chore: initial commit

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Giancarmine Salucci
2026-03-31 18:38:34 +02:00
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# Architecture
> Last Updated: 2026-03-31T00:00:00.000Z
## Overview
| Attribute | Value |
|-----------------|--------------------------------------------------------|
| **Language** | TypeScript (ES2020 target, strict mode) |
| **Type** | 2D card game — Scopone Scientifico |
| **Framework** | Phaser 3.87+ (scene-based game engine) |
| **Bundler** | Vite 5 |
| **Native** | Capacitor 8.3 (Android) |
| **Resolution** | 1280 × 720, FIT scaling with auto-center |
## Project Structure
```
scopone-phaser/
├── src/
│ ├── main.ts # Phaser.Game bootstrap + config
│ ├── game/
│ │ ├── types.ts # Card, Suit, Player, GameState, TeamScore, ScoreBreakdown, PRIMIERA_VALUES
│ │ ├── engine.ts # Deck build, shuffle, capture logic, applyMove, scoring, primiera
│ │ └── ai.ts # Heuristic AI: chooseMove, scoreCapture, scoreDump
│ └── scenes/
│ ├── BootScene.ts # Asset loading (atlas, card back image)
│ ├── MenuScene.ts # Start menu with rules summary
│ └── GameScene.ts # Main game: rendering, turn management, effects, audio
├── index.html # Entry point, Italian locale, green felt background
├── public/ # Static assets (atlas.json, atlas.png, retro.png)
├── android/ # Capacitor Android native shell
├── package.json
├── tsconfig.json
├── vite.config.ts
└── capacitor.config.ts
```
## Key Directories
| Directory | Purpose |
|--------------------|----------------------------------------------------------------|
| `src/game/` | Domain logic — types, game engine, AI (no Phaser dependency) |
| `src/scenes/` | Phaser scenes — rendering, input, effects, audio |
| `public/` | Static assets served by Vite (card atlas, card back) |
| `android/` | Capacitor-generated Android project (Gradle, Java) |
| `prompts/` | JIRA agent pipeline artifacts |
## Design Patterns
| Pattern | Where |
|-----------------------------|--------------------------------------------------------------------|
| **Scene lifecycle** | BootScene → MenuScene → GameScene (Phaser scene graph) |
| **Immutable state updates** | `applyMove()` deep-clones `GameState` before mutation |
| **Heuristic scoring** | AI evaluates all legal moves with weighted feature scores |
| **Separation of concerns** | `game/` has no Phaser imports; `scenes/` bridges game ↔ rendering |
| **Procedural audio** | Web Audio API oscillators + delay reverb — no audio files |
No explicit GoF patterns (singleton, factory, observer, DI) detected.
## Key Components
### `types.ts` — Domain Types
- `Card { suit, value, id }` — 40-card Napoletane deck (suits: bastoni, coppe, denara, spade; values 1-10)
- `GameState` — full round state: 4 players, table, current player, team scores, round tracking
- `TeamScore` — per-team stats: cards, scope, denari, settebello, primiera, round/total points
- `ScoreBreakdown` — which team won each scoring category
- `PRIMIERA_VALUES` — lookup table for primiera card values
### `engine.ts` — Game Logic
- `buildDeck()` / `shuffle()` — Fisher-Yates 40-card deck
- `createInitialState()` — deals 10 cards per player, empty table (Scopone Scientifico rules)
- `findCaptures(played, table)` — direct value match (mandatory) or subset-sum combinations
- `applyMove(state, player, card, captureChoice)` — immutable state transition, scopa detection, end-of-round scoring
- `calculateScores()` / `scoreRound()` — carte, denari, settebello, primiera, scope points
- `calcPrimiera(pile)` — best card per suit using `PRIMIERA_VALUES`
- `teamOf(playerIdx)` — team assignment: 0+2 = Team A, 1+3 = Team B
### `ai.ts` — Heuristic AI
- `chooseMove(state, playerIdx)` — evaluates all legal moves (captures + dumps)
- `scoreCapture()` — weighted: scopa (+500), settebello (+300), denari (+50 each), card count, primiera value, opponent threat
- `scoreDump()` — avoids giving opponents scopa (-400), prefers low-value non-denari, penalises dumping 7s and aces
### `GameScene.ts` — Main Scene (~1340 lines)
- Four-player layout: South (human), West/East (AI, rotated ±90°), North (AI partner)
- Deal animation with staggered tweens
- Card selection with postFX glow pulse
- Capture highlighting with multiple-choice UI
- Particle effects: capture burst, scopa explosion, settebello flash, denari shimmer, primiera glow, card trails, victory confetti
- Camera shake + flash on scopa and settebello
- Live score bar with animated counter updates
- Think bar progress indicator during AI turns
- Procedural background music (oscillator drone + triangle melody + chord stabs)
- Round-end summary panel and game-over screen
## Dependencies
### Production
| Package | Version | Purpose |
|----------------------|----------|--------------------------------------|
| `phaser` | ^3.87.0 | 2D game engine |
| `@capacitor/core` | ^8.3.0 | Capacitor runtime |
| `@capacitor/cli` | ^8.3.0 | Capacitor CLI |
| `@capacitor/android` | ^8.3.0 | Android platform plugin |
### Development
| Package | Version | Purpose |
|---------------|---------|--------------------------|
| `typescript` | ^5.0.0 | TypeScript compiler |
| `vite` | ^5.0.0 | Dev server and bundler |
## Module Organisation
```
main.ts ──→ BootScene ──→ MenuScene ──→ GameScene
├── game/engine (createInitialState, applyMove, findCaptures, ...)
├── game/ai (chooseMove)
└── game/types (Card, GameState, ...)
```
`game/` modules are pure logic with no framework coupling. `scenes/` imports from `game/` but never vice versa.
## Data Flow
1. `createInitialState()` builds shuffled deck, deals 10 cards each, empty table
2. `GameScene.nextTurn()` detects current player: human → enable input; AI → delay + `chooseMove()`
3. `applyMove()` returns new `GameState` + capture result + scopa flag
4. `GameScene.executeMove()` animates: card flight → capture burst → pile collection
5. `updateScoreBar()` reflects live team stats with animated counter tweens
6. When all hands empty → `calculateScores()` → round-end overlay
7. First team to 11 points → game-over screen → optional restart
## Build System
| Command | Action |
|--------------------|--------------------------------------------|
| `npm run dev` | `vite` — dev server on port 3000 |
| `npm run build` | `tsc && vite build` — compile + bundle to `dist/` |
| `npm run preview` | `vite preview` — preview production build |
| `tsc --noEmit` | Type-check only (no test framework) |