feat(SCOPONE-0010): redesign main menu layout
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# Findings
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> Last Updated: 2026-04-09T20:59:51.000Z
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> Last Updated: 2026-04-10T09:39:37.000Z
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## Summary
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Initializer refresh for SCOPONE-0010. The cache was invalid because `docs/FINDINGS.md` no longer matched its recorded hash, and the architecture document no longer matched the live source layout after settings, preferences, and benchmark changes. The observations below reflect the current repository state.
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Initializer refresh for SCOPONE-0010. The cache was invalid because `docs/FINDINGS.md` no longer matched its recorded hash and still contained an outdated note about a `SettingsScene` placeholder in `main.ts`. The observations below reflect the current repository state; `docs/ARCHITECTURE.md` and `docs/CODE_STYLE.md` were revalidated unchanged against the live source.
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## Codebase Observations
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- The project is structurally split between framework-free gameplay modules in `src/game/` and Phaser scene code in `src/scenes/`.
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- `src/scenes/GameScene.ts` and `src/game/ai.ts` remain the two largest concentrations of application logic.
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- A dedicated audio preference path now exists: `src/game/preferences.ts`, `src/scenes/MenuScene.ts`, and `src/scenes/SettingsScene.ts`.
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- `main.ts` still contains a local `SettingsScene` placeholder class, while `MenuScene.ensureSettingsSceneAvailable()` swaps in the concrete imported scene before navigation.
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- `main.ts` now imports and registers `SettingsScene` directly in the Phaser scene list; the earlier placeholder-scene workaround is no longer present.
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- The AI transport layer is a stable three-file path: `ai-worker-protocol.ts`, `ai-worker-client.ts`, and `ai.worker.ts`.
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- The AI exposes three difficulty levels: `beginner`, `advanced`, and `master`.
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- `advanced` and `master` both use `CardTracker` to reason about unseen cards without directly reading hidden hands.
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- `GameScene` consumes AI progress callbacks to update an on-screen think bar while a worker request is running.
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- `GameScene` now enforces `AI_MIN_THINK_MS = 1000` and `MOVE_OUTCOME_STATUS_MS = 2000` through timer-backed scene logic.
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- `AIWorkerClient` fails over pending work to in-thread `chooseMove()` if worker creation, posting, or deserialization fails.
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- `MenuScene` now includes a responsive layout path for compact viewports, driven by calculated panel bounds and camera zoom instead of a fixed desktop-only composition.
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- The AI benchmark harness is now in source under `src/game/ai-benchmark.ts` and `src/game/ai-benchmark-fixtures.ts`, and `package.json` exposes it as `npm run benchmark:ai-quality`.
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- The current benchmark contract is iteration 5: 13 fixed fixtures, 6 critical concepts, and 48 self-play matches.
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- The Android wrapper targets SDK 36 with `minSdkVersion` 24 and applies immersive mode from the native activity.
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- `GameScene.ts` still centralizes layout, turn flow, HUD updates, effects, audio, status messaging, and AI orchestration in one scene class.
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- `ai.ts` still combines heuristic tiers, inference helpers, determinization, move ordering, and alpha-beta evaluation in one module.
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- The current settings flow works, but the dual registration pattern for `SettingsScene` in `main.ts` plus dynamic replacement in `MenuScene` is fragile and worth simplifying later.
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- `MenuScene.ts` now carries substantial responsive layout and decorative rendering logic in the same scene that handles navigation and difficulty selection.
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- Worker transport is isolated cleanly, but progress rendering and fallback behavior remain coupled to scene-level UI concerns.
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- A 3.2 to 4.35 second master search window may still be noticeable on slower mobile devices even with yielding and the minimum-think pacing already in place.
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- There is no dedicated automated rules test suite beyond type-checking and the AI benchmark harness.
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### Scene / UI implementation snapshot
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- `BootScene` loads atlas assets and presents a simple loading bar.
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- `MenuScene` now exposes both difficulty selection and a dedicated entry point into `SettingsScene`.
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- `main.ts` registers `BootScene`, `MenuScene`, `GameScene`, and `SettingsScene` directly in the Phaser game config.
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- `MenuScene` now exposes both difficulty selection and a dedicated entry point into `SettingsScene`, with a separate compact-layout branch for smaller viewports.
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- `SettingsScene` persists music and effects toggles immediately through `saveAudioPreferences()`.
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- `GameScene` reads normalized audio preferences from scene data or persisted storage before match start.
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- `GameScene` tracks played and captured cards in `CardTracker` as the round evolves.
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- `src/scenes/SettingsScene.ts` exists as a real scene and persists music and effects toggles independently through `saveAudioPreferences()`.
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- `src/scenes/GameScene.ts` already contains the previously planned pacing and status work: `AI_MIN_THINK_MS = 1000`, `MOVE_OUTCOME_STATUS_MS = 2000`, timer-backed `setStatus(...)`, and `handleSceneShutdown()` timer cleanup are all present in source and should be treated as current behavior, not future work.
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- `src/game/ai-benchmark.ts` now enforces an iteration 5 contract with simulated timing, cross-seed aggregation, dual-loss reporting, and a regression watchlist intersection. Older findings that described iteration 4 targets or wall-clock-only timing are stale.
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- `main.ts` still registers a local `SettingsScene` stub while `MenuScene` dynamically installs the concrete scene implementation before use. This works today but is an architectural wrinkle worth remembering in later planning.
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- `src/main.ts` now imports and registers `SettingsScene` directly; the earlier placeholder-scene note is no longer accurate.
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### SCOPONE-0010: Phaser scene-manager and resize notes (2026-04-10)
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- Source: Context7 `/websites/phaser_io_api-documentation`, queries `Phaser 3.87 ScenePlugin add remove get duplicate key behavior and Scale Manager resize event for responsive UI layout in scenes` and `Phaser 3.87 SceneManager add scene duplicate key error getScene get key existing scene unique key documentation`.
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- `SceneManager.add(key, ...)` requires a unique scene key; replacing a scene under the same key should remove the existing scene first rather than attempting a duplicate add.
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- `SceneManager.remove(key)` clears the scene key from the cache and destroys that scene's systems, so the current `MenuScene.ensureSettingsSceneAvailable()` pattern is intentionally destructive when it replaces the placeholder scene.
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- Phaser's resize path dispatches resize events from the Scale Manager / renderer when the display changes size, which is the framework-supported hook for responsive scene relayout if this iteration introduces viewport-aware menu composition.
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