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Process still running.


Summary:
## Goal
Build "StoryQuest: Dungeon of Words" — a full-stack kids reading RPG game. Working through BMAD dev stories in `/home/crogers2287/projects/storyquest/_bmad/dev/STORIES.md`. Epic 1 (P0 core loop) complete, partway through Epic 2 (persistence) and Epic 3 (progression).

## Constraints & Preferences
- Use Shattered Pixel Dungeon (SPD) open-source patterns as reference where applicable (loot tables, minimap fog-of-war, quest structure, combat variance) — don't reinvent the wheel
- Server is authoritative for all XP/level/gold/spell state — no client-side level-up math
- Token always read from cookie first (authoritative), Zustand as fallback
- Stack: Next.js 15 + Phaser 3 frontend, FastAPI backend, PostgreSQL — all in Docker Compose
- Game lives at `fred:3020`, backend at `fred:8020`
- Container names: `storyquest-frontend`, `storyquest-backend`, `storyquest-db`

## Progress
### Done
- [x] **Story 01** — `POST /game/reading/battle/submit` persists to DB (correct AND wrong answers); UIScene listens to `update-hud` for server-authoritative bar updates; client-side level-up stripped from `xp-gained`
- [x] **Story 02** — Level-up detection server-side only; `battle-won` event triggers `level-up` emit + `LevelUpModal` with server's spell list; race condition eliminated
- [x] **Story 03** — Bearer null token bug fixed (cookie-first in `index.ts`); `/profile/perk` returns `{ok, known_spells, stats}` with `db.refresh()`; UIScene syncs stats+spells from perk response; BattleScene reads spells from registry at battle start
- [x] **Story 04** — Death persists `hp=0, gold=0` to DB via `POST /profile/update_hp`; revive persists 50% HP; `DeathScreen` overlay in GameCanvas
- [x] **Story 05** — Auto-save every 30s + before battle/shop pause; `saveState()` called before both `scene.pause()` calls; `POST /game/state/save` endpoint working
- [x] **Story 06** — CharacterSheet uses `/api` proxy (not direct external IP); token from cookie
- [x] **Story 07** — `goToNextFloor()` increments floor, restores full HP, persists to DB (`POST /game/state/save` + `POST /profile/update_floor`), flashes camera, emits `floor-changed`; UIScene `update-floor-label` listener updates HUD
- [x] **Story 08** — Enemy pools updated to spec (floors 1-2: slime/rat/bat, 3-4: skeleton/ghost/goblin, 5-6: orc/troll/dark_wizard, 7-9: dragon/demon/death_knight); 21 enemies upserted in DB with correct HP values
- [x] **Story 09** — Damage formula `spell.damage + (stat_int * 0.5)` already correct; enemy counter-attack on wrong answer via `enterEnemyTurn()` already working
- [x] **Story 10** — SPD-pattern chest loot: `POST /game/chest/open` endpoint; weighted drops (tier 1=common/gold, 2=uncommon, 3=rare/scroll); scroll drops unlock spells; idempotent via `chest_key=f{floor}_{x}_{y}`; DungeonScene `openChest()` replaced with async API call; floating loot text

### In Progress
- [ ] Nothing — all 10 stories deployed and running

### Blocked
- (none)

## Key Decisions
- **SPD reference**: Use Shattered Pixel Dungeon open-source patterns for loot tables (Generator.java weighted pools), minimap fog-of-war, quest system, combat variance — don't build from scratch
- **Server authoritative**: All XP/gold/level state comes from backend; removed all client-side level-up math from UIScene and GameCanvas
- **Token resolution order**: Cookie → initData.token → '' (fixed "Bearer null" bug)
- **Chest idempotency**: `chest_key = f{floor}_{tileX}_{tileY}` stored in `loot_drops.item_id` prevents double-open
- **Enemy seeding**: Used force-upsert (not seed skip-if-exists) to update existing enemy HP values

## Next Steps
1. **Story 11** — Mobile Joystick: virtual joystick bottom-left, interact button bottom-right, disappears during battle/modals, all touch targets ≥44px (UIScene already has joystick stub — check what's missing)
2. **Story 12** — Battle Animations: spell flash, enemy shake, wrong answer red flash, victory coin animation
3. **Story 13** — Minimap: SPD fog-of-war room reveal pattern, top-right corner, tap to expand
4. **Story 14** — Scrolls Page (`/scrolls`): reading history from `reading_challenges` table
5. **Story 15** — Trophies Page (`/trophies`): 11 achievement types
6. **Story 16** — Parent Auth + Dashboard (P1)
7. **Story 17** — Quest System: SPD depth-gated quest structure

## Critical Context
- **All 3 containers up**: `storyquest-backend Up`, `storyquest-db Up (healthy)`, `storyquest-frontend Up`
- **Chest endpoint**: `POST /game/chest/open` registered at `/game/chest` in `main.py`; requires auth
- **New backend endpoints added this session**: `POST /profile/update_hp`, `POST /profile/update_floor`, `POST /profile/perk` (updated), `POST /game/chest/open`
- **UIScene new listeners**: `update-hud` (server-authoritative state sync), `update-floor-label` (floor number)
- **GameCanvas `battle-won` handler** emits: `update-hud`, `gold-gained` (popup only), `level-up` (if leveled)
- **Enemy sprite keys** in seed: `skeleton-1`, `skeleton-2`, `vampire` (mapped to actual spritesheets)
- **Floor enemy pools** in `floor_generator.py`: `(1,2): slime/rat/bat`, `(3,4): skeleton/ghost/goblin`, `(5,6): orc/troll/dark_wizard`, `(7,9): dragon/demon/death_knight`, `(10,99): wordless_void`
- **Hero in-game** (last seen): Level 4 girl wizard, `knownSpells: [zap, flame]`, Floor 1, 200/200 HP, 0 gold
- **BMAD stories file**: `/home/crogers2287/projects/storyquest/_bmad/dev/STORIES.md`
- **GDD**: `/home/crogers2287/.openclaw/agents/mark-twain/memory/projects/storyquest-GDD.md`

---

**Turn Context (split turn):**

## Original Request
The user said "Keep going." — continuing development of the StoryQuest game project after a successful build.

## Early Progress
- **Story 11 (Mobile Joystick)** — Verified as already complete. The joystick (radius 80, positioned bottom-left), action button (radius 40, bottom-right), touch input handlers, battle-hide/show behavior, and registry-based vector sharing with DungeonScene were all confirmed implemented in `UIScene.ts`.

- **Story 12 (Battle Animations)** — Reviewed existing animations in `BattleScene.ts` (projectile tween, enemy red flash/shake, camera flash, enemy lunge, victory gold burst). Added two enhancements:
  1. **Enemy defeat explosion**: burst rings + enemy sprite scale-up/fade + camera shake/flash (boss gets bigger version) — inserted before the victory overlay.
  2. **Wrong answer fizzle**: added red camera flash + spell button shake to `showFizzle()`.

- **Story 13 (Minimap)** — Verified as already substantially implemented in `UIScene.ts`: minimap container (bottom-left), room rectangles colored by type, corridor lines, blinking player dot, toggle button, `floor-loaded` event listener driving `drawMinimapRooms()`, and `updateMinimapPlayerPosition()` reading player tile coords from DungeonScene.

## Context for Suffix
The suffix continues reviewing `updateMinimapPlayerPosition()` — specifically how the player dot position is calculated using `TILE_SIZE` and `minimapScale`, and likely what comes next after verifying Story 13 is complete.


[Mon 2026-03-02 09:28 UTC] Cron check complete. Status: All tasks BLOCKED awaiting user decisions.

**Task 1 **(Magic System V4.2)
- V4.2 marked FINAL as of Feb 5, 2026
- Timeline sync COMPLETE
- Structural work COMPLETE
- User decision needed: Is additional magic system work required beyond V4.2?

**Task 2 **(Full-Context Audit)
- Previous Qwen3.5 attempt: 22+ false death claims, 50+ synonym duplicates
- Only 3-4 legitimate continuity issues found
- User decision needed: Re-run smaller chunks? Use API model? Abandon?

**Current State**: No active work. All tasks blocked pending user input.

**Next Action**: User must provide clarification on both tasks before resuming Build → Test → Log loop.

---
Session logged to memory/2026-03-02.md