The user is saying they have Claude Code running in their browser and wants me to take control of that session. This is the ACP harness - they want me to use sessions_spawn with runtime="acp" to connect to their browser-based Claude Code session. Let me check if there's an ACP setup available.

Actually, they said "cloud code connected in my browser" - this might mean they have the Claude Code web interface open, or they might mean they have a browser relay attached. Let me check the browser status and also check if ACP is configured.

Wait - re-reading: "I actually have Claude code connected in my browser right now. I don't know if you're able to take control of that session. It's viewing the browser while it's running."

This sounds like they have Claude Code running with visibility into the browser or game. They're asking if I can tap into that existing session to do the coding while watching it run. The agent already finished successfully, so let me see what it produced and then figure out whether I can actually connect to their Claude Code session - the ACP runtime didn't seem to be configured earlier, but they might have something else set up like a web interface or browser relay.


Agent PID: 3098895


<<<EXTERNAL_UNTRUSTED_CONTENT id="0cb42b758e55aa75">>>
Source: Browser
---
{
  "tabs": []
}
<<<END_EXTERNAL_UNTRUSTED_CONTENT id="0cb42b758e55aa75">>>


No tabs attached to the relay yet. To connect your Chrome session so I can see and interact with the game live:

1. Click the **OpenClaw Browser Relay** toolbar icon in your Chrome browser (the extension button)
2. It should show a badge — that attaches the tab to me

Once you do that, I can see the game running in real time while I'm building, screenshot it, click around, and verify things actually look right before telling you it's done.

Also — the battle scene agent finished in ~2 minutes. Let me check what it actually produced:

exec

wc -l /home/crogers2287/projects/storyquest/frontend/src/game/scenes/BattleScene.ts
grep -n "createBattleUI\|drawEnemy\|createSpellCard\|torch\|gradient\|atmosphere\|projectile\|slide" /home/crogers2287/projects/storyquest/frontend/src/game/scenes/BattleScene.ts | head -20


644 /home/crogers2287/projects/storyquest/frontend/src/game/scenes/BattleScene.ts
91:    this.createBattleUI();
102:  private createBattleUI() {
153:    this.drawEnemyHpBar();
169:  private drawEnemyHpBar() {
332:      this.drawEnemyHpBar();
355:    // Create spell projectile
356:    const projectile = this.add.circle(width / 2, 400, 20, spell.color);
360:      targets: projectile,
367:        projectile.destroy();


It didn't change anything — same 644 lines, no torch, no gradient, no spell cards. The agent either bailed or just echoed the prompt. Let me check properly:

cd /home/crogers2287/projects/storyquest && git log --oneline -5 2>/dev/null || echo "no git"
# Also check if claude actually ran
docker logs storyquest-frontend --tail=5 2>/dev/null


89417e8 Initial BMAD spec: PRD v2, Architecture v2, 15 stories, build task
 HEAD / 200 in 17ms
 GET / 200 in 31ms
 GET / 200 in 30ms
 HEAD / 200 in 22ms
 GET / 200 in 26ms


Agent ran but made no changes. The PTY session exited code 0 but produced nothing useful — probably hit the rate limit or auth issue. I'll do this directly and properly. Let me rewrite the battle scene myself now:

sed -n '250,400p' /home/crogers2287/projects/storyquest/frontend/src/game/scenes/BattleScene.ts


// Button container
      const container = this.add.container(x, startY);

      // Button background
      const bg = this.add.rectangle(0, 0, buttonWidth, buttonHeight, spell.color, 0.8);
      bg.setOrigin(0, 0);
      bg.setStrokeStyle(2, 0xffffff);

      // Button text
      const text = this.add.text(buttonWidth / 2, buttonHeight / 2, spell.name, {
        fontSize: '14px',
        color: '#ffffff',
        fontStyle: 'bold',
      });
      text.setOrigin(0.5);

      container.add([bg, text]);
      container.setSize(buttonWidth, buttonHeight);
      container.setInteractive({ useHandCursor: true });

      // Hover effects
      container.on('pointerover', () => {
        bg.setFillStyle(spell.color, 1);
      });
      container.on('pointerout', () => {
        bg.setFillStyle(spell.color, 0.8);
      });

      // Click handler
      container.on('pointerdown', () => {
        if (this.state === 'PLAYER_TURN') {
          this.onSpellSelected(spellName, spell);
        }
      });

      this.spellButtons.push(container);
    });

    // Instructions text
    const instructionText = this.add.text(width / 2, startY - 30, 'Choose a spell to cast!', {
      fontSize: '16px',
      color: '#f1c40f',
    });
    instructionText.setOrigin(0.5);
  }

  private enterPlayerTurn() {
    this.state = 'PLAYER_TURN';
    // Enable spell buttons
    this.spellButtons.forEach((btn) => btn.setAlpha(1));
  }

  private async onSpellSelected(spellName: string, spell: SpellDef) {
    if (this.state !== 'PLAYER_TURN') return;

    this.state = 'READING';
    this.selectedSpell = spell;

    // Disable spell buttons
    this.spellButtons.forEach((btn) => btn.setAlpha(0.5));

    // Emit event to React to show reading challenge modal
    this.game.events.emit('show-reading-challenge', {
      spellName,
      enemyType: this.battleData.enemyType,
      enemyName: this.battleData.enemyName,
    });

    // Listen for result from React
    this.game.events.once('reading-result', this.onReadingResult, this);
  }

  private onReadingResult(result: { correct: boolean; xp: number }) {
    this.state = 'RESOLVE';

    if (result.correct && this.selectedSpell) {
      // Animate spell hitting enemy
      this.animateSpellHit(this.selectedSpell);

      // Deal damage
      this.enemyHp = Math.max(0, this.enemyHp - this.selectedSpell.damage);
      this.drawEnemyHpBar();

      // Show XP popup
      this.showXPPopup(result.xp);
      this.game.events.emit('xp-gained', result.xp);

      // Check for victory
      if (this.enemyHp <= 0) {
        this.time.delayedCall(1000, () => this.victory());
        return;
      }
    } else {
      // Spell fizzle
      this.showFizzle();
    }

    // Proceed to enemy turn after delay
    this.time.delayedCall(1500, () => this.enterEnemyTurn());
  }

  private animateSpellHit(spell: SpellDef) {
    const { width } = this.cameras.main;

    // Create spell projectile
    const projectile = this.add.circle(width / 2, 400, 20, spell.color);

    // Animate to enemy
    this.tweens.add({
      targets: projectile,
      y: 150,
      duration: 300,
      ease: 'Power2',
      onComplete: () => {
        // Flash enemy
        this.cameras.main.flash(100, 255, 255, 255);
        projectile.destroy();

        // Shake enemy
        if (this.enemySprite) {
          this.tweens.add({
            targets: this.enemySprite,
            x: this.enemySprite.x + 10,
            duration: 50,
            yoyo: true,
            repeat: 3,
          });
        }
      },
    });
  }

  private showFizzle() {
    const { width, height } = this.cameras.main;

    const fizzleText = this.add.text(width / 2, height / 2, 'FIZZLE!', {
      fontSize: '32px',
      color: '#e74c3c',
      fontStyle: 'bold',
    });
    fizzleText.setOrigin(0.5);

    this.tweens.add({
      targets: fizzleText,
      alpha: 0,
      y: fizzleText.y - 50,
      duration: 1000,
      onComplete: () => fizzleText.destroy(),
    });
  }


sed -n '400,644p' /home/crogers2287/projects/storyquest/frontend/src/game/scenes/BattleScene.ts


}

  private showXPPopup(xp: number) {
    const { width, height } = this.cameras.main;

    const xpText = this.add.text(width / 2, height / 2 - 50, `+${xp} XP`, {
      fontSize: '24px',
      color: '#f1c40f',
      fontStyle: 'bold',
    });
    xpText.setOrigin(0.5);

    this.tweens.add({
      targets: xpText,
      alpha: 0,
      y: xpText.y - 50,
      duration: 1500,
      onComplete: () => xpText.destroy(),
    });
  }

  private enterEnemyTurn() {
    this.state = 'ENEMY_TURN';

    // Show enemy attack animation
    const { width, height } = this.cameras.main;

    const attackText = this.add.text(width / 2, 250, `${this.battleData.enemyName} attacks!`, {
      fontSize: '18px',
      color: '#e74c3c',
    });
    attackText.setOrigin(0.5);

    this.time.delayedCall(500, () => {
      attackText.destroy();

      // Generate dodge word (simple words for kids)
      const dodgeWords = ['run', 'jump', 'duck', 'hide', 'leap', 'roll', 'spin', 'dash'];
      this.dodgeWord = Phaser.Utils.Array.GetRandom(dodgeWords);

      // Emit dodge prompt to React
      this.game.events.emit('show-dodge-prompt', {
        word: this.dodgeWord,
        enemyName: this.battleData.enemyName,
        damage: this.enemyDamage,
      });

      this.state = 'DODGE';

      // Listen for dodge result
      this.game.events.once('dodge-result', this.onDodgeResult, this);
    });
  }

  private onDodgeResult(result: { correct: boolean }) {
    if (!result.correct) {
      // Take damage
      this.playerHp = Math.max(0, this.playerHp - this.enemyDamage);
      this.drawPlayerHpBar();

      // Update hero data
      if (this.heroData) {
        this.heroData.hp = this.playerHp;
        this.registry.set('heroData', this.heroData);
      }

      // Flash red
      this.cameras.main.flash(200, 255, 0, 0);

      // Show damage number
      this.showDamageNumber(this.enemyDamage);

      // Check for defeat
      if (this.playerHp <= 0) {
        this.time.delayedCall(500, () => this.defeat());
        return;
      }
    } else {
      // Show dodge success
      const { width, height } = this.cameras.main;
      const dodgeText = this.add.text(width / 2, height / 2, 'DODGED!', {
        fontSize: '24px',
        color: '#2ecc71',
        fontStyle: 'bold',
      });
      dodgeText.setOrigin(0.5);

      this.tweens.add({
        targets: dodgeText,
        alpha: 0,
        duration: 1000,
        onComplete: () => dodgeText.destroy(),
      });
    }

    // Back to player turn
    this.time.delayedCall(1000, () => this.enterPlayerTurn());
  }

  private showDamageNumber(damage: number) {
    const { width, height } = this.cameras.main;

    const damageText = this.add.text(width - 100, height - 200, `-${damage}`, {
      fontSize: '28px',
      color: '#e74c3c',
      fontStyle: 'bold',
    });
    damageText.setOrigin(0.5);

    this.tweens.add({
      targets: damageText,
      alpha: 0,
      y: damageText.y - 30,
      duration: 1000,
      onComplete: () => damageText.destroy(),
    });
  }

  private victory() {
    this.state = 'VICTORY';

    const { width, height } = this.cameras.main;

    // Victory overlay
    const overlay = this.add.rectangle(0, 0, width, height, 0x000000, 0.7);
    overlay.setOrigin(0, 0);

    // Victory text
    const victoryText = this.add.text(width / 2, height / 2 - 50, 'VICTORY!', {
      fontSize: '48px',
      color: '#f1c40f',
      fontStyle: 'bold',
    });
    victoryText.setOrigin(0.5);

    // Calculate rewards
    const xpReward = this.battleData.isBoss ? 100 : 25 + this.registry.get('heroData')?.floorNumber * 5;
    const goldReward = this.battleData.isBoss ? 50 : 10 + Math.floor(Math.random() * 15);

    // Rewards text
    const rewardsText = this.add.text(
      width / 2,
      height / 2 + 20,
      `+${xpReward} XP\n+${goldReward} Gold`,
      {
        fontSize: '24px',
        color: '#ffffff',
        align: 'center',
      }
    );
    rewardsText.setOrigin(0.5);

    // Emit events
    this.game.events.emit('xp-gained', xpReward);
    this.game.events.emit('gold-gained', goldReward);
    this.game.events.emit('battle-end');

    // Update hero data
    if (this.heroData) {
      this.heroData.gold += goldReward;
      this.heroData.xp += xpReward;
      this.registry.set('heroData', this.heroData);
    }

    // If boss, emit floor complete
    if (this.battleData.isBoss) {
      this.game.events.emit('floor-complete');
    }

    // Continue button
    this.time.delayedCall(1500, () => {
      const continueBtn = this.add.text(width / 2, height / 2 + 100, '[ Continue ]', {
        fontSize: '20px',
        color: '#3498db',
      });
      continueBtn.setOrigin(0.5);
      continueBtn.setInteractive({ useHandCursor: true });

      continueBtn.on('pointerover', () => continueBtn.setColor('#5dade2'));
      continueBtn.on('pointerout', () => continueBtn.setColor('#3498db'));
      continueBtn.on('pointerdown', () => this.endBattle());
    });
  }

  private defeat() {
    this.state = 'DEFEAT';

    const { width, height } = this.cameras.main;

    // Defeat overlay
    const overlay = this.add.rectangle(0, 0, width, height, 0x000000, 0.8);
    overlay.setOrigin(0, 0);

    // Defeat text
    const defeatText = this.add.text(width / 2, height / 2 - 30, 'DEFEATED', {
      fontSize: '48px',
      color: '#e74c3c',
      fontStyle: 'bold',
    });
    defeatText.setOrigin(0.5);

    const subText = this.add.text(width / 2, height / 2 + 30, 'You lost some gold...', {
      fontSize: '18px',
      color: '#ffffff',
    });
    subText.setOrigin(0.5);

    // Emit player defeated event
    this.game.events.emit('battle-end');
    this.game.events.emit('player-defeated');

    // Respawn button
    this.time.delayedCall(1500, () => {
      const respawnBtn = this.add.text(width / 2, height / 2 + 100, '[ Respawn ]', {
        fontSize: '20px',
        color: '#3498db',
      });
      respawnBtn.setOrigin(0.5);
      respawnBtn.setInteractive({ useHandCursor: true });

      respawnBtn.on('pointerover', () => respawnBtn.setColor('#5dade2'));
      respawnBtn.on('pointerout', () => respawnBtn.setColor('#3498db'));
      respawnBtn.on('pointerdown', () => {
        // Restore some HP
        if (this.heroData) {
          this.heroData.hp = Math.floor(this.heroData.maxHp * 0.5);
          this.registry.set('heroData', this.heroData);
        }
        this.endBattle();
      });
    });
  }

  private endBattle() {
    // Stop enemy animation timer
    if (this.enemyAnimTimer) {
      this.enemyAnimTimer.destroy();
      this.enemyAnimTimer = undefined;
    }

    // Stop this scene - DungeonScene will resume automatically (it was paused)
    this.scene.stop();
    this.scene.resume('DungeonScene');
  }
}


I have the full picture. Now I'll rewrite it directly — no agent needed:

cat > /home/crogers2287/projects/storyquest/frontend/src/game/scenes/BattleScene.ts << 'TSEOF'
import * as Phaser from 'phaser';
import { ENEMY_COLORS, SPELLS, UI, BattleSceneData, HeroData } from '../constants';

type BattleState =
  | 'ENTER'
  | 'PLAYER_TURN'
  | 'READING'
  | 'RESOLVE'
  | 'ENEMY_TURN'
  | 'DODGE'
  | 'VICTORY'
  | 'DEFEAT';

interface SpellDef {
  name: string;
  damage: number;
  manaCost: number;
  color: number;
}

const ENEMY_SPRITE_MAP: Record<string, string> = {
  skeleton: 'skeleton-idle',
  skeleton1: 'skeleton-idle',
  skeleton2: 'skeleton-idle',
  vampire: 'vampire-idle',
  skull: 'skeleton-idle',
  boss: 'vampire-idle',
  slime: 'skeleton-idle',
  bat: 'vampire-idle',
  goblin: 'skeleton-idle',
  orc: 'skeleton-idle',
  ghost: 'vampire-idle',
  spider: 'skeleton-idle',
  rat: 'skeleton-idle',
  shadow: 'vampire-idle',
  demon: 'vampire-idle',
  wraith: 'vampire-idle',
  mimic: 'skeleton-idle',
};

const ENEMY_ANIM_MAP: Record<string, string> = {
  'skeleton-idle': 'skeleton-idle-anim',
  'vampire-idle': 'vampire-idle-anim',
};

const SPELL_COLORS: Record<string, { bg: number; glow: number; label: string }> = {
  zap:    { bg: 0x1a3a6e, glow: 0x3b9eff, label: '⚡' },
  flame:  { bg: 0x6e1a1a, glow: 0xff5733, label: '🔥' },
  frost:  { bg: 0x1a4a5e, glow: 0x7ecfff, label: '❄' },
  heal:   { bg: 0x1a5e2a, glow: 0x4eff7c, label: '💚' },
  slash:  { bg: 0x3e2a0a, glow: 0xffaa33, label: '⚔' },
  arrow:  { bg: 0x2a3e0a, glow: 0xaaff33, label: '🏹' },
};

export class BattleScene extends Phaser.Scene {
  private state: BattleState = 'ENTER';
  private battleData!: BattleSceneData;
  private heroData!: HeroData;
  private enemyAnimTimer?: Phaser.Time.TimerEvent;

  // Enemy state
  private enemyHp!: number;
  private enemyMaxHp!: number;
  private enemyDamage!: number;

  // Player state
  private playerHp!: number;
  private playerMaxHp!: number;

  // Layout zones (set in createBattleUI)
  private enemyZoneY = 0;
  private spellZoneY = 0;

  // Graphics refs
  private enemySprite!: Phaser.GameObjects.Sprite | Phaser.GameObjects.Rectangle;
  private enemyHpFill!: Phaser.GameObjects.Rectangle;
  private enemyHpText!: Phaser.GameObjects.Text;
  private enemyNameText!: Phaser.GameObjects.Text;
  private playerHpFill!: Phaser.GameObjects.Rectangle;
  private playerHpText!: Phaser.GameObjects.Text;
  private battleLog!: Phaser.GameObjects.Text;
  private spellButtons: Phaser.GameObjects.Container[] = [];
  private selectedSpell: SpellDef | null = null;
  private dodgeWord = '';

  constructor() {
    super('BattleScene');
  }

  create(data: BattleSceneData) {
    this.battleData = data;
    this.heroData = this.registry.get('heroData') as HeroData;
    this.game.events.emit('battle-start');

    this.enemyHp = data.enemyHp;
    this.enemyMaxHp = data.enemyMaxHp;
    this.enemyDamage = data.enemyDamage;
    this.playerHp = data.playerHp;
    this.playerMaxHp = data.playerMaxHp;
    this.state = 'ENTER';

    this.createBattleUI();
    this.cameras.main.flash(400, 0, 0, 0);

    this.time.delayedCall(600, () => this.enterPlayerTurn());
  }

  // ─── UI CONSTRUCTION ──────────────────────────────────────────────────────

  private createBattleUI() {
    const { width, height } = this.cameras.main;
    const isBoss = this.battleData.isBoss;

    // ── Background ──────────────────────────────────────────────────────────
    // Deep dungeon gradient (faked with stacked rects)
    this.add.rectangle(0, 0, width, height, 0x0d0d1a).setOrigin(0, 0);
    this.add.rectangle(0, 0, width, height * 0.6, 0x12102a).setOrigin(0, 0).setAlpha(0.6);

    // Stone floor line
    this.add.rectangle(0, height * 0.72, width, 4, 0x3a3050).setOrigin(0, 0);

    // Torch glow on left and right walls
    this.addTorchGlow(60, height * 0.25);
    this.addTorchGlow(width - 60, height * 0.25);

    // Boss border
    if (isBoss) {
      const border = this.add.graphics();
      border.lineStyle(4, 0xff3c3c, 0.8);
      border.strokeRect(6, 6, width - 12, height - 12);
    }

    // ── Top bar ─────────────────────────────────────────────────────────────
    this.add.rectangle(0, 0, width, 44, 0x000000, 0.7).setOrigin(0, 0);

    // Exit button
    const exitBtn = this.add.text(16, 10, '✕ Exit', {
      fontSize: '14px', color: '#888888', fontStyle: 'bold',
    }).setInteractive({ useHandCursor: true });
    exitBtn.on('pointerover', () => exitBtn.setColor('#ffffff'));
    exitBtn.on('pointerout', () => exitBtn.setColor('#888888'));
    exitBtn.on('pointerdown', () => this.endBattle());

    // Floor label
    const floorNum = this.heroData?.floorNumber ?? 1;
    this.add.text(width / 2, 10, isBoss ? `⚠ BOSS BATTLE` : `Floor ${floorNum} Encounter`, {
      fontSize: '13px', color: isBoss ? '#ff5555' : '#aaaaaa',
    }).setOrigin(0.5, 0);

    // ── Enemy section (top 60% of screen) ───────────────────────────────────
    const enemyCenterX = width / 2;
    this.enemyZoneY = height * 0.28;

    // Enemy name plate
    const namePlate = this.add.graphics();
    const nameW = 220;
    const nameH = 32;
    const nameX = enemyCenterX - nameW / 2;
    const nameY = 52;
    namePlate.fillStyle(0x000000, 0.6);
    namePlate.fillRoundedRect(nameX, nameY, nameW, nameH, 6);
    namePlate.lineStyle(2, isBoss ? 0xff3c3c : 0x5566aa, 0.8);
    namePlate.strokeRoundedRect(nameX, nameY, nameW, nameH, 6);

    this.enemyNameText = this.add.text(enemyCenterX, nameY + nameH / 2,
      (isBoss ? '👑 ' : '') + this.battleData.enemyName, {
        fontSize: isBoss ? '20px' : '18px',
        color: isBoss ? '#ff7777' : '#ffffff',
        fontStyle: 'bold',
      }
    ).setOrigin(0.5);

    // Enemy HP bar (below name)
    const hpBarW = Math.min(width * 0.55, 280);
    const hpBarH = 14;
    const hpBarX = enemyCenterX - hpBarW / 2;
    const hpBarY = nameY + nameH + 6;

    this.add.rectangle(hpBarX, hpBarY, hpBarW, hpBarH, 0x1a1a1a).setOrigin(0, 0);
    this.enemyHpFill = this.add.rectangle(hpBarX, hpBarY, hpBarW, hpBarH, 0xe74c3c).setOrigin(0, 0);
    // Border
    const hpBorder = this.add.graphics();
    hpBorder.lineStyle(2, 0x555555);
    hpBorder.strokeRect(hpBarX, hpBarY, hpBarW, hpBarH);

    this.enemyHpText = this.add.text(enemyCenterX, hpBarY + hpBarH + 4,
      `❤ ${this.enemyHp} / ${this.enemyMaxHp}`, {
        fontSize: '12px', color: '#ff9999',
      }
    ).setOrigin(0.5, 0);

    // Enemy sprite — big, centered
    const spriteKey = ENEMY_SPRITE_MAP[this.battleData.enemyType] ?? 'skeleton-idle';
    const animKey = ENEMY_ANIM_MAP[spriteKey];

    if (this.textures.exists(spriteKey)) {
      const s = this.add.sprite(enemyCenterX, this.enemyZoneY, spriteKey);
      s.setScale(8);
      s.setDepth(5);
      if (animKey && this.anims.exists(animKey)) {
        s.play(animKey);
      }
      this.enemySprite = s;
    } else {
      // Pixel-art style placeholder
      const color = isBoss ? 0x9b59b6 : (ENEMY_COLORS as Record<string, number>)[this.battleData.enemyType] ?? 0xe74c3c;
      const r = this.add.rectangle(enemyCenterX, this.enemyZoneY, 64, 80, color);
      r.setDepth(5);
      // Eyes
      this.add.rectangle(enemyCenterX - 12, this.enemyZoneY - 10, 10, 10, 0xffffff).setDepth(6);
      this.add.rectangle(enemyCenterX + 12, this.enemyZoneY - 10, 10, 10, 0xffffff).setDepth(6);
      this.add.rectangle(enemyCenterX - 12, this.enemyZoneY - 10, 4, 4, 0x000000).setDepth(7);
      this.add.rectangle(enemyCenterX + 12, this.enemyZoneY - 10, 4, 4, 0x000000).setDepth(7);
      this.enemySprite = r;
    }

    // Slide enemy in from above
    const finalY = this.enemyZoneY;
    (this.enemySprite as Phaser.GameObjects.Components.Transform).y = finalY - 120;
    this.tweens.add({
      targets: this.enemySprite,
      y: finalY,
      duration: 400,
      ease: 'Back.Out',
    });

    // ── Battle log (between enemy and spells) ────────────────────────────────
    this.battleLog = this.add.text(width / 2, height * 0.56, '', {
      fontSize: '15px',
      color: '#dddddd',
      align: 'center',
      wordWrap: { width: width - 32 },
    }).setOrigin(0.5);

    // ── Spell cards ─────────────────────────────────────────────────────────
    this.spellZoneY = height * 0.63;
    this.createSpellCards();

    // ── Player HP strip (bottom) ─────────────────────────────────────────────
    const pBarH = 28;
    const pBarY = height - pBarH - 8;
    const pBarW = width - 120; // leave room for "Run" button

    this.add.rectangle(16, pBarY, pBarW, pBarH, 0x111111).setOrigin(0, 0);
    this.playerHpFill = this.add.rectangle(16, pBarY, pBarW, pBarH, 0x27ae60).setOrigin(0, 0);
    const pBorder = this.add.graphics();
    pBorder.lineStyle(2, 0x444444);
    pBorder.strokeRect(16, pBarY, pBarW, pBarH);

    this.playerHpText = this.add.text(16 + pBarW / 2, pBarY + pBarH / 2,
      `⚔ YOU  ${this.playerHp} / ${this.playerMaxHp}`, {
        fontSize: '12px', color: '#aaffaa', fontStyle: 'bold',
      }
    ).setOrigin(0.5);

    // Run Away button
    const runBtn = this.add.text(width - 16, pBarY + pBarH / 2, '🏃 Run', {
      fontSize: '13px', color: '#888888',
    }).setOrigin(1, 0.5).setInteractive({ useHandCursor: true });
    runBtn.on('pointerover', () => runBtn.setColor('#cccccc'));
    runBtn.on('pointerout', () => runBtn.setColor('#888888'));
    runBtn.on('pointerdown', () => this.endBattle());

    this.updatePlayerHpBar();
    this.updateEnemyHpBar();
  }

  private addTorchGlow(x: number, y: number) {
    // Outer glow
    const glow = this.add.circle(x, y, 55, 0xff7700, 0.08);
    const inner = this.add.circle(x, y, 28, 0xffaa33, 0.18);
    const flame = this.add.circle(x, y, 10, 0xffdd66, 0.7);

    // Flicker tween
    this.tweens.add({
      targets: [glow, inner, flame],
      alpha: { from: 0.5, to: 1 },
      scaleX: { from: 0.95, to: 1.05 },
      scaleY: { from: 0.95, to: 1.05 },
      duration: 300 + Math.random() * 200,
      yoyo: true,
      repeat: -1,
      ease: 'Sine.InOut',
    });
  }

  private createSpellCards() {
    const { width, height } = this.cameras.main;
    const spellNames = this.battleData.knownSpells ?? ['zap'];
    const cardW = Math.min(Math.floor((width - 32 - (spellNames.length - 1) * 12) / spellNames.length), 180);
    const cardH = 90;
    const totalW = spellNames.length * cardW + (spellNames.length - 1) * 12;
    let startX = (width - totalW) / 2;

    this.spellButtons.forEach((b) => b.destroy());
    this.spellButtons = [];

    spellNames.forEach((spellName) => {
      const spell = SPELLS[spellName as keyof typeof SPELLS] as SpellDef;
      if (!spell) return;

      const theme = SPELL_COLORS[spellName] ?? { bg: 0x222244, glow: 0x8888ff, label: '✨' };
      const cx = startX + cardW / 2;
      const cy = this.spellZoneY + cardH / 2;

      const container = this.add.container(cx, cy);

      // Card background
      const bg = this.add.graphics();
      bg.fillStyle(theme.bg, 1);
      bg.fillRoundedRect(-cardW / 2, -cardH / 2, cardW, cardH, 10);
      bg.lineStyle(2, theme.glow, 0.9);
      bg.strokeRoundedRect(-cardW / 2, -cardH / 2, cardW, cardH, 10);

      // Emoji icon
      const icon = this.add.text(0, -cardH / 2 + 18, theme.label, {
        fontSize: '22px',
      }).setOrigin(0.5);

      // Spell name
      const nameText = this.add.text(0, 4, spell.name, {
        fontSize: '16px', color: '#ffffff', fontStyle: 'bold',
      }).setOrigin(0.5);

      // Damage
      const dmgText = this.add.text(0, 24, `⚔ ${spell.damage} dmg`, {
        fontSize: '12px', color: '#cccccc',
      }).setOrigin(0.5);

      // Tap hint
      const hint = this.add.text(0, cardH / 2 - 12, 'TAP TO CAST', {
        fontSize: '9px', color: theme.glow.toString(16).padStart(6, '0'),
      }).setOrigin(0.5);
      hint.setColor(`#${theme.glow.toString(16).padStart(6, '0')}`);

      container.add([bg, icon, nameText, dmgText, hint]);
      container.setSize(cardW, cardH);
      container.setInteractive({ useHandCursor: true });

      container.on('pointerover', () => {
        this.tweens.add({ targets: container, scaleX: 1.06, scaleY: 1.06, duration: 100 });
        bg.clear();
        bg.fillStyle(theme.bg + 0x111111, 1);
        bg.fillRoundedRect(-cardW / 2, -cardH / 2, cardW, cardH, 10);
        bg.lineStyle(3, theme.glow, 1);
        bg.strokeRoundedRect(-cardW / 2, -cardH / 2, cardW, cardH, 10);
      });

      container.on('pointerout', () => {
        this.tweens.add({ targets: container, scaleX: 1.0, scaleY: 1.0, duration: 100 });
        bg.clear();
        bg.fillStyle(theme.bg, 1);
        bg.fillRoundedRect(-cardW / 2, -cardH / 2, cardW, cardH, 10);
        bg.lineStyle(2, theme.glow, 0.9);
        bg.strokeRoundedRect(-cardW / 2, -cardH / 2, cardW, cardH, 10);
      });

      container.on('pointerdown', () => {
        if (this.state === 'PLAYER_TURN') this.onSpellSelected(spellName, spell);
      });

      this.spellButtons.push(container);
      startX += cardW + 12;
    });
  }

  // ─── HP BAR UPDATES ───────────────────────────────────────────────────────

  private updateEnemyHpBar() {
    const { width } = this.cameras.main;
    const barW = Math.min(width * 0.55, 280);
    const pct = Math.max(0, this.enemyHp / this.enemyMaxHp);
    this.tweens.add({
      targets: this.enemyHpFill,
      scaleX: pct,
      duration: 300,
      ease: 'Power2',
    });
    this.enemyHpFill.setOrigin(0, 0);
    this.enemyHpText.setText(`❤ ${this.enemyHp} / ${this.enemyMaxHp}`);
  }

  private updatePlayerHpBar() {
    const { width, height } = this.cameras.main;
    const pBarW = width - 120;
    const pct = Math.max(0, this.playerHp / this.playerMaxHp);
    const color = pct > 0.5 ? 0x27ae60 : pct > 0.25 ? 0xf39c12 : 0xe74c3c;
    this.playerHpFill.setFillStyle(color);
    this.tweens.add({
      targets: this.playerHpFill,
      scaleX: pct,
      duration: 300,
      ease: 'Power2',
    });
    this.playerHpFill.setOrigin(0, 0);
    this.playerHpText.setText(`⚔ YOU  ${this.playerHp} / ${this.playerMaxHp}`);
  }

  private setLog(msg: string) {
    this.battleLog.setText(msg);
    this.tweens.add({ targets: this.battleLog, alpha: { from: 0, to: 1 }, duration: 200 });
  }

  // ─── BATTLE FLOW ──────────────────────────────────────────────────────────

  private enterPlayerTurn() {
    this.state = 'PLAYER_TURN';
    this.spellButtons.forEach((b) => b.setAlpha(1));
    this.setLog('Choose a spell to cast!');
  }

  private async onSpellSelected(spellName: string, spell: SpellDef) {
    if (this.state !== 'PLAYER_TURN') return;
    this.state = 'READING';
    this.selectedSpell = spell;
    this.spellButtons.forEach((b) => b.setAlpha(0.4));
    this.setLog(`Casting ${spell.name}... answer the question!`);

    this.game.events.emit('show-reading-challenge', {
      spellName,
      enemyType: this.battleData.enemyType,
      enemyName: this.battleData.enemyName,
    });

    this.game.events.once('reading-result', this.onReadingResult, this);
  }

  private onReadingResult(result: { correct: boolean; xp: number }) {
    this.state = 'RESOLVE';

    if (result.correct && this.selectedSpell) {
      this.setLog(`✨ ${this.selectedSpell.name} hits for ${this.selectedSpell.damage} damage!`);
      this.animateSpellHit(this.selectedSpell);
      this.enemyHp = Math.max(0, this.enemyHp - this.selectedSpell.damage);
      this.updateEnemyHpBar();
      this.showFloatingText(`+${result.xp} XP`, '#f1c40f', this.cameras.main.width / 2, this.cameras.main.height * 0.55);
      this.game.events.emit('xp-gained', result.xp);

      if (this.enemyHp <= 0) {
        this.time.delayedCall(900, () => this.victory());
        return;
      }
    } else {
      this.showFizzle();
      this.setLog(`The spell fizzled... focus!`);
    }

    this.time.delayedCall(1400, () => this.enterEnemyTurn());
  }

  private animateSpellHit(spell: SpellDef) {
    const { width } = this.cameras.main;
    const projectile = this.add.circle(width / 2, this.spellZoneY - 20, 14, spell.color);
    projectile.setDepth(20);

    this.tweens.add({
      targets: projectile,
      x: width / 2 + Phaser.Math.Between(-20, 20),
      y: this.enemyZoneY + 20,
      scaleX: 0.3,
      scaleY: 0.3,
      duration: 280,
      ease: 'Power2',
      onComplete: () => {
        projectile.destroy();
        // Enemy red flash + shake
        if (this.enemySprite && 'setTint' in this.enemySprite) {
          (this.enemySprite as Phaser.GameObjects.Sprite).setTint(0xff4444);
          this.time.delayedCall(180, () => {
            if (this.enemySprite && 'clearTint' in this.enemySprite) {
              (this.enemySprite as Phaser.GameObjects.Sprite).clearTint();
            }
          });
        }
        this.tweens.add({
          targets: this.enemySprite,
          x: (this.enemySprite as any).x + 12,
          duration: 40,
          yoyo: true,
          repeat: 3,
        });
        // Impact flash
        this.cameras.main.flash(120, 255, 200, 100, true);
      },
    });
  }

  private showFizzle() {
    const { width, height } = this.cameras.main;
    this.showFloatingText('FIZZLE!', '#e74c3c', width / 2, height * 0.52, '28px');
  }

  private showFloatingText(msg: string, color: string, x: number, y: number, size = '22px') {
    const t = this.add.text(x, y, msg, {
      fontSize: size, color, fontStyle: 'bold',
    }).setOrigin(0.5).setDepth(30);

    this.tweens.add({
      targets: t,
      alpha: 0,
      y: y - 55,
      duration: 1100,
      ease: 'Power2',
      onComplete: () => t.destroy(),
    });
  }

  private enterEnemyTurn() {
    this.state = 'ENEMY_TURN';
    this.setLog(`${this.battleData.enemyName} is attacking!`);

    // Enemy lunge toward camera
    const origY = (this.enemySprite as any).y;
    this.tweens.add({
      targets: this.enemySprite,
      y: origY + 30,
      duration: 200,
      yoyo: true,
    });

    this.time.delayedCall(600, () => {
      const dodgeWords = ['run', 'jump', 'duck', 'hide', 'leap', 'roll', 'spin', 'dash'];
      this.dodgeWord = Phaser.Utils.Array.GetRandom(dodgeWords);

      this.game.events.emit('show-dodge-prompt', {
        word: this.dodgeWord,
        enemyName: this.battleData.enemyName,
        damage: this.enemyDamage,
      });

      this.state = 'DODGE';
      this.game.events.once('dodge-result', this.onDodgeResult, this);
    });
  }

  private onDodgeResult(result: { correct: boolean }) {
    if (!result.correct) {
      this.playerHp = Math.max(0, this.playerHp - this.enemyDamage);
      this.updatePlayerHpBar();

      if (this.heroData) {
        this.heroData.hp = this.playerHp;
        this.registry.set('heroData', this.heroData);
      }

      this.cameras.main.shake(250, 0.014);
      this.cameras.main.flash(180, 255, 0, 0, true);
      this.showFloatingText(`-${this.enemyDamage} HP`, '#e74c3c', this.cameras.main.width / 2, this.cameras.main.height * 0.6);
      this.setLog(`${this.battleData.enemyName} hit you for ${this.enemyDamage}!`);

      if (this.playerHp <= 0) {
        this.time.delayedCall(500, () => this.defeat());
        return;
      }
    } else {
      this.setLog(`You dodged the attack! Nice moves!`);
      this.showFloatingText('DODGED!', '#2ecc71', this.cameras.main.width / 2, this.cameras.main.height * 0.57);
    }

    this.time.delayedCall(900, () => this.enterPlayerTurn());
  }

  // ─── VICTORY / DEFEAT ─────────────────────────────────────────────────────

  private victory() {
    this.state = 'VICTORY';
    const { width, height } = this.cameras.main;

    // Overlay
    const overlay = this.add.rectangle(0, 0, width, height, 0x000000, 0.65).setOrigin(0, 0).setDepth(40);

    // Gold burst particles (fake — just circles)
    for (let i = 0; i < 12; i++) {
      const cx = Phaser.Math.Between(width * 0.1, width * 0.9);
      const cy = Phaser.Math.Between(height * 0.2, height * 0.7);
      const dot = this.add.circle(width / 2, height / 2, 8, 0xf1c40f).setDepth(41);
      this.tweens.add({
        targets: dot,
        x: cx, y: cy,
        alpha: 0,
        duration: 700 + i * 60,
        ease: 'Power2',
        onComplete: () => dot.destroy(),
      });
    }

    this.add.text(width / 2, height * 0.35, 'VICTORY!', {
      fontSize: '52px', color: '#f1c40f', fontStyle: 'bold',
    }).setOrigin(0.5).setDepth(42);

    const xpReward = this.battleData.isBoss
      ? 100
      : 25 + (this.heroData?.floorNumber ?? 1) * 5;
    const goldReward = this.battleData.isBoss
      ? 50
      : 10 + Math.floor(Math.random() * 15);

    this.add.text(width / 2, height * 0.52, `+${xpReward} XP    +${goldReward} 💰`, {
      fontSize: '24px', color: '#ffffff',
    }).setOrigin(0.5).setDepth(42);

    this.game.events.emit('xp-gained', xpReward);
    this.game.events.emit('gold-gained', goldReward);
    this.game.events.emit('battle-end');

    if (this.heroData) {
      this.heroData.gold += goldReward;
      this.heroData.xp += xpReward;
      this.registry.set('heroData', this.heroData);
    }

    if (this.battleData.isBoss) this.game.events.emit('floor-complete');

    this.time.delayedCall(1400, () => {
      const btn = this.add.text(width / 2, height * 0.68, '[ Continue ]', {
        fontSize: '22px', color: '#3498db', fontStyle: 'bold',
      }).setOrigin(0.5).setDepth(43).setInteractive({ useHandCursor: true });
      btn.on('pointerover', () => btn.setColor('#85c1e9'));
      btn.on('pointerout', () => btn.setColor('#3498db'));
      btn.on('pointerdown', () => this.endBattle());
    });
  }

  private defeat() {
    this.state = 'DEFEAT';
    const { width, height } = this.cameras.main;

    this.cameras.main.shake(400, 0.02);

    const overlay = this.add.rectangle(0, 0, width, height, 0x330000, 0.8).setOrigin(0, 0).setDepth(40);

    this.add.text(width / 2, height * 0.35, 'DEFEATED', {
      fontSize: '52px', color: '#e74c3c', fontStyle: 'bold',
    }).setOrigin(0.5).setDepth(42);

    this.add.text(width / 2, height * 0.52, 'You lost some gold...', {
      fontSize: '18px', color: '#aaaaaa',
    }).setOrigin(0.5).setDepth(42);

    this.game.events.emit('battle-end');
    this.game.events.emit('player-defeated');

    this.time.delayedCall(1400, () => {
      const btn = this.add.text(width / 2, height * 0.68, '[ Respawn ]', {
        fontSize: '22px', color: '#e74c3c', fontStyle: 'bold',
      }).setOrigin(0.5).setDepth(43).setInteractive({ useHandCursor: true });
      btn.on('pointerover', () => btn.setColor('#f1948a'));
      btn.on('pointerout', () => btn.setColor('#e74c3c'));
      btn.on('pointerdown', () => {
        if (this.heroData) {
          this.heroData.hp = Math.floor(this.heroData.maxHp * 0.5);
          this.registry.set('heroData', this.heroData);
        }
        this.endBattle();
      });
    });
  }

  private endBattle() {
    if (this.enemyAnimTimer) {
      this.enemyAnimTimer.destroy();
      this.enemyAnimTimer = undefined;
    }
    this.scene.stop();
    this.scene.resume('DungeonScene');
  }
}
TSEOF
echo "Done — $(wc -l < /home/crogers2287/projects/storyquest/frontend/src/game/scenes/BattleScene.ts) lines"


Done — 667 lines


Conversation info (untrusted metadata):
```json
{
  "timestamp": "Sat 2026-02-28 17:18 UTC"
}
```

Okay, it's connected to the browser really.


The user has the browser relay connected. Let me take a snapshot to see what's showing in the browser.


<<<EXTERNAL_UNTRUSTED_CONTENT id="26414123d6482f16">>>
Source: Browser
---
{
  "tabs": []
}
<<<END_EXTERNAL_UNTRUSTED_CONTENT id="26414123d6482f16">>>


Still no tabs coming through. You need to click the OpenClaw Browser Relay **extension icon** in your Chrome toolbar while you're on the game tab — it should light up or show a badge indicating it's attached. The extension itself needs to be clicked on the specific tab you want me to see.

Once it's attached I'll be able to screenshot the game live and iterate while watching it in real time.


Conversation info (untrusted metadata):
```json
{
  "timestamp": "Sat 2026-02-28 17:20 UTC"
}
```

It's running on the desktop 2025 node


The user is saying the browser is running on a node called "desktop 2025". Let me check the nodes and try to connect to the browser on that node.


Desktop2025 node shows `connected: false` right now — it's not actively connected to the gateway. The browser relay also needs the node to be online for me to reach it.

Can you check if the OpenClaw gateway is running on that Windows machine? You can try:
- Running `openclaw gateway status` in a terminal on Desktop2025
- Or clicking the OpenClaw tray icon if it's running there

Once that node comes online, I can reach the browser running on it directly.


Conversation info (untrusted metadata):
```json
{
  "timestamp": "Sat 2026-02-28 17:20 UTC"
}
```

set this up: The Engine Bridge Route (Agent-Optimized) How it works: Instead of relying on vision, you write a small debug script in your Phaser code that exposes the game's internal state (objects, coordinates, health) to the browser's global window object. Your agent uses Playwright's page.evaluate() to read that data as JSON and execute movements directly via JavaScript hooks (e.g., window.triggerJump()). Pros & Cons: It's lightning-fast, highly reliable, and very cheap on tokens, but it doesn't test if the graphics are actually rendering correctly on the screen.


The user wants me to set up an "Engine Bridge" - a debug interface that exposes Phaser's game state to the browser window object, so I can read game state and trigger actions via JavaScript without needing visual screenshots. This is a great approach for rapid testing.

I need to:
1. Create a debug bridge in the Phaser game that exposes state to `window`
2. Add hooks for triggering actions (movement, spell casting, etc.)
3. This lets me use browser.action with evaluate to read/write game state

Let me set this up properly.

Smart. I'll wire a `window.__storyquest` debug bridge into the game — readable state, callable hooks. Then I can drive and inspect the game entirely through `page.evaluate()`.

cat > /home/crogers2287/projects/storyquest/frontend/src/game/debug-bridge.ts << 'EOF'
/**
 * StoryQuest Engine Bridge
 * Exposes game state and control hooks to window.__storyquest
 * Used by automated agents for testing without vision.
 */

import * as Phaser from 'phaser';

export interface SQBridgeState {
  scene: string;
  player: {
    x: number;
    y: number;
    hp: number;
    maxHp: number;
    level: number;
    xp: number;
    floor: number;
    gold: number;
  };
  battle: {
    active: boolean;
    state: string;
    enemyName: string;
    enemyHp: number;
    enemyMaxHp: number;
    availableSpells: string[];
  } | null;
  dungeon: {
    floor: number;
    stepCount: number;
    encounterEnabled: boolean;
  } | null;
  ui: {
    dpadEnabled: boolean;
    modalOpen: string | null;
  };
  lastEvent: string;
  errors: string[];
}

export interface SQBridge {
  // State
  getState: () => SQBridgeState;

  // Navigation / movement hooks
  movePlayer: (dx: number, dy: number, durationMs?: number) => void;
  teleportPlayer: (x: number, y: number) => void;

  // Battle hooks
  castSpell: (spellName: string) => void;
  triggerEncounter: (enemyType?: string) => void;

  // Reading challenge hooks
  answerChallenge: (answer: string) => void;
  answerDodge: (correct: boolean) => void;

  // UI hooks
  toggleDpad: () => void;
  setDpad: (enabled: boolean) => void;

  // Dev tools
  setPlayerHp: (hp: number) => void;
  giveGold: (amount: number) => void;
  giveXp: (amount: number) => void;
  nextFloor: () => void;

  // Event log (last 20)
  eventLog: string[];
}

const MAX_LOG = 20;

export function installBridge(game: Phaser.Game): SQBridge {
  const eventLog: string[] = [];
  const errors: string[] = [];

  const log = (msg: string) => {
    const entry = `[${new Date().toISOString().slice(11, 19)}] ${msg}`;
    eventLog.unshift(entry);
    if (eventLog.length > MAX_LOG) eventLog.pop();
  };

  // Intercept game events for logging
  const trackedEvents = [
    'battle-start', 'battle-end', 'xp-gained', 'gold-gained',
    'level-up', 'floor-complete', 'player-defeated',
    'show-reading-challenge', 'reading-result',
    'show-dodge-prompt', 'dodge-result',
    'hp-changed', 'dpad-enable', 'dpad-disable',
  ];
  trackedEvents.forEach(evt => {
    game.events.on(evt, (data?: unknown) => {
      log(`event:${evt} ${data ? JSON.stringify(data) : ''}`);
    });
  });

  const getState = (): SQBridgeState => {
    const activeScenes = game.scene.getScenes(true).map(s => s.scene.key);
    const currentScene = activeScenes[activeScenes.length - 1] ?? 'unknown';

    const heroData = game.registry.get('heroData') as Record<string, unknown> | null;

    let battle = null;
    const battleScene = game.scene.getScene('BattleScene') as Record<string, unknown> | null;
    if (battleScene && activeScenes.includes('BattleScene')) {
      battle = {
        active: true,
        state: (battleScene.state as string) ?? 'unknown',
        enemyName: ((battleScene.battleData as Record<string, unknown>)?.enemyName as string) ?? '',
        enemyHp: (battleScene.enemyHp as number) ?? 0,
        enemyMaxHp: (battleScene.enemyMaxHp as number) ?? 0,
        availableSpells: ((battleScene.battleData as Record<string, unknown>)?.knownSpells as string[]) ?? [],
      };
    }

    let dungeon = null;
    const dungeonScene = game.scene.getScene('DungeonScene') as Record<string, unknown> | null;
    if (dungeonScene && activeScenes.includes('DungeonScene')) {
      dungeon = {
        floor: (dungeonScene.currentFloorNumber as number) ?? 1,
        stepCount: (dungeonScene.stepCount as number) ?? 0,
        encounterEnabled: (dungeonScene.encounterEnabled as boolean) ?? true,
      };
    }

    return {
      scene: currentScene,
      player: {
        x: (dungeonScene?.player as Record<string, unknown>)?.x as number ?? 0,
        y: (dungeonScene?.player as Record<string, unknown>)?.y as number ?? 0,
        hp: heroData?.hp as number ?? 0,
        maxHp: heroData?.maxHp as number ?? 0,
        level: heroData?.level as number ?? 1,
        xp: heroData?.xp as number ?? 0,
        floor: heroData?.floorNumber as number ?? 1,
        gold: heroData?.gold as number ?? 0,
      },
      battle,
      dungeon,
      ui: {
        dpadEnabled: game.registry.get('dpadEnabled') !== false,
        modalOpen: null, // React state — not accessible here
      },
      lastEvent: eventLog[0] ?? '',
      errors: errors.slice(0, 5),
    };
  };

  const bridge: SQBridge = {
    getState,
    eventLog,

    movePlayer: (dx: number, dy: number, durationMs = 500) => {
      const scene = game.scene.getScene('DungeonScene') as Record<string, unknown> | null;
      if (!scene) { log('movePlayer: DungeonScene not active'); return; }
      const player = scene.player as Phaser.Physics.Arcade.Sprite | null;
      if (!player) { log('movePlayer: no player'); return; }
      const speed = 90;
      player.setVelocity(dx * speed, dy * speed);
      log(`movePlayer dx=${dx} dy=${dy} for ${durationMs}ms`);
      setTimeout(() => {
        try { player.setVelocity(0, 0); } catch {}
      }, durationMs);
    },

    teleportPlayer: (x: number, y: number) => {
      const scene = game.scene.getScene('DungeonScene') as Record<string, unknown> | null;
      const player = scene?.player as Phaser.Physics.Arcade.Sprite | null;
      if (!player) { log('teleportPlayer: no player'); return; }
      player.setPosition(x, y);
      log(`teleportPlayer to ${x},${y}`);
    },

    castSpell: (spellName: string) => {
      const scene = game.scene.getScene('BattleScene') as Record<string, unknown> | null;
      if (!scene) { log('castSpell: BattleScene not active'); return; }
      const spells = (scene.SPELLS as Record<string, unknown>) ?? {};
      const spell = spells[spellName] ?? { name: spellName, damage: 25, manaCost: 0, color: 0x3b9eff };
      if (typeof (scene as Record<string, () => void>).onSpellSelected === 'function') {
        (scene as Record<string, (a: string, b: unknown) => void>).onSpellSelected(spellName, spell);
        log(`castSpell: ${spellName}`);
      }
    },

    triggerEncounter: (enemyType = 'skeleton') => {
      const scene = game.scene.getScene('DungeonScene') as Record<string, unknown> | null;
      if (!scene) { log('triggerEncounter: DungeonScene not active'); return; }
      if (typeof (scene as Record<string, (s: string) => void>).triggerEncounter === 'function') {
        (scene as Record<string, (s: string) => void>).triggerEncounter(enemyType);
        log(`triggerEncounter: ${enemyType}`);
      }
    },

    answerChallenge: (answer: string) => {
      game.events.emit('reading-result', { correct: true, xp: 25 });
      log(`answerChallenge: ${answer} (forced correct)`);
    },

    answerDodge: (correct: boolean) => {
      game.events.emit('dodge-result', { correct });
      log(`answerDodge: ${correct}`);
    },

    toggleDpad: () => {
      const current = game.registry.get('dpadEnabled') !== false;
      game.registry.set('dpadEnabled', !current);
      game.events.emit(current ? 'dpad-disable' : 'dpad-enable');
      log(`toggleDpad: now ${!current}`);
    },

    setDpad: (enabled: boolean) => {
      game.registry.set('dpadEnabled', enabled);
      game.events.emit(enabled ? 'dpad-enable' : 'dpad-disable');
      log(`setDpad: ${enabled}`);
    },

    setPlayerHp: (hp: number) => {
      const heroData = game.registry.get('heroData') as Record<string, unknown>;
      if (heroData) {
        heroData.hp = hp;
        game.registry.set('heroData', heroData);
        game.events.emit('hp-changed', hp, heroData.maxHp);
        log(`setPlayerHp: ${hp}`);
      }
    },

    giveGold: (amount: number) => {
      const heroData = game.registry.get('heroData') as Record<string, unknown>;
      if (heroData) {
        heroData.gold = (heroData.gold as number ?? 0) + amount;
        game.registry.set('heroData', heroData);
        game.events.emit('gold-gained', amount);
        log(`giveGold: ${amount}`);
      }
    },

    giveXp: (amount: number) => {
      game.events.emit('xp-gained', amount);
      log(`giveXp: ${amount}`);
    },

    nextFloor: () => {
      game.events.emit('floor-complete');
      log('nextFloor triggered');
    },
  };

  (window as unknown as Record<string, unknown>).__storyquest = bridge;
  log('Engine bridge installed');
  console.log('[StoryQuest] Debug bridge ready: window.__storyquest');

  return bridge;
}
EOF
echo "Done"


Done


Now wire it into the game initializer:


import * as Phaser from 'phaser';
import { BootScene } from './scenes/BootScene';
import { DungeonScene } from './scenes/DungeonScene';
import { BattleScene } from './scenes/BattleScene';
import { UIScene } from './scenes/UIScene';
import { ShopScene } from './scenes/ShopScene';
import { HeroData } from './constants';

export interface GameInitData {
  heroData: HeroData;
  token: string;
  apiUrl: string;
}

export function createGame(containerId: string, initData: GameInitData): Phaser.Game {
  const config: Phaser.Types.Core.GameConfig = {
    type: Phaser.AUTO,
    parent: containerId,
    width: 800,
    height: 600,
    pixelArt: true,
    antialias: false,
    roundPixels: true,
    backgroundColor: '#1a1a2e',
    physics: {
      default: 'arcade',
      arcade: {
        gravity: { x: 0, y: 0 },
        debug: false,
      },
    },
    scale: {
      mode: Phaser.Scale.RESIZE,  // RESIZE fills container, not FIT
      autoCenter: Phaser.Scale.CENTER_BOTH,
      parent: 'game-container',
    },
    scene: [BootScene, DungeonScene, BattleScene, UIScene, ShopScene],
    callbacks: {
      preBoot: (game) => {
        // Pass hero data and auth to registry before scenes load
        game.registry.set('heroData', initData.heroData);
        game.registry.set('token', initData.token);
        game.registry.set('apiUrl', initData.apiUrl);
      },
    },
  };

  return new Phaser.Game(config);
}

export type { HeroData } from './constants';


python3 << 'PYEOF'
path = '/home/crogers2287/projects/storyquest/frontend/src/game/index.ts'
with open(path) as f:
    content = f.read()

old = "import { HeroData } from './constants';"
new = "import { HeroData } from './constants';\nimport { installBridge } from './debug-bridge';"
content = content.replace(old, new, 1)

old2 = """    callbacks: {
      preBoot: (game) => {
        // Pass hero data and auth to registry before scenes load
        game.registry.set('heroData', initData.heroData);
        game.registry.set('token', initData.token);
        game.registry.set('apiUrl', initData.apiUrl);
      },
    },"""

new2 = """    callbacks: {
      preBoot: (game) => {
        // Pass hero data and auth to registry before scenes load
        game.registry.set('heroData', initData.heroData);
        game.registry.set('token', initData.token);
        game.registry.set('apiUrl', initData.apiUrl);
      },
      postBoot: (game) => {
        // Install engine bridge on window.__storyquest for agent/debug use
        installBridge(game);
      },
    },"""

content = content.replace(old2, new2, 1)

with open(path, 'w') as f:
    f.write(content)
print("Done")
PYEOF


Now also expose the private fields in DungeonScene and BattleScene that the bridge needs to read:

python3 << 'PYEOF'
# Make key private fields accessible (change private to public where bridge needs them)
import re

# DungeonScene: expose stepCount, encounterEnabled, currentFloorNumber, player, triggerEncounter
path = '/home/crogers2287/projects/storyquest/frontend/src/game/scenes/DungeonScene.ts'
with open(path) as f:
    content = f.read()

for field in ['stepCount', 'encounterEnabled', 'currentFloorNumber']:
    content = content.replace(f'  private {field}', f'  public {field}', 1)
# expose player
content = content.replace('  private player!:', '  public player!:', 1)
# expose triggerEncounter method
content = content.replace('  private triggerEncounter(', '  public triggerEncounter(', 1)

with open(path, 'w') as f:
    f.write(content)

# BattleScene: expose state, battleData, enemyHp, enemyMaxHp, onSpellSelected
path = '/home/crogers2287/projects/storyquest/frontend/src/game/scenes/BattleScene.ts'
with open(path) as f:
    content = f.read()

for field in ['state', 'enemyHp', 'enemyMaxHp']:
    content = content.replace(f'  private {field}', f'  public {field}', 1)
content = content.replace('  private battleData!:', '  public battleData!:', 1)
content = content.replace('  private async onSpellSelected(', '  public async onSpellSelected(', 1)

with open(path, 'w') as f:
    f.write(content)

print("Done")
PYEOF


docker logs storyquest-frontend --tail=8 2>/dev/null


GET / 200 in 24ms
 HEAD / 200 in 15ms
 GET / 200 in 20ms
 ✓ Compiled in 1618ms (1640 modules)
 GET / 200 in 275ms
 HEAD / 200 in 20ms
 GET / 200 in 24ms
 ✓ Compiled in 839ms (1640 modules)


Compiled clean. Bridge is live. Here's what's available from any browser console or Playwright `page.evaluate()`:

```js
// Read full game state as JSON
window.__storyquest.getState()

// Move player (dx/dy normalized -1 to 1, duration ms)
window.__storyquest.movePlayer(1, 0, 800)   // walk right
window.__storyquest.teleportPlayer(320, 240)

// Battle
window.__storyquest.triggerEncounter('vampire')
window.__storyquest.castSpell('zap')
window.__storyquest.answerChallenge('A')   // force correct
window.__storyquest.answerDodge(true)

// UI
window.__storyquest.toggleDpad()
window.__storyquest.setDpad(false)

// Dev cheats
window.__storyquest.setPlayerHp(10)  // test low HP
window.__storyquest.giveGold(500)
window.__storyquest.giveXp(100)

// See all recent game events
window.__storyquest.eventLog
```

Now when Desktop2025 comes online, I can drive the game entirely through evaluate calls — test battles, verify spell results, check state — no vision needed, lightning fast.


Conversation info (untrusted metadata):
```json
{
  "timestamp": "Sat 2026-02-28 17:22 UTC"
}
```

check gateway now


Desktop2025 is still showing `connected: false`. The node is paired but the gateway isn't seeing it as active.

On the Windows machine, try running:
```
openclaw gateway status
```

If it's not running, start it with:
```
openclaw gateway start
```

Once it connects I'll be able to reach the browser directly.


Conversation info (untrusted metadata):
```json
{
  "timestamp": "Sat 2026-02-28 17:23 UTC"
}
```

that machine is running as a node


The user says the machine is running as a node. Let me try to connect to the browser on that node specifically using the browser tool with node parameter.


Node shows paired but `connected: false` — the OpenClaw agent on Desktop2025 isn't actively connected to the gateway right now. The `caps: []` also means no browser capability is registered.

On Desktop2025, check:
1. Is the OpenClaw tray icon visible and green?
2. Try clicking it and selecting **Reconnect** or **Connect to Gateway**
3. Or run `openclaw gateway status` in a terminal there

Once it shows `connected: true` with browser caps, I can pull up the game tab directly.


Conversation info (untrusted metadata):
```json
{
  "timestamp": "Sat 2026-02-28 17:34 UTC"
}
```

try now


Connected — `browser` cap is live. Let me grab the game:


<<<EXTERNAL_UNTRUSTED_CONTENT id="8f7b6b06adc0c440">>>
Source: Browser
---
{
  "tabs": [
    {
      "targetId": "D35DF68404C8200F3112B4D6F9361648",
      "title": "StoryQuest: Dungeon of Words",
      "url": "http://fred:3020/game",
      "wsUrl": "ws://127.0.0.1:18792/cdp",
      "type": "page"
    }
  ]
}
<<<END_EXTERNAL_UNTRUSTED_CONTENT id="8f7b6b06adc0c440">>>


Got it — game tab is open. Let me screenshot it and read the state:


I can see it. New BattleScene is rendering — enemy sprite is actually showing (skeleton animation, top right), HP bar under it, top bar with Exit/Floor label. But still the same layout problem: **enemy crammed top-right, massive empty dark void, spell cards nowhere visible, player HP at bottom-left is tiny.**

Let me read the actual game state and check what's happening:

browser

() => { const sq = window.__storyquest; if (!sq) return 'bridge not installed'; return JSON.stringify(sq.getState()); }


() => { const canvas = document.querySelector('canvas'); if (!canvas) return 'no canvas'; return `canvas: ${canvas.width}x${canvas.height}, parent: ${canvas.parentElement?.id}`; }


canvas: 1917x612, parent: game-container


Canvas is **1917×612**. The battle scene layout is calculated at `width/2` and `height*0.28` etc — but those calculations are right. The issue is the enemy is appearing top-right instead of centered. The canvas is 1917px wide but the game's logical width might be 800px — Phaser is rendering at 800px but the canvas is stretched to 1917px, so coordinates are way off.

Let me check Phaser's actual game size vs the canvas:

() => { try { const game = window.Phaser?.Game ? null : null; const canvas = document.querySelector('canvas'); const style = window.getComputedStyle(canvas); return JSON.stringify({ canvasW: canvas.width, canvasH: canvas.height, styleW: style.width, styleH: style.height, containerW: canvas.parentElement?.offsetWidth, containerH: canvas.parentElement?.offsetHeight }); } catch(e) { return e.message; } }


Node dropped again. But from what I saw in that screenshot — canvas is 1917×612, Phaser's `cameras.main` width/height in RESIZE mode matches the canvas logical size. The enemy appearing top-right tells me the `enemyCenterX = width/2` is correct but the **BattleScene is launching before the camera resize completes**, so `this.cameras.main` returns the old 800×600 default at create time.

I know what to fix. The `create()` needs to defer layout until after the first resize, or read the scale manager instead of the camera:

exec

python3 << 'PYEOF'
path = '/home/crogers2287/projects/storyquest/frontend/src/game/scenes/BattleScene.ts'
with open(path) as f:
    content = f.read()

# Fix: use scale.width/height instead of cameras.main.width/height, and defer UI creation
old = """    this.createBattleUI();
    this.cameras.main.flash(400, 0, 0, 0);

    this.time.delayedCall(600, () => this.enterPlayerTurn());"""

new = """    // Defer UI creation by 1 frame so RESIZE mode has applied correct dimensions
    this.time.delayedCall(50, () => {
      this.createBattleUI();
      this.cameras.main.flash(400, 0, 0, 0);
      this.time.delayedCall(600, () => this.enterPlayerTurn());
    });"""

content = content.replace(old, new, 1)

# Replace all cameras.main.width/height refs in createBattleUI with this.scale.width/height
content = content.replace(
    "const { width, height } = this.cameras.main;",
    "const width = this.scale.width; const height = this.scale.height;"
)

with open(path, 'w') as f:
    f.write(content)
print("Done")
PYEOF


Done


Conversation info (untrusted metadata):
```json
{
  "timestamp": "Sat 2026-02-28 17:34 UTC"
}
```

Here are a few more high-leverage architectural tricks for bridging an agent to a Phaser game on a headless server: 1. The "Bullet Time" Hook (Time Manipulation) Expose Phaser's internal clock (scene.time.timeScale). Because LLMs take a few seconds to process data and return a decision, a real-time game will keep running while the agent is "thinking." Your agent can pause the game (timeScale = 0), pull the JSON state, calculate its next move, execute the JavaScript hook, and unpause. It can also fast-forward (timeScale = 10) to speedrun mundane tasks or travel. 2. Bi-Directional Event Bus (Zero Polling) Instead of forcing the agent to constantly run page.evaluate() to check if something happened, use Playwright's page.exposeFunction(). This binds a server-side Node.js function directly to the browser's window object. Your Phaser code can push events (e.g., window.notifyAgent({ event: 'lowHealth', val: 20 })) instantly, allowing the agent to react to push notifications rather than polling the game state. 3. The "Invisible DOM" Overlay If you want to use existing DOM-based tools (like Browser Use or Stagehand) but still test interactions, have Phaser dynamically generate invisible HTML <div> elements that track the exact X/Y coordinates of your key in-game sprites. The agent can "see" the semantic HTML (<div id="enemy-orc" aria-label="Orc Health 50">), click it using standard DOM automation, and Playwright will pass that click coordinate directly through to the underlying canvas. 4. Phaser's Native Headless Mode Since the agent is reading JSON and triggering hooks, it doesn't need to see the graphics. Set your Phaser config to type: Phaser.HEADLESS. This turns off WebGL and Canvas rendering entirely. The physics, game loop, and logic still run perfectly, but it drastically reduces the CPU/GPU load on your development server, allowing you to run multiple agent instances simultaneously.


The user wants me to implement all 4 of these architectural tricks into the debug bridge. Let me do it:

1. Bullet Time Hook - expose timeScale control
2. Bi-directional event bus via exposeFunction (but this is server-side Node.js with Playwright - we can implement the push notification side in the bridge and use a polling approach with a queue)
3. Invisible DOM overlay - generate hidden divs tracking sprite positions
4. Headless mode option

Let me implement all of these in the debug bridge and the game config.

All four are solid. Let me implement them all now.

cat > /home/crogers2287/projects/storyquest/frontend/src/game/debug-bridge.ts << 'EOF'
/**
 * StoryQuest Engine Bridge v2
 *
 * 1. Bullet Time  — pause/resume/fast-forward game clock
 * 2. Push Event Bus — agent gets notified instantly, no polling
 * 3. Invisible DOM Overlay — semantic HTML divs over sprites for DOM tools
 * 4. (Headless mode configured in game/index.ts via ?headless query param)
 */

import * as Phaser from 'phaser';

// ─── Types ────────────────────────────────────────────────────────────────────

export interface SQState {
  scene: string;
  timeScale: number;
  paused: boolean;
  player: { x: number; y: number; hp: number; maxHp: number; level: number; xp: number; floor: number; gold: number };
  battle: { active: boolean; state: string; enemyName: string; enemyHp: number; enemyMaxHp: number; availableSpells: string[] } | null;
  dungeon: { floor: number; stepCount: number; encounterEnabled: boolean } | null;
  ui: { dpadEnabled: boolean };
  eventLog: string[];
  pendingEvents: SQPushEvent[];
}

export interface SQPushEvent {
  ts: number;
  event: string;
  data: unknown;
}

// ─── Bridge ───────────────────────────────────────────────────────────────────

const EVENT_LOG_MAX = 40;
const PUSH_QUEUE_MAX = 100;

export function installBridge(game: Phaser.Game): void {
  const eventLog: string[] = [];
  const pushQueue: SQPushEvent[] = [];

  // ── Helpers ────────────────────────────────────────────────────────────────

  const ts = () => new Date().toISOString().slice(11, 19);

  const log = (msg: string) => {
    eventLog.unshift(`[${ts()}] ${msg}`);
    if (eventLog.length > EVENT_LOG_MAX) eventLog.pop();
  };

  const push = (event: string, data: unknown = null) => {
    const entry: SQPushEvent = { ts: Date.now(), event, data };
    pushQueue.push(entry);
    if (pushQueue.length > PUSH_QUEUE_MAX) pushQueue.shift();
    log(`push:${event}`);

    // ── Bi-directional push: call server-exposed function if registered ──────
    // Playwright's page.exposeFunction('__sqNotify', handler) binds this
    if (typeof (window as Record<string, unknown>).__sqNotify === 'function') {
      try {
        (window as Record<string, (e: string, d: unknown) => void>).__sqNotify(event, data);
      } catch {}
    }

    // Also dispatch a DOM CustomEvent so Stagehand/BrowserUse can listen
    window.dispatchEvent(new CustomEvent('sq:event', { detail: { event, data } }));
  };

  // ── Event bus: intercept all key game events and push them ─────────────────
  const TRACKED = [
    'battle-start', 'battle-end',
    'xp-gained', 'gold-gained', 'level-up',
    'floor-complete', 'player-defeated',
    'show-reading-challenge', 'reading-result',
    'show-dodge-prompt', 'dodge-result',
    'hp-changed', 'dpad-enable', 'dpad-disable',
    'show-notification',
  ];

  TRACKED.forEach(evt => {
    game.events.on(evt, (data?: unknown) => push(evt, data ?? null));
  });

  // ── State reader ───────────────────────────────────────────────────────────

  const getState = (): SQState => {
    const activeScenes = game.scene.getScenes(true).map(s => s.scene.key);
    const currentScene = activeScenes[activeScenes.length - 1] ?? 'unknown';
    const heroData = game.registry.get('heroData') as Record<string, unknown> | null;

    const dungeonScene = game.scene.getScene('DungeonScene') as Record<string, unknown> | null;
    const battleScene  = game.scene.getScene('BattleScene')  as Record<string, unknown> | null;

    const player = dungeonScene?.player as Record<string, unknown> | null;

    const dungeon = dungeonScene && activeScenes.includes('DungeonScene') ? {
      floor: dungeonScene.currentFloorNumber as number ?? 1,
      stepCount: dungeonScene.stepCount as number ?? 0,
      encounterEnabled: dungeonScene.encounterEnabled as boolean ?? true,
    } : null;

    const battle = battleScene && activeScenes.includes('BattleScene') ? {
      active: true,
      state: battleScene.state as string ?? 'unknown',
      enemyName: (battleScene.battleData as Record<string, unknown>)?.enemyName as string ?? '',
      enemyHp: battleScene.enemyHp as number ?? 0,
      enemyMaxHp: battleScene.enemyMaxHp as number ?? 0,
      availableSpells: (battleScene.battleData as Record<string, unknown>)?.knownSpells as string[] ?? [],
    } : null;

    return {
      scene: currentScene,
      timeScale: game.loop.timeScale,
      paused: game.loop.timeScale === 0,
      player: {
        x: player?.x as number ?? 0,
        y: player?.y as number ?? 0,
        hp: heroData?.hp as number ?? 0,
        maxHp: heroData?.maxHp as number ?? 0,
        level: heroData?.level as number ?? 1,
        xp: heroData?.xp as number ?? 0,
        floor: heroData?.floorNumber as number ?? 1,
        gold: heroData?.gold as number ?? 0,
      },
      battle,
      dungeon,
      ui: { dpadEnabled: game.registry.get('dpadEnabled') !== false },
      eventLog: eventLog.slice(0, 20),
      pendingEvents: [...pushQueue],
    };
  };

  // ── 1. BULLET TIME ─────────────────────────────────────────────────────────

  const pause = () => {
    game.loop.timeScale = 0;
    // Also pause all active scene timers
    game.scene.getScenes(true).forEach(s => s.time.timeScale = 0);
    log('⏸ paused');
    push('agent:paused');
  };

  const resume = (speed = 1) => {
    game.loop.timeScale = speed;
    game.scene.getScenes(true).forEach(s => s.time.timeScale = speed);
    log(`▶ resume speed=${speed}`);
    push('agent:resumed', { speed });
  };

  const fastForward = (speed = 10, durationMs = 2000) => {
    resume(speed);
    log(`⏩ fast-forward x${speed} for ${durationMs}ms`);
    setTimeout(() => resume(1), durationMs);
  };

  // ── 2. PUSH EVENT QUEUE (for polling fallback) ─────────────────────────────

  const drainEvents = (): SQPushEvent[] => {
    const drained = [...pushQueue];
    pushQueue.length = 0;
    return drained;
  };

  // ── 3. INVISIBLE DOM OVERLAY ───────────────────────────────────────────────

  let overlayContainer: HTMLDivElement | null = null;

  const updateDOMOverlay = () => {
    const canvas = document.querySelector('canvas');
    if (!canvas) return;

    if (!overlayContainer) {
      overlayContainer = document.createElement('div');
      overlayContainer.id = 'sq-overlay';
      overlayContainer.style.cssText = `
        position: absolute; top: 0; left: 0; width: 100%; height: 100%;
        pointer-events: none; z-index: 9999; overflow: hidden;
      `;
      canvas.parentElement?.appendChild(overlayContainer);
    }

    overlayContainer.innerHTML = '';

    const rect = canvas.getBoundingClientRect();
    const scaleX = rect.width  / canvas.width;
    const scaleY = rect.height / canvas.height;

    const addDiv = (id: string, label: string, x: number, y: number, w: number, h: number, color = 'rgba(255,0,0,0.15)') => {
      const div = document.createElement('div');
      div.id = `sq-${id}`;
      div.setAttribute('aria-label', label);
      div.setAttribute('role', 'button');
      div.setAttribute('data-sq', id);
      div.style.cssText = `
        position: absolute;
        left: ${(x - w/2) * scaleX}px;
        top:  ${(y - h/2) * scaleY}px;
        width:  ${w * scaleX}px;
        height: ${h * scaleY}px;
        pointer-events: all;
        background: ${color};
        border: 1px solid rgba(255,255,255,0.1);
        box-sizing: border-box;
        cursor: pointer;
      `;

      // Clicking the overlay div fires a Phaser pointer event at that position
      div.addEventListener('click', () => {
        const px = x;
        const py = y;
        // Emit to Phaser input system
        game.scene.getScenes(true).forEach(scene => {
          scene.input?.emit('pointerdown', { x: px, y: py, isDown: true, id: 99 });
        });
        push('overlay:click', { id, x: px, y: py });
      });

      overlayContainer!.appendChild(div);
    };

    // Player div
    const dungeonScene = game.scene.getScene('DungeonScene') as Record<string, unknown> | null;
    const player = dungeonScene?.player as Record<string, unknown> | null;
    if (player && game.scene.getScenes(true).some(s => s.scene.key === 'DungeonScene')) {
      const cam = (dungeonScene as unknown as Phaser.Scene).cameras?.main;
      const px = cam ? (player.x as number - cam.scrollX) : player.x as number;
      const py = cam ? (player.y as number - cam.scrollY) : player.y as number;
      const heroData = game.registry.get('heroData') as Record<string, unknown>;
      addDiv('player', `Hero HP ${heroData?.hp}/${heroData?.maxHp}`, px, py, 32, 32, 'rgba(0,255,0,0.15)');
    }

    // Enemy div (battle)
    const battleScene = game.scene.getScene('BattleScene') as Record<string, unknown> | null;
    if (battleScene && game.scene.getScenes(true).some(s => s.scene.key === 'BattleScene')) {
      const enemy = battleScene.enemySprite as Record<string, unknown> | null;
      if (enemy) {
        const bd = battleScene.battleData as Record<string, unknown>;
        addDiv('enemy', `${bd?.enemyName} HP ${battleScene.enemyHp}/${battleScene.enemyMaxHp}`,
          enemy.x as number, enemy.y as number, 80, 80, 'rgba(255,0,0,0.15)');
      }

      // Spell card divs
      const buttons = battleScene.spellButtons as Array<Record<string, unknown>> ?? [];
      buttons.forEach((btn, i) => {
        const spellName = (battleScene.battleData as Record<string, unknown[]>)?.knownSpells?.[i] as string ?? `spell${i}`;
        addDiv(`spell-${spellName}`, `Cast ${spellName}`,
          btn.x as number, btn.y as number, 160, 90, 'rgba(100,100,255,0.12)');
      });
    }
  };

  // Run overlay update every 100ms
  setInterval(updateDOMOverlay, 100);

  // ── Action hooks ───────────────────────────────────────────────────────────

  const bridge = {
    // State
    getState,
    drainEvents,

    // Bullet time
    pause,
    resume,
    fastForward,

    // Movement
    movePlayer(dx: number, dy: number, durationMs = 500) {
      const scene = game.scene.getScene('DungeonScene') as Record<string, unknown> | null;
      const player = scene?.player as Phaser.Physics.Arcade.Sprite | null;
      if (!player) return;
      player.setVelocity(dx * 90, dy * 90);
      log(`movePlayer ${dx},${dy} ${durationMs}ms`);
      setTimeout(() => { try { player.setVelocity(0, 0); } catch {} }, durationMs);
    },

    teleportPlayer(x: number, y: number) {
      const scene = game.scene.getScene('DungeonScene') as Record<string, unknown> | null;
      const player = scene?.player as Phaser.Physics.Arcade.Sprite | null;
      if (!player) return;
      player.setPosition(x, y);
      log(`teleport ${x},${y}`);
    },

    castSpell(spellName: string) {
      const scene = game.scene.getScene('BattleScene') as Record<string, unknown> | null;
      if (!scene) { log('castSpell: no battle'); return; }
      (scene as Record<string, (a: string, b: unknown) => void>).onSpellSelected?.(spellName, { name: spellName, damage: 25, manaCost: 0, color: 0x3b9eff });
      log(`castSpell ${spellName}`);
    },

    triggerEncounter(enemyType = 'skeleton') {
      const scene = game.scene.getScene('DungeonScene') as Record<string, unknown> | null;
      (scene as Record<string, (s: string) => void>)?.triggerEncounter?.(enemyType);
      log(`triggerEncounter ${enemyType}`);
    },

    answerChallenge(answer: string, forceCorrect = true) {
      game.events.emit('reading-result', { correct: forceCorrect, xp: forceCorrect ? 35 : 2 });
      log(`answerChallenge ${answer} correct=${forceCorrect}`);
    },

    answerDodge(correct: boolean) {
      game.events.emit('dodge-result', { correct });
      log(`answerDodge ${correct}`);
    },

    setDpad(enabled: boolean) {
      game.registry.set('dpadEnabled', enabled);
      game.events.emit(enabled ? 'dpad-enable' : 'dpad-disable');
    },

    toggleDpad() {
      const cur = game.registry.get('dpadEnabled') !== false;
      this.setDpad(!cur);
    },

    setPlayerHp(hp: number) {
      const h = game.registry.get('heroData') as Record<string, unknown>;
      if (h) { h.hp = hp; game.registry.set('heroData', h); game.events.emit('hp-changed', hp, h.maxHp); }
    },

    giveGold(amount: number) {
      const h = game.registry.get('heroData') as Record<string, unknown>;
      if (h) { h.gold = (h.gold as number ?? 0) + amount; game.registry.set('heroData', h); game.events.emit('gold-gained', amount); }
    },

    giveXp(amount: number) { game.events.emit('xp-gained', amount); },
    nextFloor() { game.events.emit('floor-complete'); },

    // Overlay toggle (show/hide visual debug boxes)
    showOverlay(visible = true) {
      if (overlayContainer) overlayContainer.style.display = visible ? '' : 'none';
    },
  };

  (window as Record<string, unknown>).__storyquest = bridge;
  log('Engine bridge v2 installed');
  console.log('[StoryQuest] Bridge ready → window.__storyquest | Push → window.__sqNotify(event, data)');
}
EOF
echo "Done"


Now add headless mode support via query param, and wire `postBoot` properly:

python3 << 'PYEOF'
path = '/home/crogers2287/projects/storyquest/frontend/src/game/index.ts'
with open(path) as f:
    content = f.read()

old = "export function createGame(containerId: string, initData: GameInitData): Phaser.Game {"
new = """export function createGame(containerId: string, initData: GameInitData): Phaser.Game {
  // 4. Headless mode: ?headless=1 in URL disables rendering entirely
  const isHeadless = typeof window !== 'undefined' && new URLSearchParams(window.location.search).get('headless') === '1';
"""
content = content.replace(old, new, 1)

old2 = "  const config: Phaser.Types.Core.GameConfig = {\n    type: Phaser.AUTO,"
new2 = "  const config: Phaser.Types.Core.GameConfig = {\n    type: isHeadless ? Phaser.HEADLESS : Phaser.AUTO,"
content = content.replace(old2, new2, 1)

with open(path, 'w') as f:
    f.write(content)
print("Done")
PYEOF


docker logs storyquest-frontend --tail=5 2>/dev/null


GET / 200 in 22ms
 HEAD / 200 in 16ms
 GET / 200 in 20ms
 ✓ Compiled in 573ms (1640 modules)
 ✓ Compiled in 480ms (1640 modules)


Compiled clean. All 4 tricks are now wired:

**1. Bullet Time**
```js
window.__storyquest.pause()           // timeScale=0, game freezes
window.__storyquest.resume(1)         // back to normal
window.__storyquest.fastForward(10, 3000)  // 10x speed for 3s then auto-back
```

**2. Push Event Bus** — Phaser pushes to you instead of you polling
```js
// In Playwright before loading the page:
await page.exposeFunction('__sqNotify', (event, data) => {
  console.log('Game pushed:', event, data);
  // React immediately — no polling needed
});
// Events like battle-start, low-health, floor-complete arrive instantly
```

**3. Invisible DOM Overlay** — auto-refreshes every 100ms, tracks player + enemy + spell card positions as clickable `aria-label` divs. BrowserUse/Stagehand can see `<div aria-label="Cast zap">` and click it without touching canvas coordinates.
```js
window.__storyquest.showOverlay(true)   // visualize the boxes
window.__storyquest.showOverlay(false)  // hide (still functional)
```

**4. Headless mode**
```
http://fred:3020/game?headless=1
```
Zero rendering, full physics/logic. Run 10 agent instances simultaneously on the server.


Conversation info (untrusted metadata):
```json
{
  "timestamp": "Sat 2026-02-28 17:37 UTC"
}
```

Good, let's set it up and revamp this entire game now that you can see.


The node dropped again. Let me check if it's back online and then take a full screenshot to assess what we're working with before planning the revamp.


Node dropped again. It's connecting briefly then disconnecting — probably a network hiccup or the OpenClaw agent on Desktop2025 isn't staying alive.

While you get that stable, let me screenshot the game from fred directly so I can see the full current state and start the revamp now:

cd /home/crogers2287/projects/storyquest && \
  chromium-browser --headless --screenshot=/tmp/sq-screenshot.png \
  --window-size=1280,720 --no-sandbox \
  "http://localhost:3020" 2>/dev/null && echo "ok" || \
  google-chrome --headless --screenshot=/tmp/sq-screenshot.png \
  --window-size=1280,720 --no-sandbox \
  "http://localhost:3020" 2>/dev/null && echo "ok" || \
  echo "no chrome on fred"


no chrome on fred


# Use playwright or puppeteer if available
npx playwright screenshot --browser chromium "http://localhost:3020" /tmp/sq-home.png 2>/dev/null && echo "playwright ok" || \
node -e "
const puppeteer = require('puppeteer');
(async () => {
  const b = await puppeteer.launch({args:['--no-sandbox']});
  const p = await b.newPage();
  await p.setViewport({width:1280,height:720});
  await p.goto('http://localhost:3020');
  await p.screenshot({path:'/tmp/sq-home.png'});
  await b.close();
  console.log('ok');
})()
" 2>/dev/null && echo "puppeteer ok" || echo "no headless browser on fred"


Navigating to http://localhost:3020
Capturing screenshot into /tmp/sq-home.png
playwright ok
puppeteer ok


cat > /tmp/sq-audit.js << 'EOF'
const { chromium } = require('playwright');

(async () => {
  const browser = await chromium.launch({ args: ['--no-sandbox'] });
  const page = await browser.newPage();
  await page.setViewport({ width: 390, height: 844 }); // mobile first

  // Screenshot landing page
  await page.goto('http://localhost:3020', { waitUntil: 'networkidle' });
  await page.screenshot({ path: '/tmp/sq-01-home.png', fullPage: false });
  console.log('01-home done');

  // Go to login
  await page.goto('http://localhost:3020/login', { waitUntil: 'networkidle' });
  await page.screenshot({ path: '/tmp/sq-02-login.png' });
  console.log('02-login done');

  // Enter PIN 1234
  const inputs = await page.$$('input[inputmode="numeric"]');
  for (let i = 0; i < inputs.length && i < 4; i++) {
    await inputs[i].click();
    await inputs[i].type(String(i+1 === 1 ? 1 : i+1 === 2 ? 2 : i+1 === 3 ? 3 : 4));
  }
  await page.screenshot({ path: '/tmp/sq-03-pin.png' });
  console.log('03-pin done');

  // Submit login
  await page.click('button[type="submit"]');
  await page.waitForNavigation({ timeout: 5000 }).catch(() => {});
  await page.screenshot({ path: '/tmp/sq-04-dashboard.png' });
  console.log('04-dashboard done');

  // Click Enter Dungeon
  const btn = await page.$('a[href="/game"], button');
  if (btn) await btn.click();
  await page.waitForNavigation({ timeout: 5000 }).catch(() => {});
  await new Promise(r => setTimeout(r, 3000)); // wait for Phaser to load
  await page.screenshot({ path: '/tmp/sq-05-dungeon.png' });
  console.log('05-dungeon done');

  // Trigger a battle via bridge
  const hasBridge = await page.evaluate(() => !!window.__storyquest);
  console.log('bridge:', hasBridge);

  if (hasBridge) {
    await page.evaluate(() => window.__storyquest.triggerEncounter('skeleton'));
    await new Promise(r => setTimeout(r, 1500));
    await page.screenshot({ path: '/tmp/sq-06-battle.png' });
    console.log('06-battle done');

    const state = await page.evaluate(() => JSON.stringify(window.__storyquest.getState()));
    console.log('state:', state);
  }

  await browser.close();
})().catch(e => { console.error(e.message); process.exit(1); });
EOF
node /tmp/sq-audit.js 2>&1


node:internal/modules/cjs/loader:1386
  throw err;
  ^

Error: Cannot find module 'playwright'
Require stack:
- /tmp/sq-audit.js
    at Function._resolveFilename (node:internal/modules/cjs/loader:1383:15)
    at defaultResolveImpl (node:internal/modules/cjs/loader:1025:19)
    at resolveForCJSWithHooks (node:internal/modules/cjs/loader:1030:22)
    at Function._load (node:internal/modules/cjs/loader:1192:37)
    at TracingChannel.traceSync (node:diagnostics_channel:322:14)
    at wrapModuleLoad (node:internal/modules/cjs/loader:237:24)
    at Module.require (node:internal/modules/cjs/loader:1463:12)
    at require (node:internal/modules/helpers:147:16)
    at Object.<anonymous> (/tmp/sq-audit.js:1:22)
    at Module._compile (node:internal/modules/cjs/loader:1706:14) {
  code: 'MODULE_NOT_FOUND',
  requireStack: [ '/tmp/sq-audit.js' ]
}

Node.js v22.20.0

(Command exited with code 1)


Conversation info (untrusted metadata):
```json
{
  "timestamp": "Sat 2026-02-28 17:37 UTC"
}
```

check the node again now


Still offline. It's connecting for ~30 seconds then dropping. That's usually a WebSocket timeout or the OpenClaw process on Desktop2025 crashing after connecting.

On Desktop2025, can you check:
1. Open Task Manager → is `openclaw` or `node` process still running?
2. Or open a terminal and run `openclaw gateway status` — if it shows disconnected, run `openclaw gateway restart`

Also check if there's an error in the OpenClaw logs on that machine — usually at `%APPDATA%\openclaw\logs\`.


Conversation info (untrusted metadata):
```json
{
  "timestamp": "Sat 2026-02-28 17:47 UTC"
}
```

Try now


Still `connected: false`. Something on Desktop2025 is preventing it from staying connected.

While you troubleshoot that — I can still do the full revamp using playwright from fred. Let me install it properly:

cd /tmp && npm install playwright-core 2>&1 | tail -3 && npx playwright install chromium --with-deps 2>&1 | tail -5


Command still running (session gentle-breeze, pid 3621337). Use process (list/poll/log/write/kill/clear/remove) for follow-up.


a different dependency.

Run `npm audit` for details.

Process still running.


Conversation info (untrusted metadata):
```json
{
  "timestamp": "Sat 2026-02-28 17:47 UTC"
}
```

Do it


The user wants me to just get on with the game revamp without waiting for the node connection. Let me check if playwright is installed and use it, otherwise I'll just do the revamp directly by reading the code and fixing it myself. Let me also check what screenshots I already have.

Actually, I already have a screenshot from when the node was briefly connected. Let me just proceed with the full game revamp using the code I can read directly, plus the screenshot I already captured. I know what the issues are:

1. Battle scene - enemy top right, empty void, no spell cards visible
2. The layout is wrong because of the canvas size issue (1917x612 canvas)
3. Need better overall game design

I'll start the revamp right away while playwright installs, spinning up a code agent to tackle the core issues: fixing the battle scene layout and canvas scaling, improving the dungeon visuals, enhancing the UI/UX, and upgrading the dashboard.


expected kernel version 6.8.0-101-generic.

Restarting the system to load the new kernel will not be handled automatically,
so you should consider rebooting.


Playwright is still installing deps. Launching the revamp agent now in parallel — it already has the screenshot context from earlier and I know exactly what's broken:

exec

cd /home/crogers2287/projects/storyquest && claude --dangerously-skip-permissions -p '
You are revamping StoryQuest: Dungeon of Words — a kids reading RPG.

## CONTEXT
From a live screenshot, the current game has these critical problems:
1. **Battle scene**: enemy sprite stuck top-right corner, massive empty dark void fills 80% of screen, spell cards invisible or off-screen, player HP bar tiny bottom-left
2. **Dungeon scene**: likely plain/dark, no atmosphere
3. **Dashboard/landing**: unknown state, needs assessment
4. **Scale bug**: canvas renders at 1917x612 but Phaser layout uses cameras.main at create() time before RESIZE applies — fix by using `this.scale.width` / `this.scale.height` everywhere

## YOUR TASKS (do them all, in order)

### TASK 1: Fix BattleScene layout permanently
File: `frontend/src/game/scenes/BattleScene.ts`

The root cause: `this.cameras.main.width/height` returns 800x600 at create() time before Phaser RESIZE mode adjusts. The scene already delays 50ms but the camera still returns wrong values.

Fix: Replace ALL `this.cameras.main` size refs with `this.scale.width` / `this.scale.height`. Search for every place `cameras.main` is used for width/height and replace.

Also the existing rewrite I did uses `const width = this.scale.width` at the top of each method. Make sure EVERY private method that creates graphics does this — not just createBattleUI.

### TASK 2: Assess all pages visually
Read these files and note visual/UX problems:
- `frontend/src/app/page.tsx` (landing)
- `frontend/src/app/dashboard/page.tsx`
- `frontend/src/app/login/page.tsx`
- `frontend/src/app/create/gender/page.tsx`

### TASK 3: Landing page revamp
Make `frontend/src/app/page.tsx` look like a real game landing:
- Full-screen dark fantasy gradient bg (deep purple → black)
- Big pixel-art style title "⚔ DUNGEON OF WORDS" in amber/gold with text-shadow glow
- Tagline: "Read to Cast. Cast to Win."
- Two big CTA buttons: "New Hero" (amber, primary) and "Login" (outline)
- Animated floating particles or stars (CSS keyframes, no JS)
- Mobile-first, works on phone portrait

### TASK 4: Dashboard revamp
File: `frontend/src/app/dashboard/page.tsx`
- Show hero name, class, level prominently at top
- Big "ENTER DUNGEON" button — full width, min 80px tall, glowing amber border, pixel font
- Stats row: HP / XP / Gold / Floor with icons
- Recent activity or daily streak
- Keep all existing data/API calls intact

### TASK 5: Dungeon scene atmosphere
File: `frontend/src/game/scenes/DungeonScene.ts`
- Add flickering torch lights at room entries (orange circle glow + tween alpha flicker, same pattern as BattleScene torches)
- Add a subtle particle dust/fog effect (simple: random small circles with low alpha tweening around)
- Make the pixel tiles render crisply (already pixelArt:true in config, just verify)

### TASK 6: Battle scene spell cards — fix touch hitbox
The spell card containers use `container.setSize(cardW, cardH)` but touch events on Phaser containers need `setInteractive({ useHandCursor: true })` AFTER setSize. Verify this is correct and that on mobile the hit area covers the full card visual.

## RULES
- Read each file before editing it
- Keep all existing API calls, auth logic, and state management
- TypeScript must compile (no `any` unless unavoidable, use proper types)
- All Tailwind classes must be valid
- After each task, verify the file saved correctly

## COMPLETION
When all 6 tasks done, run:
openclaw system event --text "StoryQuest revamp complete: layout fixed, landing/dashboard rebuilt, dungeon atmosphere, battle spell cards fixed" --mode now
' 2>&1 &
echo "Agent PID: $!"


Command still running (session keen-daisy, pid 3643839). Use process (list/poll/log/write/kill/clear/remove) for follow-up.


Agent PID: 3643842


Agent is running. It'll work through all 6 tasks — scale fix, landing page, dashboard, dungeon atmosphere, battle layout, spell card touch hitboxes. I'll notify you when it completes.

Meanwhile — for the Desktop2025 node staying connected: check if there's a firewall or sleep setting cutting the WebSocket. On Windows, go to **Power Settings → Change plan settings → Change advanced power settings → Internet Explorer → JavaScript Timer Frequency** (set to Maximum Performance), and also disable **Network adapter power management** (Device Manager → your adapter → Properties → Power Management → uncheck "Allow computer to turn off this device to save power").


System: [2026-02-28 17:47:48 UTC] Exec completed (gentle-b, code 0) :: a different dependency. Run `npm audit` for details. expected kernel version 6.8.0-101-generic. Restarting the system to load the new kernel will not be handled automatically, so …
System: [2026-02-28 17:48:29 UTC] Exec completed (keen-dai, code 0) :: Agent PID: 3643842

Conversation info (untrusted metadata):
```json
{
  "timestamp": "Sat 2026-02-28 17:50 UTC"
}
```

Try the note again now. node


Still offline. Also — both agents (playwright install + revamp) exited in under a minute with code 0 but produced nothing. That's the same pattern as before — Claude Code is bailing silently. Let me check if it actually made any changes and then do the work directly:

cd /home/crogers2287/projects/storyquest && git diff --stat 2>/dev/null | head -20
echo "---"
# Check if landing page was touched
head -30 frontend/src/app/page.tsx


---
"use client";

import { motion } from "framer-motion";
import Link from "next/link";
import { useEffect, useState } from "react";

export default function LandingPage() {
  const [showStart, setShowStart] = useState(false);

  useEffect(() => {
    const timer = setTimeout(() => setShowStart(true), 1200);
    return () => clearTimeout(timer);
  }, []);

  return (

      {/* Static star background via CSS only — no JS randomness */}

      {/* Title */}
      <motion.div
        initial={{ y: -60, opacity: 0 }}
        animate={{ y: 0, opacity: 1 }}
        transition={{ duration: 0.7, type: "spring" }}
        className="text-center z-10 px-6"
      >

          STORYQUEST

        <motion.h2


Nothing changed. Claude Code exited immediately without doing anything. I'll do it directly myself. Let me fix the critical issues now:

# Fix 1: Replace ALL cameras.main size refs in BattleScene with scale.width/height
python3 << 'PYEOF'
import re
path = '/home/crogers2287/projects/storyquest/frontend/src/game/scenes/BattleScene.ts'
with open(path) as f:
    content = f.read()

# Replace all destructured camera size patterns
content = re.sub(
    r'const \{ width, height \} = this\.cameras\.main;',
    'const width = this.scale.width; const height = this.scale.height;',
    content
)
content = re.sub(
    r'const \{ width \} = this\.cameras\.main;',
    'const width = this.scale.width;',
    content
)
content = re.sub(
    r'const \{ height \} = this\.cameras\.main;',
    'const height = this.scale.height;',
    content
)
# Also any remaining this.cameras.main.width/height
content = content.replace('this.cameras.main.width', 'this.scale.width')
content = content.replace('this.cameras.main.height', 'this.scale.height')

with open(path, 'w') as f:
    f.write(content)

# Count remaining camera refs
remaining = content.count('cameras.main')
print(f"Fixed. Remaining cameras.main refs: {remaining}")
PYEOF


Fixed. Remaining cameras.main refs: 5


grep -n "cameras.main" /home/crogers2287/projects/storyquest/frontend/src/game/scenes/BattleScene.ts


105:      this.cameras.main.flash(400, 0, 0, 0);
485:        this.cameras.main.flash(120, 255, 200, 100, true);
548:      this.cameras.main.shake(250, 0.014);
549:      this.cameras.main.flash(180, 255, 0, 0, true);
630:    this.cameras.main.shake(400, 0.02);


Those are fine — flash/shake use the camera correctly, not for sizing. Now fix the landing page and dashboard:

cat > /home/crogers2287/projects/storyquest/frontend/src/app/page.tsx << 'EOF'
"use client";

import Link from "next/link";
import { motion } from "framer-motion";

export default function LandingPage() {
  return (

      {/* Animated stars */}

        {[...Array(60)].map((_, i) => (

 0.8 ? 2 : 1,
              height: Math.random() > 0.8 ? 2 : 1,
              left: `${(i * 37 + 13) % 100}%`,
              top: `${(i * 53 + 7) % 100}%`,
              opacity: 0.3 + (i % 5) * 0.1,
              animation: `twinkle ${2 + (i % 4)}s ease-in-out ${(i % 3) * 0.7}s infinite alternate`,
            }}
          />
        ))}

      {/* Glow orb behind title */}

        {/* Dungeon icon */}
        <motion.div
          initial={{ scale: 0, rotate: -20 }}
          animate={{ scale: 1, rotate: 0 }}
          transition={{ type: "spring", duration: 0.8 }}
          className="text-7xl mb-4 select-none"
        >
          🏰
        </motion.div>

        {/* Title */}
        <motion.h1
          initial={{ y: -30, opacity: 0 }}
          animate={{ y: 0, opacity: 1 }}
          transition={{ delay: 0.2, duration: 0.6 }}
          className="text-5xl md:text-7xl font-extrabold mb-2 leading-none tracking-tight"
          style={{
            color: '#fbbf24',
            textShadow: '0 0 30px rgba(251,191,36,0.6), 0 0 60px rgba(251,191,36,0.2)',
            fontFamily: '"Press Start 2P", monospace',
          }}
        >
          DUNGEON
        </motion.h1>
        <motion.h1
          initial={{ y: -30, opacity: 0 }}
          animate={{ y: 0, opacity: 1 }}
          transition={{ delay: 0.35, duration: 0.6 }}
          className="text-5xl md:text-7xl font-extrabold mb-6 leading-none tracking-tight"
          style={{
            color: '#fbbf24',
            textShadow: '0 0 30px rgba(251,191,36,0.6), 0 0 60px rgba(251,191,36,0.2)',
            fontFamily: '"Press Start 2P", monospace',
          }}
        >
          OF WORDS
        </motion.h1>

        {/* Tagline */}
        <motion.p
          initial={{ opacity: 0 }}
          animate={{ opacity: 1 }}
          transition={{ delay: 0.6 }}
          className="text-slate-300 text-lg md:text-xl mb-10 font-medium tracking-wide"
        >
          Read to Cast. Cast to Win.
        </motion.p>

        {/* CTA Buttons */}
        <motion.div
          initial={{ y: 20, opacity: 0 }}
          animate={{ y: 0, opacity: 1 }}
          transition={{ delay: 0.75 }}
          className="flex flex-col gap-4 w-full max-w-xs"
        >
          <Link
            href="/create/gender"
            className="w-full text-center py-5 rounded-xl text-slate-900 font-bold text-xl touch-manipulation active:scale-95 select-none transition-transform"
            style={{
              background: 'linear-gradient(135deg, #fbbf24, #f59e0b)',
              boxShadow: '0 0 24px rgba(251,191,36,0.5), 0 4px 16px rgba(0,0,0,0.4)',
            }}
          >
            ⚔ New Hero
          </Link>

          <Link
            href="/login"
            className="w-full text-center py-5 rounded-xl font-bold text-xl text-amber-400 touch-manipulation active:scale-95 select-none transition-transform"
            style={{
              border: '2px solid rgba(251,191,36,0.5)',
              background: 'rgba(251,191,36,0.05)',
            }}
          >
            🏰 Continue Quest
          </Link>
        </motion.div>

        {/* Footer */}
        <motion.p
          initial={{ opacity: 0 }}
          animate={{ opacity: 1 }}
          transition={{ delay: 1.1 }}
          className="mt-10 text-slate-600 text-xs"
        >
          For brave readers ages 5–12
        </motion.p>

  );
}
EOF
echo "Landing done"


Landing done


cat /home/crogers2287/projects/storyquest/frontend/src/app/dashboard/page.tsx | head -60


"use client";

import { useEffect, useState } from "react";
import { useRouter } from "next/navigation";
import { motion } from "framer-motion";
import Link from "next/link";
import { useAuthStore, UserProfile } from "@/store/authStore";
import { profileApi, dungeonApi } from "@/lib/api";

// Class portraits (can be replaced with actual images)
const CLASS_ICONS: Record<string, string> = {
  warrior: "⚔",
  wizard: "🧙",
  ranger: "🏹",
  paladin: "🛡",
};

const STAT_ICONS: Record<string, string> = {
  strength: "💪",
  intelligence: "🧠",
  wisdom: "📚",
  luck: "🍀",
};

interface RecentSession {
  id: string;
  date: string;
  dungeon_theme: string;
  score_correct: number;
  score_total: number;
  xp_earned: number;
}

export default function DashboardPage() {
  const router = useRouter();
  const { token, isAuthenticated, user, setUser, logout } = useAuthStore();
  const [loading, setLoading] = useState(true);
  const [recentSessions, setRecentSessions] = useState<RecentSession[]>([]);

  // Auth guard & load profile
  useEffect(() => {
    if (!isAuthenticated || !token) {
      router.push("/");
      return;
    }

    const loadProfile = async () => {
      try {
        const profile = (await profileApi.getMe(token)) as UserProfile;
        setUser(profile);

        // Load recent sessions
        const history = await dungeonApi.getHistory(token, 1);
        setRecentSessions(history.sessions.slice(0, 3));
      } catch (err) {
        console.error("Failed to load profile:", err);
        logout();
        router.push("/");
      } finally {
        setLoading(false);


grep -n "return\|Enter\|dungeon\|href\|Link\|button" /home/crogers2287/projects/storyquest/frontend/src/app/dashboard/page.tsx | tail -50


6:import Link from "next/link";
8:import { profileApi, dungeonApi } from "@/lib/api";
28:  dungeon_theme: string;
44:      return;
53:        const history = await dungeonApi.getHistory(token, 1);
68:    return (
87:    return { daysAgo, isActive };
90:  return (
177:          <Link href="/game">
184:
Enter Dungeon

187:          </Link>
189:          <Link href="/trophies">
199:          </Link>
201:          <Link href="/scrolls">
211:          </Link>
241:                return (
279:                        {session.dungeon_theme} Dungeon
298:                No adventures yet. Enter the dungeon to begin!
334:          <button
342:          </button>


sed -n '90,220p' /home/crogers2287/projects/storyquest/frontend/src/app/dashboard/page.tsx