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claude and others added 30 commits August 27, 2026 09:02
Standalone HTML/CSS/JS gacha-style game: 60 bananas (50 base + 10
secret) across 6 rarities plus a hidden secret tier, weighted random
harvesting with a discreet pity system, a coin shop with escalating
upgrade prices, a collection tracker with masked "???" cards for
undiscovered bananas, stats page, and localStorage autosave with a
confirmed reset. No backend required.

Co-Authored-By: Claude Sonnet 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_0129hLZ31V7ZdXCF3YhYZKgC
- New "Pub" tab in the game: placeholder ad slot + a rewarded-ad button
  (5/day quota, +50 coins) with a clearly marked integration point for
  real AdSense (web) / AdMob (mobile) SDKs later.
- New GitHub Actions workflow to publish banana-collector/ to GitHub
  Pages independently from the existing docs pipeline (manual one-time
  step still required: enable Pages with source "GitHub Actions").
- New banana-collector-app/ folder with a Capacitor project scaffold
  (package.json, capacitor.config.json, README) to wrap the same web
  code into iOS/Android app shells once native toolchains and store
  developer accounts are available.

Co-Authored-By: Claude Sonnet 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_0129hLZ31V7ZdXCF3YhYZKgC
…be5n

Add ad tab, GitHub Pages deploy workflow, and Capacitor mobile scaffold
GitHub added this starter workflow automatically when Pages was
enabled with source "GitHub Actions". It builds the whole repo
(including the unrelated documentation content) as a Jekyll site and
deploys it to the same GitHub Pages target as
deploy-banana-collector.yml, silently overwriting the game's
deployment on every push to main. Only the banana-collector workflow
should own that Pages deployment.

Co-Authored-By: Claude Sonnet 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_0129hLZ31V7ZdXCF3YhYZKgC
…be5n

Remove auto-generated Jekyll Pages workflow
- Banana coin values cut roughly in half to two-thirds across every
  rarity tier, so harvesting alone earns coins more slowly.
- Shop upgrade prices raised (higher base price and steeper per-level
  multiplier) so improvements feel like a real investment.
- Rewarded-ad payout raised from 50 to 300 coins, making the ad tab a
  meaningfully faster way to earn coins than grinding harvests alone.

Co-Authored-By: Claude Sonnet 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_0129hLZ31V7ZdXCF3YhYZKgC
…be5n

Rebalance economy: lower harvest payouts, pricier shop, richer ad reward
Google requires a visible privacy policy before it will review an
AdSense / Ad Placement API (H5 Games Ads) application. Adds a static
privacy.html covering the two things this site actually does:
localStorage-only save data (no server, no account) and third-party
ad cookies once ads are enabled, with a link out to Google's own ad
privacy controls. Linked from the game's Pub tab.

Co-Authored-By: Claude Sonnet 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_0129hLZ31V7ZdXCF3YhYZKgC
…be5n

Add privacy policy page for ad monetization setup
Loads the AdSense verification/loader script (client=ca-pub-9149527152507322)
in the game's <head> so Google can verify site ownership during the
AdSense review. No ad units are served yet — this only unlocks the
review step; actual ad placements come after approval.

Co-Authored-By: Claude Sonnet 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_0129hLZ31V7ZdXCF3YhYZKgC
…be5n

Add Google AdSense site verification script
- Rare-and-above and secret bananas (38 total) no longer pair the 🍌
  glyph with a second unrelated emoji (e.g. 🍌🥷). Each now renders as
  one fused character: worn accessories (headband, hat, visor, cape,
  crown, glasses...) are drawn in CSS and layered directly onto the
  same banana glyph, and aura-type bananas (fire, ice, cosmic, ghost,
  radioactive...) get a themed color filter + glow instead of a bolted-on
  icon. New bananaIconHTML() helper in ui.js drives all four render
  spots (last-banana card, both collection grids, epic overlay).
- Harvest coin values raised roughly 60% from the last rebalance
  across every rarity tier (still below the original pre-nerf values).

Co-Authored-By: Claude Sonnet 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_0129hLZ31V7ZdXCF3YhYZKgC
…be5n

Fuse banana icons into single visuals, raise harvest coin values
- New "Mini-jeux" tab with two arcade additions, reusing the coin
  economy and the fused-icon rendering system:
  - Attrape les bananes: 30-second reflex round, catch falling
    bananas (miss the rotten ones), coins scale with net score, best
    score tracked and shown on the menu card.
  - Roue de la fortune: one free daily spin on a 6-segment wheel for
    a coin bonus (50 to 1000), resets at midnight like the ad quota.
- Replaced the formulaic hue-rotate(i*41+17) applied to all 22
  commune/peu-commune bananas with curated per-banana filters and
  small CSS accessories (spots, stripes, a tiny bow, a market price
  tag...), matching the same technique already used for rare+
  bananas. Fixes visibly incoherent results (e.g. "Banane rouge"
  picking up a clashing green background) since arbitrary hue
  rotation on the emoji glyph isn't safe for every angle.

Co-Authored-By: Claude Sonnet 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_0129hLZ31V7ZdXCF3YhYZKgC
…be5n

Add two mini-games, fix incoherent commune/peu-commune banana colors
…jungle levels

- Roue de la fortune: each of the 6 segments now displays its coin
  value directly on the wheel (radial labels that spin with the disc
  and land upright once it stops), instead of relying on color alone.
- Attrape les bananes: restructured into 3 sequential 10s levels
  within one round. Each level raises spawn rate, fall speed, and
  rotten-banana odds over the last, with a jungle backdrop (leaf
  decorations, darkening green gradient per level) and a brief
  "Niveau N !" banner between levels. Total round length and scoring
  are unchanged — only the pacing is staged instead of continuous.

Co-Authored-By: Claude Sonnet 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_0129hLZ31V7ZdXCF3YhYZKgC
…be5n

Show prize amounts on the wheel; split catch game into 3 speeding-up jungle levels
…vest card

- Achievements: 18 milestones (rarity-tier sets, roll counts, secret
  bananas, mini-game scores, streak, combat) shown in the Statistiques
  tab, each granting a one-time coin reward via toast on unlock.
- Daily login streak: escalating coin bonus (20 up to 150) on first
  visit each day, shown as a banner on load.
- Combat: new "L'Arène des Ananas" tab. Pick a discovered banana as
  champion (attack/defense derived from its rarity), fight a
  auto-resolved single-round battle against one of 6 pineapple
  enemies with a win-chance formula from both sides' stats. Wins pay
  coins and unlock the next enemy; losses pay a small consolation and
  cost nothing. No separate stat system for the player to manage.
- Shop: 3 new upgrades — auto-harvest (passive periodic roll),
  a coin multiplier applied to every coin source (harvest, ads,
  wheel, catch game, combat, achievements, streak), and extra daily
  ad slots.
- Harvest reveal: replaced the small compact card with a large "hero"
  card (bigger glowing icon, rarity pill, actual coins earned) used
  only for the just-harvested banana; the compact collection-grid
  cards are unchanged.

Co-Authored-By: Claude Sonnet 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_0129hLZ31V7ZdXCF3YhYZKgC
…nbe5n

Add achievements, daily streak, combat arena, shop upgrades, hero harvest card
…yle catalog

- Collection doubled from 50 to 100 normal bananas (10 secret stay as
  the bonus tier): +12 commune, +10 peu commune, +10 rare, +8
  épique, +6 légendaire, +4 mythique, all with unique names and,
  where relevant, worn accessories.
- Replaced every accessory's raw inline background/clip-path/
  border-radius with a small typed shape catalog defined once in CSS
  (band, peak-up/down/out-left/out-right, orb, ring, bubble) — each
  shape now has a built-in gradient sheen, soft rounded corners, and
  a drop shadow instead of reading as a flat rectangle or line.
  bananaIconHTML() picks the shape by `type` and colors it via
  --deco-color-a/-b; every existing decorated banana (rare and up,
  plus the accessory-bearing commune/peu-commune ones) was rewritten
  onto this system, not just the new bananas.
- "Collection : X / 50" references updated to the new 100 total.

Co-Authored-By: Claude Sonnet 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_0129hLZ31V7ZdXCF3YhYZKgC
…nbe5n

Add 50 more bananas, replace flat accessory shapes with a polished style catalog
… stages

- Synthesized SFX via Web Audio API (sounds.js), no external audio files;
  respects a new mute toggle and never plays on page-load-only toasts.
- Daily quests system: 3+ random quests/day from a pool of 9, tracked
  progress, auto-granted coin rewards, new "Quêtes" tab.
- Two new shop items: Stratège de combat (+4% win chance/level) and
  Quête bonus (+1 daily quest/level).
- Arena expanded from 6 pineapple-only stages to 60 stages across 10 fruit
  families (Ananas, Pomme, Clémentine, Poire, Fraise, Raisin, Pastèque,
  Kiwi, Mangue, Fruit du Dragon), each family stronger than the last —
  the first Pomme (stage 7) already outclasses the Roi Ananas boss.
- PVE stage list now groups by family instead of one flat row; enemy
  glow color and icon size scale smoothly across all 60 stages.
…nbe5n

Add sound effects, daily quests, new shop items, and expand PVE to 60 stages
…nbe5n

Set custom domain bananacollector.fr for GitHub Pages
Ids were previously derived only from position in BANANA_DEFS
(id: i + 1), recomputed on every load. Freezing them as an explicit
field is a prerequisite for the upcoming Marché/PVP features, which
will store banana_id references in an external database — a future
reorder/insert in data.js would otherwise silently corrupt every
stored reference. Behavior is unchanged: ids still run 1..110 in the
same order as before.
…nbe5n

Pin banana ids explicitly in data.js
Prerequisite infrastructure for the upcoming Marché (marketplace) and
async PVP Arena: players can now optionally create a pseudo/password
account (no real email required) to link their coin balance and
inventory to a shared Supabase backend. Solo gameplay (harvesting,
shop, mini-games, solo PVE arena) is completely unaffected and keeps
working 100% offline without an account — this is strictly additive.

- Supabase schema: profiles, player_bananas, wallet_ledger tables with
  RLS restricting every player to their own rows; a public_profiles
  view exposes only id+username for the future marketplace/matchmaking.
- Pseudo/password signup via a synthesized internal email
  (RFC 2606 .invalid domain) + a handle_new_user trigger that creates
  the profile row atomically with the auth account.
- Local-first sync (cloud.js): solo coin/inventory changes stay
  instant and offline-friendly; a debounced push reconciles against a
  wallet_ledger cursor so a stale local push can never clobber a
  server-side event (e.g. a future PVP attack) that landed in between.
- A daily-value cap on future marketplace listings (schema only for
  now) bounds the damage a tampered local save could otherwise do to
  other real players once the marketplace ships.
- New account UI: header button + modal (reusing the existing .modal
  pattern) for signup/login/logout, degrading gracefully with a clear
  message if the Supabase library fails to load (e.g. blocked by an
  ad blocker) — the rest of the game is unaffected either way.
Magenzuki1 and others added 28 commits August 27, 2026 21:16
…nbe5n

Add optional player accounts with Supabase backend (Phase A)
Players with an account (from Phase A) can now list duplicate bananas
for sale and buy listings from other players, backed by atomic
Supabase RPCs so two buyers can never race the same listing and a
seller can never oversell inventory they don't have.

- Supabase: listings table + create_listing/cancel_listing/buy_listing
  RPCs, all security-definer and row-locked. Listing reserves the
  quantity immediately (restored on cancel); the daily market-value
  cap from Phase A now actually gates create_listing. Self-purchase is
  blocked. Verified end-to-end at the database level (partial buy,
  cancel refund, self-purchase block, cap enforcement, insufficient
  funds) since this sandbox can't reach the real Supabase client API.
- cloud.js: wrapper functions for the new RPCs plus listing/username
  lookups (joined client-side against the public_profiles view, since
  PostgREST embedding doesn't apply to views).
- New "🏪 Marché" tab (gated behind login, consistent with the
  existing tab-panel pattern): browse/buy active listings, and a
  sell view with a duplicate picker + "my listings" history with
  cancel. Local coins/inventory are mirrored immediately after each
  successful action, matching the plan's local-first design — no
  "while offline" case exists for inventory since only the player's
  own online actions ever change it.
…nbe5n

Add the Marché (marketplace) — Phase B
Final piece of the Marché + PVP feature: players with an account can
now set a 5-banana defense team (also used to attack) that defends
even while they're offline, following the same single-roll
auto-resolved combat philosophy as the existing solo arena.

- Supabase: banana_catalog (a minimal id/rarity/value mirror of
  data.js, since combat math must run server-side and the DB has no
  other way to know a banana's stats), banana_combat_stats()/
  team_power() ported line-for-line from bananaCombatStats() and
  fightFruitEnemy() in app.js, defense_teams, combat_log (doubles as
  the "while you were away" report feed), and the set_defense_team/
  find_opponent/attack_player/mark_combat_log_seen RPCs. Matchmaking
  excludes teamless players, weights by team power, and has a 10-minute
  per-target cooldown to blunt farming.
- Caught and fixed a real bug before shipping: combat_log originally
  stored one "coins_transferred" number, but a loss pays the attacker
  and defender two DIFFERENT amounts (20% lost vs 8% recovered) — split
  into attacker_delta/defender_delta so the defender's report shows the
  right figure. Verified with real win/loss fights, self-attack
  blocked, matchmaking band + cooldown exclusion, and report
  acknowledgement, all directly against the database (this sandbox
  can't reach the real Supabase client API).
- New PVP sub-tab inside the existing "⚔️ Combat" tab (the solo 60-stage
  arena is untouched, just moved under a "🍍 Arène solo" toggle):
  multi-select team picker, "pendant ton absence" report cards, find
  opponent + attack flow. Local coins update immediately from the
  attacker's own delta; SFX/confetti reused from the solo arena.

While testing, found a real player (magenzuki) had already created an
account against the Phase A/B deploy with a legitimate ~151k-coin save
synced correctly — left entirely untouched, only my own throwaway test
accounts were cleaned up.
…nbe5n

Add the async PVP Arena — Phase C
Diagnosed a real user report: PVP worked from a fresh account/browser
but not from their main one. Verified the backend RPCs work correctly
against their real data (tested set_defense_team with their actual
owned bananas via direct SQL impersonation) — the server side was
never the problem. The likely cause: browsers aggressively cache
these unversioned <script>/<link> URLs, so after 3 rapid deploys
(Phases A/B/C, each touching cloud.js heavily) an existing session can
easily end up running a stale mix of files where newer HTML calls
CLOUD functions an older cached cloud.js doesn't have yet.

Append ?v=__CACHEBUST__ to every local script/style URL (not the
external AdSense/Supabase CDN scripts, which manage their own
caching correctly already) and have the deploy workflow stamp the
real commit SHA into that placeholder before upload, so every deploy
forces a fresh fetch of the exact files it shipped — no more manual
hard-refresh dance for future updates.
…nbe5n

Fix stale-cache bug behind "PVP doesn't work" report
Diagnosed against real player data: two accounts had both actually
harvested real coins/bananas locally, but wallet_ledger was completely
empty and one account's defense_teams row was still null despite them
believing they'd saved a team. Root cause: local coins/inventory were
only pushed to Supabase on a 4s-debounced timer after certain actions
(or on tab-hide) — a player who logs in and immediately tries to
buy/sell/set a team can hit the server before that first push ever
fires, so it still sees a stale (often empty) balance/inventory and
correctly-but-confusingly rejects the action.

- signUp/signIn/init now push the local balance and inventory
  immediately (not debounced) right after linking, so a fresh or
  returning account is never out of sync with the server for even a
  few seconds.
- Belt and suspenders: opening the Marché or PVP tab also pushes
  immediately before rendering, in case a long-idle logged-in session
  drifted since its last sync.

Also, per user request: cancelled listings are now filtered out of
"Mes annonces" for good instead of lingering there forever.
…nbe5n

Fix false "insufficient funds"/"nobody found" from sync lag
Renames 100 existing banana ids in place (name + new image, ids kept
frozen for the Marché/PVP Supabase references) and appends 5 brand-new
bananas at ids 111-115, per the append-only id rule. A few names that
referenced copyrighted characters or a real public figure were swapped
for generic equivalents, and two internal name collisions with bananas
whose old name/art was kept unchanged were resolved by renaming the new
entry instead.

ui.js now renders an <img> for any banana with an `image` field, with
the existing emoji+CSS-deco system as fallback for untouched bananas.
Also inserted the 5 new ids into the banana_catalog table in Supabase
so PVP team-power calculations account for them.
…nbe5n

Replace 100 banana visuals/names with new artwork, add 5 new bananas
The first extraction (cropped from an AI poster collage) left visible
cell numbers and slight edge bleed. The user resent the 25 Commune
bananas as a clean grid with no baked-in text, evenly separated by
white gutters, so re-extracted by detecting the gutter bands directly
instead of guessing fixed crop fractions. Same id mapping as before,
just better source art.
…nbe5n

Replace Commune-tier banana artwork with cleaner source images
…n sources

Same treatment as the Commune tier: re-extracted from clean grids the
user provided (no baked-in numbers/text), using row/column gutter or
content-blob detection instead of the original poster's guessed crop
fractions.

- Peu commune (ids 25-44): 19 of 20 re-extracted; id 38 ("Banane
  veloutée") keeps its original art since this source grid had no
  distinct velvety-textured candidate. Id 29's art changed from a
  spotted pattern to a plain peeled banana, so renamed from "Banane
  léopard" to "Banane pelée" to match.
- Rare (ids 45-64): straightforward 4x5 grid on a transparent-alpha
  source, direct 1:1 mapping.
- Épique (ids 65-80, 112-115): 5x5 grid with several duplicate/alternate
  poses (two "pharaoh-style" headdresses, three gold-samurai variants,
  two Potter and two baby poses); picked the best-fitting/prettiest
  version per name per the user's "no duplicates, take the nicest"
  instruction.
- Légendaire (ids 81-90) and Mythique (ids 93-97, row 1 of 2): direct
  grid mapping, no duplicates to resolve.

Verified via Playwright: all 105 image-backed bananas render with no
broken images after this swap.
…nbe5n

Replace Peu commune/Rare/Épique/Légendaire/Mythique artwork with clean sources
Chaque emplacement de l'équipe de défense/attaque (5 combattants) a
maintenant sa propre liste déroulante au lieu d'une grille de bananes
cliquables, avec les stats ATK/DEF affichées dans chaque option et les
bananes déjà choisies ailleurs désactivées pour éviter les doublons.
La suppression précédente n'avait touché que la table Supabase
banana_catalog, jamais lue par le jeu : la Collection affichait donc
toujours les 10 bananes concernées (démoniaque, divine, dimensionnelle,
éternité, créatrice, invisible, présidentielle, multivers, ultime,
infinie). Elles sont maintenant retirées de data.js, avec les
compteurs de rareté et les tables de valeurs mis à jour en
conséquence (Légendaire 12→10, Mythique 8→5, Secrète 10→5).
Le gain de victoire dans l'Arène PVE passe de enemy.reward à
enemy.reward * 0.75. Le gain de défaite (auparavant 20% de
enemy.reward) devient 8% du nouveau gain de victoire. L'aperçu de
récompense affiché avant le combat suit désormais la même valeur
réduite.
Nouvel onglet "🏆 Classement" avec 3 catégories consultables sans
connexion : avancement de la collection, victoires/défaites en Arène
PVP, et progression dans l'Arène des Fruits (PVE). Le joueur connecté
est mis en surbrillance dans le tableau.

Côté Supabase (migration phase_d_leaderboard) : nouvelles colonnes
pve_stage/pve_wins/pve_losses sur profiles (la progression PVE n'était
jusqu'ici jamais synchronisée hors ligne), une fonction sync_local_pve
pour la pousser comme le solde/l'inventaire, et une fonction
get_leaderboard (SECURITY DEFINER) qui agrège collection/PVP/PVE de
tous les comptes cloud en une seule requête publique.
Arène PVP en listes déroulantes, rééquilibrage PVE, classement, nettoyage bananes
La suppression des 10 bananes sans image de data.js (commit bbb0927)
cassait tout l'affichage (en-tête, collection, arène) pour tout
navigateur ayant déjà collecté l'une d'elles : BANANAS_BY_ID[id]
devient undefined et la moindre lecture de .rarity/.secret plante,
laissant les compteurs statiques ("Collection : 0 / 100") et les
grilles vides. loadState() nettoie désormais ces références
orphelines (discovered, counts, lastBananaId, rarestId) au chargement.
Le bouton "Réinitialiser la sauvegarde" ne remettait à zéro que l'état
local : un compte cloud lié gardait son ancien solde/inventaire/PVE en
base, laissant le classement figé après un reset. Ajoute
resetCloudProgress() (RPC reset_cloud_progress côté Supabase) appelé
avant le reset local quand le compte est lié.

Le classement affichait un total de 105 bananes (normales + secrètes
mélangées) au lieu des 100 normales attendues, incohérent avec le
reste du jeu qui distingue toujours les deux. get_leaderboard()
retourne désormais collection_count et secret_count séparément
(filtrés via banana_catalog.rarity, ce qui exclut aussi toute ligne
fantôme de player_bananas).

Ajoute enfin un rafraîchissement automatique du classement (toutes les
15s) tant que l'onglet reste ouvert, arrêté en le quittant.
harvest() ne déclenchait jamais CLOUD.scheduleSync() : une banane
récoltée en solo ne remontait vers Supabase (donc vers le classement)
qu'au prochain passage sur Marché/PVP ou à la mise en arrière-plan de
l'onglet. La récolte est pourtant la source principale de nouvelles
bananes — elle est maintenant traitée comme une action pertinente au
même titre qu'un achat/une vente/un combat.
- "Accueil" renommé en "🎲 Tirage".
- "🗂️ Progression" regroupe Collection / Quêtes / Mini-jeux.
- "💰 Économie" regroupe Boutique / Marché / Pub.
- "📋 Bilan" regroupe Classement / Statistiques.
- "⚔️ Combat" inchangé.

Chaque groupe garde ses sections d'origine intactes (mêmes ids,
mêmes fonctions de rendu), simplement présentées comme des
sous-onglets internes plutôt que des onglets de premier niveau,
sur le même principe que Combat (Solo/PVP) déjà en place.
L'ancien fichier était mal recadré (chiffre "1" visible dans un coin,
banane tronquée sur le bord). Remplacé par une version propre et bien
cadrée du même visuel.
Même souci que la Banane agent secret : ancien fichier mal recadré
(chiffre visible dans un coin, banane tronquée). Remplacé par une
version propre du même visuel.
Cette secrète avait été retirée de data.js faute d'image (elle
utilisait un simple effet CSS opacity). Elle revient avec une
illustration dédiée (id 106, valeur 4800, cohérente avec l'ancienne
donnée). La ligne banana_catalog correspondante est réinsérée côté
Supabase pour que le classement la compte correctement.
Même souci que les précédentes : ancien fichier mal recadré. Remplacé
par une version propre du même visuel.
@ErwanGit ErwanGit closed this Aug 28, 2026
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3 participants