# Architecture > Last Updated: 2026-04-10T20:33:00.000Z ## Overview | Attribute | Value | |-----------|-------| | Primary language | TypeScript | | Secondary language | Java | | Source counts | 17 TypeScript source files under `src/`, 3 Java files under `android/app/src/` | | Project type | Phaser browser game packaged for Android with Capacitor | | Framework | Phaser 3.87.0 | | Tooling | Vite 5.x, TypeScript 5.x, Capacitor 8.3.x, tsx 4.19.x | | Runtime layout | 1280 x 720, `Phaser.Scale.FIT`, centered in `#game` | | Build command | `npm run build` | | Verification command | `npx tsc --noEmit` | The repository is a TypeScript-first implementation of Scopone Scientifico. Pure rules, scoring, imperfect-information tracking, AI heuristics, worker transport, and benchmark code live under `src/game/`. Phaser scenes under `src/scenes/` own rendering, input, pacing, menus, and procedural audio. The `android/` tree is a Capacitor wrapper with Gradle configuration and a custom `MainActivity` for immersive full-screen behavior. ## Project Structure ```text scopone-phaser/ |- src/ | |- main.ts | |- game/ | | |- ai-benchmark-fixtures.ts | | |- ai-benchmark.ts | | |- ai-worker-client.ts | | |- ai-worker-protocol.ts | | |- ai.ts | | |- ai.worker.ts | | |- card-tracker.ts | | |- engine.ts | | |- preferences.ts | | `- types.ts | `- scenes/ | |- BootScene.ts | |- GameScene.ts | |- MenuScene.ts | `- SettingsScene.ts |- public/ |- android/ | |- app/ | |- build.gradle | `- variables.gradle |- docs/ |- prompts/ |- package.json |- tsconfig.json |- vite.config.ts `- capacitor.config.ts ``` ## Key Directories | Directory | Purpose | |-----------|---------| | `src/game/` | Rules engine, state transitions, score calculation, hidden-information tracking, audio preference persistence, AI heuristics, worker protocol, and benchmark harnesses | | `src/scenes/` | Phaser scene lifecycle, menu flow, settings UI, board rendering, HUD, interaction, particles, and audio playback | | `public/` | Card atlas metadata and other static assets loaded by Phaser | | `android/` | Capacitor Android project, Gradle configuration, generated wrapper assets, and native activity code | | `docs/` | Architecture, code style, findings, and cache metadata | | `prompts/` | JIRA workflow artifacts and iteration state | ## Design Patterns No explicit design patterns were detected by semantic search. Observed architectural patterns: | Pattern | Where it appears | |---------|------------------| | Scene-based flow | `BootScene -> MenuScene -> GameScene`, with `SettingsScene` opened from the menu and returning to it | | Functional core / imperative shell | `src/game/` avoids Phaser imports while `src/scenes/` owns runtime side effects | | Immutable state transitions | `applyMove()` clones `GameState` before applying turn mutations | | Worker offload with fallback | `AIWorkerClient` uses `ai.worker.ts` when available and falls back to direct `chooseMove()` otherwise | | Typed message protocol | `ai-worker-protocol.ts` defines worker request, progress, result, and serialized error shapes | | Persistence adapter | `preferences.ts` normalizes and stores audio settings through a storage boundary | | Deterministic benchmark harness | `ai-benchmark.ts` uses fixtures, seeded self-play, and simulated timing sources to evaluate AI quality | ## Key Components ### `src/main.ts` - Creates the `Phaser.Game` instance. - Installs a one-shot fullscreen request on first user input when supported. - Registers `BootScene`, `MenuScene`, `GameScene`, and `SettingsScene` directly in the Phaser game config. ### `src/game/types.ts` - Defines the core game model: `Card`, `Capture`, `Player`, `GameState`, `TeamScore`, and `ScoreBreakdown`. - Models constrained domains with unions such as `PlayerIndex`, `Difficulty`, and `DealerRelativeRole`. - Stores `PRIMIERA_VALUES` for primiera scoring. ### `src/game/engine.ts` - Builds and shuffles the 40-card deck. - Creates a four-player round state with dealer-relative opening order and stable player labels. - Implements Scopone capture rules where direct value matches take priority over subset-sum captures. - Applies moves immutably, awards scopa only before the final play, assigns leftover table cards to the last capturing team, and computes round scoring. ### `src/game/card-tracker.ts` - Tracks cards visible through play and capture events without exposing hidden hands. - Reconstructs unseen cards from visible information. - Supplies suit counts, same-rank residue summaries, and probability signals used by higher AI tiers. ### `src/game/preferences.ts` - Defines the persisted audio preference model. - Normalizes invalid storage payloads back to safe defaults. - Loads and saves preferences through `localStorage` when available, with browser-safe fallbacks. ### `src/game/ai.ts` - Exposes `chooseMove()` as the async AI entry point. - Implements three difficulty tiers: `beginner`, `advanced`, and `master`. - Uses tracker-based inference, tactical scoring, determinization sampling, and alpha-beta search. - Applies dynamic master search profiles, with a base profile of `4300 ms / 8 samples / depth 5 / batch 2` and tighter endgame branches down to `3200 ms / 4 samples / exact remaining depth / batch 1`. ### `src/game/ai-worker-protocol.ts` - Defines a single `choose-move` worker request type. - Defines typed progress, result, and serialized error responses. - Keeps worker communication schema isolated from scene code. ### `src/game/ai-worker-client.ts` - Wraps worker lifecycle and pending-request tracking behind the same `chooseMove()` API scenes consume. - Creates the worker as an ES module with `new Worker(new URL('./ai.worker.ts', import.meta.url), { type: 'module' })`. - Fails over pending requests to in-thread AI execution if worker creation, posting, or deserialization fails. ### `src/game/ai.worker.ts` - Rehydrates `CardTracker` from a serialized snapshot. - Delegates move selection to `chooseMove()`. - Posts progress, result, or serialized error messages back to the main thread. ### `src/game/ai-benchmark.ts` and `src/game/ai-benchmark-fixtures.ts` - Define the AI quality harness exposed as `npm run benchmark:ai-quality`. - Combine fixed fixtures, critical-concept checks, seeded self-play, and simulated timing sources. - Enforce the current iteration 5 contract: 13 fixed fixtures, 6 critical concepts, and 48 self-play matches. ### `src/scenes/BootScene.ts` - Loads the card atlas and card back. - Displays a loading bar. - Transitions into `MenuScene` after asset load. ### `src/scenes/MenuScene.ts` - Renders the title, rules summary, difficulty selection, and audio-settings entry point. - Reads persisted audio preferences before match start. - Computes separate desktop and compact-viewport layouts for responsive menu composition. ### `src/scenes/SettingsScene.ts` - Provides a dedicated audio settings surface. - Toggles music and effects independently. - Saves each change immediately and returns control to the menu scene. ### `src/scenes/GameScene.ts` - Owns match flow, dealing, selection, capture resolution, AI orchestration, score HUD, status UI, think bar, particles, and procedural audio. - Instantiates and disposes `AIWorkerClient` on scene lifecycle events. - Enforces `AI_MIN_THINK_MS = 1000` and `MOVE_OUTCOME_STATUS_MS = 2000` through timer-backed scene logic. - Reads normalized audio preferences from scene data or persisted storage. - Updates `CardTracker` after play and capture events so AI inference remains derived from visible information. ### `android/app/src/main/java/com/phaser/scopa/MainActivity.java` - Extends `BridgeActivity`. - Applies immersive mode during `onCreate()` and when window focus returns. - Hides status and navigation bars with transient swipe behavior. ## Dependencies ### JavaScript production dependencies | Package | Version | Purpose | |---------|---------|---------| | `phaser` | `^3.87.0` | Game engine runtime | | `@capacitor/core` | `^8.3.0` | Capacitor runtime bridge | | `@capacitor/cli` | `^8.3.0` | Capacitor project tooling | | `@capacitor/android` | `^8.3.0` | Android platform integration | ### JavaScript development dependencies | Package | Version | Purpose | |---------|---------|---------| | `tsx` | `^4.19.2` | TypeScript execution for benchmark and prompt-local tooling | | `typescript` | `^5.0.0` | Static type checking and TS compilation step | | `vite` | `^5.0.0` | Dev server and production bundler | ### Android / Gradle dependencies | Dependency | Version | Source | Purpose | |------------|---------|--------|---------| | `com.android.tools.build:gradle` | `8.13.0` | `android/build.gradle` | Android Gradle plugin | | `com.google.gms:google-services` | `4.4.4` | `android/build.gradle` | Optional Google services integration | | `androidx.appcompat:appcompat` | `1.7.1` | `android/variables.gradle` | Android app compatibility | | `androidx.coordinatorlayout:coordinatorlayout` | `1.3.0` | `android/variables.gradle` | Layout coordination helpers | | `androidx.core:core-splashscreen` | `1.2.0` | `android/variables.gradle` | Splash screen support | | `junit:junit` | `4.13.2` | `android/variables.gradle` | JVM Android tests | | `androidx.test.ext:junit` | `1.3.0` | `android/variables.gradle` | Instrumented test runner | | `androidx.test.espresso:espresso-core` | `3.7.0` | `android/variables.gradle` | Instrumented UI testing | ### Platform configuration - `compileSdkVersion`: 36 - `targetSdkVersion`: 36 - `minSdkVersion`: 24 ## Module Organization ```text main.ts -> BootScene -> MenuScene -> SettingsScene -> GameScene -> engine.ts -> types.ts -> preferences.ts -> card-tracker.ts -> ai-worker-client.ts -> ai-worker-protocol.ts -> ai.worker.ts -> ai.ts ai-benchmark.ts -> ai.ts -> ai-benchmark-fixtures.ts -> engine.ts -> card-tracker.ts ``` Application-level dependency direction is one-way: - `src/game/` imports only from sibling game modules. - `src/scenes/` imports from `src/game/` and Phaser. - `src/game/` never imports Phaser. ## Data Flow 1. `main.ts` creates the Phaser app, installs fullscreen-on-first-input, and registers the scene list. 2. `BootScene` loads atlas assets and starts `MenuScene`. 3. `MenuScene` reads persisted audio preferences, lets the player choose difficulty, and can open `SettingsScene` for audio toggles. 4. `SettingsScene` writes audio preferences immediately and returns to `MenuScene`. 5. `GameScene.create()` normalizes incoming scene data, creates a fresh `CardTracker`, creates a new `GameState`, and starts the opening deal. 6. Human turns use pointer-driven card selection and `findCaptures()` output to choose legal captures. 7. AI turns call `AIWorkerClient.chooseMove(state, playerIdx, difficulty, tracker, onProgress)`. 8. `AIWorkerClient` posts a typed request to `ai.worker.ts`; if workers are unavailable, it reruns the same request in-thread. 9. `chooseMove()` returns a heuristic move for lower tiers or performs batched master search while emitting `AIDecisionProgress`. 10. `GameScene` updates the think bar from progress callbacks, enforces a minimum visible think time, executes the returned move, records tracker state, and advances turn order. 11. When every hand is empty, `engine.ts` finalizes scoring and `GameScene` presents the round or match outcome. 12. Separately, `ai-benchmark.ts` exercises the same game and AI modules through fixed fixtures, seeded self-play, and simulated timing to produce quality summaries. ## Build System | Command | Source | Purpose | |---------|--------|---------| | `npm run dev` | `package.json` | Starts the Vite dev server | | `npm run build` | `package.json` | Runs `tsc && vite build` and writes web output to `dist/` | | `npm run preview` | `package.json` | Serves the built app with Vite preview | | `npm run benchmark:ai-quality` | `package.json` | Runs the AI benchmark harness through `tsx` | | `npx tsc --noEmit` | inferred TypeScript verification | Type-checks the codebase without emitting build artifacts | No top-level `tests/` directory was discovered in the repository.