hz bug affecting enemies tied to the ground
--- 0.4 (28-02-2025)
⭐Exit Screen on the pause menu (esc or enter key)
--- 0.3.01 (7-07-2024)
⭐Enemies leave marks behind them
--- 0.3.00 (24-06-2024)
🐞various bugs fixed
⭐4 new ships, new weapons
--- 0.2.22 (12-01-2024)
⭐refined bullet hell settings: baseSpeed, bulletsPerRing, numRings, delayBetweenRings; global delay, rotationSpeed
⭐functions for diagonal movement - demo level 46 DP
⭐refined model for ground enemies: deathmarks/powerups; moveEnemyWithBackground
⭐background second layer
⭐enemies shadow settings: on/off, offsetX/Y, color, opacity, shadowScale
--- 0.2.21 (04-01-2024)
⭐debugmode update: counting enemies, enemybullets, explosions, deathmarks, powerups, cannons
⭐Added godMode feature, toggleable via console command, making the player's plane indestructible. ([~] - godmode)
⭐⭐⭐Implemented CPU optimizations, including efficient handling of off-screen objects and improved collision detection logic; improved stage phases management
--- 0.2.20 (03-01-2024)
⭐ground based powerups from ground enemies - demo level TT
⭐powerups score system
--- 0.2.19 (02-01-2024)
⭐New plane blueprint: Red Dragon. Demo Level 54AD
⭐New plane shooting style introduced in Demo Level 56R.
⭐Power-up voice narration now with shuffle function.
🍒 Refined internal console now features 5 total commands: debugmode, smile, help, clear, and close. These can be accessed using the [~] (tilde) key.
--- 0.2.18 (30-12-2023)
⭐new flying enemy - helli 101 - demo level 55h
⭐⭐virtual console - ` ; 3 commands added: debugmode | debugmode | smile
--- 0.2.17 (12-12-2023)
⭐⭐hitmark after enemy death - ground enemies, tanks
⭐ground enemies shadow added
🛠️debugging option for enemies position x, y (real time)
🐞Fixed bug: explosion location refined
--- 0.2.16 (05-12-2023)
⭐enemy moving instructions: speedPerMS controls added for each step lv 53G
⭐enemy moving instructions: easing option lv 53G
⭐⭐enemy moving follows trajectory player's location
🛠️more easing options (ease-in-out etc), settings for each instruciton
--- 0.2.15 (02-12-2023)
⭐⭐Chain Hit System - Max Hits, Total Kills
⭐Selective control of track image rotation in movements (movefunction level) Demo[44TA]
🐞Fixed bug: Powerups stuck inside border when plane is moving
🐞Fixed bug: ball type B rotationAngle
🐞Fixed bug: 07lvl missing enemy
--- 0.2.14 (30-11-2023)
⭐Enemies track movement animation system (demo: tanks, level 44TA)
--- 0.2.13 (26-11-2023)
⭐Independent auto turrets system - level 41JJ [ bullethell ]
⭐rotateEnemy movement style and shootStraight shooting style added
⭐new bullet hell shoot style refined: shootSpiral 44SS
⭐⭐onHitEvent Animations - Fire and Bombs 43SS, 42FF
⭐ custom setIntervals
--- 0.2.12 (13-11-2023)
🛠️🔊 Sound system activated. When a boss's health falls below 30%, a voice announces, "Critical damage detected" (Level XX)
--- 0.2.11 (12-11-2023)
⭐ Improved auto turret targeting tystem (Level XX)
🐞 Bullets/Turret orientation fix (level XX)
🛠️ Refinement of turret orientation angle and bullet starting point
🛠️ Enhanced bullets rotation system
--- 0.2.10 (11-11-2023)
⭐ Global fadeIn/fadeOut transition system implemented for level transitions.
⭐ Custom fadeOut over the background when entering a new level; settings customizable for speed, color, and location. (Preview on 40TT).
🐞 Bullets now point towards the exact center of the plane instead of 0 0.
🐞 Fixed explosions to center instead of 0.0. Settings now include duration, delay, offset, scale, random scale/offset, number of explosions, and sprite source.
--- 0.2.9 (9-11-2023)
🐞 Fixed issue with using prebuilt p5 frameCount for sine wave patterns.
--- 0.2.8 (7-11-2023)
🐞 Fixed issue when pressing left/right together (plane mode).
⭐ Auto turrets now shoot in the direction of their orientation (shootStyleFollowing + paddleFollowing set to true).
--- 0.2.7 (5-11-2023)
⭐ Introduced small and big spider enemies.
--- 0.2.6 (4-11-2023)
⭐⭐⭐ Implemented auto turrets system (tracking the player's position). Includes moving functions and delay functionality. Applicable to multiple identical enemies.
⭐ Added Tank and Turret enemies.
--- 0.2.5 (1-11-2023)
⭐⭐ Enemies now shoot aiming at the player's position (shooting style).
--- 0.2.4 (31-10-2023)
🐞 Fixed spawning enemies' initial position not aligning with the background. Solution: Added bgXOffset to the initial x position (x = event.x + bgXOffset).
🐞 Corrected initial y-positions of backgrounds.
⭐ Added GroundBasedEnemies: PoliceCar, SchoolBus (level 39).
--- 0.2.3 (28-10-2023)
🐞 Fixed issue with bricks not being checked in time-based events, causing levels to be completed without destroying them.
🐞 Resolved issue with the clock continuously counting during stage cleared and lost life events. Included fixes for space/enter keys during lostLife.
🐞 Addressed bugged phases during transitions from one level to another, fixed with nextlevel clearing the currentPhaseIndex.
--- 0.2.2 (27-10-2023)
⭐⭐⭐ Introduced enemies serving in phases with independent timings and onScreenDurations.
--- 0.2.1 (25-10-2023)
🐞 Fixed Pause/Unpause conditions for spawning enemies and onScreenDuration.
🐞 Corrected stage entrance issue occurring without pressing the spacebar.
🐞 Adjusted CannonFireRate upon entering a new level.