# Code Style > Last Updated: 2026-03-31T00:00:00.000Z ## Language & Version - **TypeScript** 5.x, strict mode enabled - Target: **ES2020**, module: **ESNext**, module resolution: **bundler** - `noEmit: true` — Vite handles transpilation; `tsc` is used for type-checking only ## Naming Conventions | Kind | Convention | Examples | |------------------|---------------|-------------------------------------------------------------------| | Types/Interfaces | PascalCase | `Card`, `GameState`, `PlayerIndex`, `TeamScore`, `ScoreBreakdown` | | Type aliases | PascalCase | `Suit`, `PlayerIndex` | | Classes | PascalCase | `BootScene`, `MenuScene`, `GameScene` | | Functions | camelCase | `buildDeck()`, `findCaptures()`, `chooseMove()`, `applyMove()` | | Constants | UPPER_SNAKE | `PRIMIERA_VALUES`, `SUITS`, `AI_DELAY`, `SCOREBAR_H` | | Local variables | camelCase | `bestMove`, `capturedCards`, `isScopa`, `afterTable` | | Private members | camelCase | `this.state`, `this.cardImages`, `this.aiThinking` | | Parameters | camelCase | `playerIdx`, `captureChoice`, `onComplete` | ## Class & Scene Patterns Scenes extend `Phaser.Scene` and follow the Phaser lifecycle: ```ts export class BootScene extends Phaser.Scene { constructor() { super({ key: 'BootScene' }); } preload(): void { /* asset loading */ } create(): void { /* scene setup */ } } ``` Scene registration via `Phaser.Types.Core.GameConfig.scene` array in `main.ts`. ## Indentation & Formatting - **2-space** indentation - **Single quotes** for string literals - No semicolons omission — **semicolons used consistently** - Trailing commas in multi-line objects/arrays - `const` preferred; `let` when reassignment is needed; no `var` ## Import Patterns Named imports from local modules: ```ts import { Card, GameState, PlayerIndex } from './types'; import { findCaptures, canCapture, calcPrimiera, teamOf } from './engine'; import { chooseMove } from '../game/ai'; ``` Default import for Phaser: ```ts import Phaser from 'phaser'; ``` Type-only import for Capacitor config: ```ts import type { CapacitorConfig } from '@capacitor/cli'; ``` Relative paths only (`./`, `../`). No path aliases configured. ## Export Patterns - **Named exports** for all public symbols (`export function`, `export class`, `export interface`, `export type`, `export const`) - No default exports except `vite.config.ts` and `capacitor.config.ts` (framework convention) - Private/internal functions are not exported (`getSubsets`, `calculateScores`, `scoreRound`, `deepClone`) ## Type Annotations - Explicit return types on exported functions: `(): Card[]`, `(): GameState`, `(): boolean` - Union types for constrained values: `PlayerIndex = 0 | 1 | 2 | 3` - String literal unions: `Suit = 'bastoni' | 'coppe' | 'denara' | 'spade'` - Tuple types for fixed-length arrays: `[Player, Player, Player, Player]`, `[TeamScore, TeamScore]` - `Record` for maps: `PRIMIERA_VALUES: Record` ## Comments & Documentation - **JSDoc** comments on key exported functions (`findCaptures`, `applyMove`) - Section separators using dashed lines: ```ts // --------------------------------------------------------------------------- // Deck // --------------------------------------------------------------------------- ``` - `[trueref]` annotations documenting Phaser API provenance - Inline comments for non-obvious logic (capture rules, AI heuristic weights) - No auto-generated docs or separate documentation tooling ## Code Examples (from codebase) ### Immutable state update pattern ```ts export function applyMove( state: GameState, playerIdx: PlayerIndex, card: Card, captureChoice?: Card[] ): { nextState: GameState; capture: Capture | null; isScopa: boolean } { const state2 = deepClone(state); // ... mutations on state2 ... return { nextState: state2, capture: ..., isScopa }; } ``` ### AI heuristic weighted scoring ```ts function scoreCapture(...): number { let score = 100; // base for capturing anything if (isScopa) score += 500; if (settebello) score += 300; score += denariCount * 50; score += captured.length * 20; // ... return score; } ``` ### Phaser particle effect ```ts const e1 = this.add.particles(x, y, 'particle_glow', { lifespan: { min: 350, max: 700 }, speed: { min: 80, max: 280 }, scale: { start: 0.9, end: 0 }, tint: color, gravityY: 100, emitting: false, }).setDepth(25); e1.explode(count); ``` ## Linting & Formatting No ESLint or Prettier configuration detected. Code style is maintained manually. TypeScript strict mode provides type-level linting (`strict: true` in `tsconfig.json`).