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