# Code Style > Last Updated: 2026-04-02T18:12:18.000Z ## Language & Version - Primary language: TypeScript 5.x. - Compiler settings from `tsconfig.json`: `target: ES2020`, `module: ESNext`, `moduleResolution: bundler`, `strict: true`, `noEmit: true`. - Secondary language: Java for the Capacitor Android wrapper. ## Naming Conventions | Kind | Convention | Real examples | |------|------------|---------------| | Classes | PascalCase | `BootScene`, `MenuScene`, `GameScene`, `CardTracker` | | Interfaces | PascalCase | `Card`, `Capture`, `GameState`, `AIDecisionProgress`, `SearchProfile` | | Type aliases | PascalCase | `Suit`, `PlayerIndex`, `Difficulty` | | Functions | camelCase | `installFullscreenRequest`, `findCaptures`, `createInitialState`, `chooseMove`, `updateThinkBar` | | Constants | UPPER_SNAKE or descriptive `const` names | `SUITS`, `PRIMIERA_VALUES`, `SEARCH_PROFILES`, `SCOREBAR_H` | | Private fields | camelCase with `private` modifier | `state`, `tracker`, `thinkBar`, `selectedGlowTween` | | Parameters and locals | camelCase | `playerIdx`, `captureChoice`, `remainingRatio`, `partnerHandSize` | ## Structural Conventions - Phaser scenes extend `Phaser.Scene` and put setup in `create()` and asset loading in `preload()`. - Core rule modules use exported functions and interfaces rather than classes. - Stateful scene code uses `private` fields for long-lived UI and interaction state. - AI configuration is table-driven through `SEARCH_PROFILES` and helper interfaces rather than nested literals inside `chooseMove()`. ## Indentation & Formatting - TypeScript files use 2-space indentation. - String literals use single quotes consistently. - Semicolons are used consistently. - Early returns are common for guard clauses. - Multi-line object literals and function calls keep trailing commas when the surrounding style already uses them. - `const` is the default; `let` is used only where reassignment is needed. The Android Java wrapper follows the generated template style instead of the TypeScript style. `MainActivity.java` uses tab indentation and standard Android brace placement. ## Import Patterns Named imports are used for local modules: ```ts import { Card, GameState, PlayerIndex, Difficulty } from './types'; import { findCaptures, canCapture, teamOf, applyMove } from './engine'; import { CardTracker } from './card-tracker'; ``` Framework imports use default or type-only imports where appropriate: ```ts import Phaser from 'phaser'; import type { CapacitorConfig } from '@capacitor/cli'; ``` The project uses only relative import paths. No path aliases are configured. ## Export Patterns - Public APIs use named exports: `export function`, `export class`, `export interface`, `export type`, `export const`. - Default exports are reserved for configuration entry points: `vite.config.ts` and `capacitor.config.ts`. - Internal helpers remain file-local, for example `getSubsets`, `scoreRound`, `shuffleArray`, and `alphaBeta`. ## Typing Patterns - Union types model constrained domains: `PlayerIndex = 0 | 1 | 2 | 3`, `Difficulty = 'beginner' | 'advanced' | 'master'`. - Fixed-size tuples represent stable game structures such as four players and two team scores. - `Record` is used for lookup tables like `PRIMIERA_VALUES`. - Exported functions generally declare explicit return types. - Async behavior is typed directly in signatures such as `chooseMove(...): Promise`. ## Comments & Documentation - Section banners are used heavily in larger files: ```ts // --------------------------------------------------------------------------- // Turn management // --------------------------------------------------------------------------- ``` - JSDoc appears on rule-heavy or non-obvious APIs, for example `findCaptures()`, `applyMove()`, and `CardTracker` methods. - Scene files include `[trueref]` provenance notes near Phaser-specific APIs. - Inline comments explain rule edge cases, heuristics, and visual-effect intent rather than restating syntax. ## Code Examples ### Guarded DOM capability checks ```ts const installFullscreenRequest = (host: HTMLElement): void => { const canRequestFullscreen = typeof document.fullscreenEnabled === 'boolean' ? document.fullscreenEnabled : typeof host.requestFullscreen === 'function'; if (!canRequestFullscreen || typeof host.requestFullscreen !== 'function') { return; } }; ``` ### Rule-first capture selection ```ts export function findCaptures(played: Card, table: Card[]): Card[][] { const directMatches = table.filter(c => c.value === played.value); if (directMatches.length > 0) { return directMatches.map((directMatch): Card[] => [directMatch]); } const results: Card[][] = []; const subsets = getSubsets(table); for (const subset of subsets) { if (subset.length >= 2) { const sum = subset.reduce((acc, c) => acc + c.value, 0); if (sum === played.value) { results.push(subset); } } } return results; } ``` ### Async AI entry point with progress reporting ```ts export async function chooseMove( state: GameState, playerIdx: PlayerIndex, difficulty: Difficulty = 'advanced', tracker?: CardTracker, onProgress?: (progress: AIDecisionProgress) => void, ): Promise { const startedAt = Date.now(); const profile = getSearchProfile(state, difficulty); reportDecisionProgress(onProgress, difficulty, startedAt, profile.timeBudgetMs, 0, 0); // ... } ``` ## Linting & Formatting No ESLint or Prettier configuration is present. Formatting is maintained manually, with TypeScript compiler strictness acting as the main automated correctness gate. The only repository-wide verification command currently supplied is `npx tsc --noEmit`.