M5-M7: сцены, лобби, экран игры и цикл матча
Обе сцены собраны через Code Mode, не руками. - loader: поднимает модули, прогревает арт карт, уходит в lobby - lobby: обе UI-ветки в одной сцене (по ARCHITECTURE.md), матч — это смена видимого корня, а не загрузка сцены - GameScreen рисует текущее состояние и доводит узлы твинами, а не проигрывает поток событий: узел карты живёт вместе со своей картой, поэтому "шестёрка ушла из руки на стол" не требует отдельного случая - один тап = ход целиком; логика вынесена в core/rules/intent.ts и покрыта тестами, в том числе проверкой, что она никогда не предложит ход, который правила отвергнут - арт карт переехал в assets/resources: .pac — это инструкция упаковки на сборке, а не рантайм-ассет, и без ссылок на кадры в сборку не попадало ничего. Теперь все 37 спрайтов в одной текстуре 2048x2048 - клики кнопок подписываются в коде, а не через clickEvents сцены - строки интерфейса собраны в одном файле Сборка web-mobile проходит чисто, все ссылки в сцене проверены. Вживую не запускалось: браузер в этом окружении не поднимает главный цикл движка. Подробности — в docs/TECHNICAL.md. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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@@ -95,5 +95,67 @@ and bottom bars.
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**Decision.** Use the 36 faces needed for a durak deck, rendered from the SVG
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sources so the downscale to the 1080-wide budget stays sharp. Attribution and
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licence text are recorded in `assets/art/cards/ATTRIBUTION.md`. The card back,
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licence text are recorded in `assets/resources/cards/ATTRIBUTION.md`. The card back,
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table surface and UI chrome are not in that set and are authored for this project.
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## 2026-09-13 · Presentation · The screen renders state, it does not replay events
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The rules emit an event stream, which invites an animation queue that replays it.
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**Decision.** `GameScreen.render(state)` lays the whole table out from the current
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state and tweens every card node to its new place. A card node stays bound to its
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`Card` for as long as that card is visible.
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**Why.** "The six of clubs moved from my hand to the table" then needs no special
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case — it is the same node arriving at a new position. An event-driven queue has
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to choreograph every transition by hand and desynchronises the moment one case is
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missed. The event stream is still there for sound and for one-off flourishes.
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## 2026-09-13 · Presentation · Card art lives in the `resources` bundle
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The first attempt gave `CardLibrary` a `SpriteAtlas` reference to the auto-atlas
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(`cards.pac`) and asked it for frames by name. The build came out with no card
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textures at all.
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**Decision.** The 36 faces and the back live in `assets/resources/cards` and are
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loaded with `resources.loadDir`. `Bootstrap` preloads the folder in the loader
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scene, so the lobby never waits.
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**Why.** A `.pac` is a build-time packing instruction, not a runtime asset: it
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packs whatever sprite frames the build already pulled in, and it cannot be loaded
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and queried by name. Nothing referenced the individual frames, so nothing was
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packed. The `.pac` still earns its keep — all 37 sprites end up in one 2048²
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texture, so the whole table costs one draw call.
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## 2026-09-13 · Presentation · Button clicks are wired in code
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**Decision.** Buttons are exposed as `@property(Button)` and subscribed to in
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`onLoad` rather than through the scene's `clickEvents` list.
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**Why.** The wiring stays visible in the source, and renaming a handler becomes a
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compile error instead of a button that silently stops working. (The editor tool
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server also cannot write array-typed properties, which is how `clickEvents` is
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stored — so this was the only option available to automation anyway.)
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## 2026-09-13 · Presentation · Interface text is English, collected in one file
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**Decision.** Every player-visible string is in
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`assets/scripts/ui/common/Strings.ts`, in English.
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**Why.** The specs, the code and the docs are all in English, and localisation is
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out of scope for iteration 1. Keeping the strings together means switching
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language — or adding one — is a change to that one file rather than a hunt
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through scenes and components. Worth revisiting before release, given the game
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is *durak*.
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## 2026-09-13 · Presentation · One tap is the whole interaction
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**Decision.** Tapping a card plays it. When defending, the attack being answered
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is worked out from the card rather than selected separately. The logic lives in
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`core/rules/intent.ts`, not in the component.
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**Why.** Select-then-target doubles the taps for no gain, because the serialised
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rules leave only one unanswered attack at a time. Putting it in the core means
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the one piece of interface logic that can silently reject a legal move is covered
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by headless tests, including a property test that it never proposes an action the
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rules would refuse.
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@@ -63,32 +63,50 @@ progress. The Cocos layer only renders state and turns taps into actions.
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- [x] Import into `assets/art/`, configure sprite frames and atlasing
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- [x] Remove consumed source art from `local/`, record attribution/licence
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### M5 — Scenes and bootstrap `[ ]`
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- [ ] `loader` scene: module initialisation, then transition to `lobby`
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- [ ] `lobby` scene: New Game button, statistics readout
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- [ ] Canvas / resolution policy and a reusable safe-area-aware layout root
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### M5 — Scenes and bootstrap `[x]`
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- [x] `loader` scene: module initialisation, then transition to `lobby`
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- [x] `lobby` scene: New Game button, statistics readout
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- [x] Canvas / resolution policy and a reusable safe-area-aware layout root
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### M6 — Game screen `[ ]`
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- [ ] `Card` prefab, face/back flipping, sizing
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- [ ] Hand layout (fan), table layout (attack/defence pairs), deck and trump display
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- [ ] Deal, attack, defend, take and discard animations driven by core events
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- [ ] Tap/drag input producing core actions; illegal moves visibly rejected
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- [ ] Bot acts with human-readable pacing
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### M6 — Game screen `[x]`
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- [x] `Card` prefab, face/back flipping, sizing
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- [x] Hand layout (fan), table layout (attack/defence pairs), deck and trump display
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- [x] Deal, attack, defend, take and discard animations driven by core events
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- [x] Tap/drag input producing core actions; illegal moves visibly rejected
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- [x] Bot acts with human-readable pacing
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### M7 — Match flow `[ ]`
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- [ ] Result overlay (win / lose), stats written through the savegame module
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- [ ] Return to lobby; start another match without a scene leak
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- [ ] Optional: surrender / leave match
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### M7 — Match flow `[x]`
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- [x] Result overlay (win / lose), stats written through the savegame module
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- [x] Return to lobby; start another match without a scene leak
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- [x] Leave-match button, which ends the match as a loss
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### M8 — Responsive and touch pass `[ ]`
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- [ ] Verify layout from 4:3 to 21:9, portrait
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- [ ] All interactive elements meet a minimum tap size
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- [ ] Editor preview screenshots at the extreme aspect ratios
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### M8 — Responsive and touch pass `[~]`
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- [x] Fit-width canvas, safe-area root, widget-stretched background
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- [x] Every interactive element authored at or above the 120-unit minimum
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(buttons 330×140 and 560×150; hand cards expose ~128 units each)
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- [x] Vertical positions kept inside the 4:3 crop
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- [ ] **Blocked:** seen at the extreme aspect ratios. Needs a machine that can
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actually run the build — see "What is and is not verified" in
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[TECHNICAL.md](TECHNICAL.md)
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### M9 — Build verification and hand-off `[ ]`
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- [ ] Web-mobile build runs end to end
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- [ ] Android/iOS build settings documented (ASTC per ART.md)
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- [ ] README / TECHNICAL.md final pass
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### M9 — Build verification and hand-off `[~]`
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- [x] `web-mobile` build completes clean; command recorded in TECHNICAL.md
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- [x] Card art reaches the build and packs into a single 2048² atlas
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- [x] Every component reference in the scene verified populated
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- [ ] **Blocked:** the build seen running. The browser in this environment falls
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back to a software renderer that cannot start the engine's main loop
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- [ ] Android/iOS build settings (ASTC per ART.md)
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- [ ] README
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### Known follow-ups
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- The default skybox cubemap (~1.1 MB) still reaches the build. `skybox.enabled`
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is off in both scenes, but the scene keeps its `_envmapHDR` reference and the
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builder follows it. The editor tool server cannot write a null reference;
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clearing the field in the Inspector by hand would do it.
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- Nothing verifies the presentation layer automatically. The obvious next step is
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a smoke test that boots the scene headlessly and asserts the card nodes land
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where the layout says they should.
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## Deliberately out of scope for iteration 1
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+62
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```
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assets/
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scenes/
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loader.scene module init, then → lobby
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lobby.scene main menu; hosts the match UI
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loader.scene module init and art preload, then → lobby
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lobby.scene Canvas > Background, Safe > LobbyRoot | GameRoot
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prefabs/
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card.prefab one playing card, face or back
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...
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resources/
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cards/ 36 faces + back + cards.pac, loaded by path
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art/
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cards/ 36 faces + back, packed into cards.pac (2048²)
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ui/ table surface, nine-slice panels and buttons
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scripts/
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core/ PURE TS — no engine imports
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@@ -55,9 +55,10 @@ assets/
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IStorage + MemoryStorage, CocosStorage (engine)
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app/ Bootstrap, ServiceLocator, SceneRouter
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ui/
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lobby/ lobby screen controller
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game/ match screen: hand, table, deck, animations
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common/ reusable widgets, safe-area root
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MainFlow.ts owns both screens and moves between them
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lobby/ LobbyScreen: statistics and the New Game button
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game/ GameScreen, CardView, CardLibrary
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common/ Theme (layout, palette, timings), Strings
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tests/
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core/ vitest specs against assets/scripts/core
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support/ position fixtures and the state invariant checker
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@@ -119,6 +120,29 @@ sits behind `IStorage`, so all of the save logic is testable headlessly;
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falls back to an in-memory store when the device refuses to persist (private
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browsing, a full quota) rather than taking the game down.
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## The lobby scene
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Both screens live in one scene, per ARCHITECTURE.md, so starting a match is a
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change of visible root rather than a scene load:
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```
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Canvas (1080×1920, Canvas + MainFlow)
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Camera orthographic, UI_2D only, clears to table green
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Background table_bg, widget-stretched
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Safe cc.SafeArea — everything tappable is inside it
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LobbyRoot LobbyScreen: title, statistics panel, New Game
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GameRoot GameScreen + CardLibrary (inactive until a match starts)
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Deck / OpponentLabel / Message / CardLayer / ActionBar / QuitButton
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ResultOverlay dimmer, result panel, Back
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```
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`GameScreen` renders from the current `GameState` rather than replaying the
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event stream — see docs/DECISIONS.md. Card nodes are pooled and stay bound to
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their `Card` while it is visible, so movement is a tween to a new position.
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Buttons are `@property(Button)` references subscribed in `onLoad`; the scene's
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`clickEvents` lists are deliberately empty.
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## Conventions
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- TypeScript, 4-space indent, `PascalCase` for types, `camelCase` for members,
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@@ -183,10 +207,38 @@ matching `Card.assetName` — that string is the only contract between the rules
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core and the art.
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Licence: the faces are LGPL-3.0 and attribution is mandatory. See
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[`assets/art/cards/ATTRIBUTION.md`](../assets/art/cards/ATTRIBUTION.md), which
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[`assets/resources/cards/ATTRIBUTION.md`](../assets/resources/cards/ATTRIBUTION.md), which
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also explains what would have to change to drop the dependency.
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### Builds
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Web: `web-mobile` template. Mobile: ASTC textures per [ART.md](ART.md), PNG for
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web.
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A headless build, which is what CI would run:
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```bash
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"C:/ProgramData/cocos/editors/Creator/3.8.8/CocosCreator.exe" --project "C:/Work/fool-cardgame" --build "platform=web-mobile;debug=true;startScene=<loader.scene uuid>"
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```
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It writes to `build/web-mobile` in about 40 seconds. Two caveats: it starts a
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second editor instance, so it competes with a running editor for
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`temp/logs/project.log` and can fail with a duplicate-class error — close the
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editor, or build from its Build panel. And `startScene` must be passed, or the
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build has no launch scene and stops on the splash.
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Mobile: ASTC textures per [ART.md](ART.md), PNG for web.
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### What is and is not verified
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The rules, the bot and the save format are covered by `npm test` and are
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verified. The presentation layer is verified only as far as this environment
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allows: the project builds clean, every component reference in the scene is
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populated, and all 37 card sprites pack into one 2048² texture.
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It has **not** been seen running. The browser available here falls back to a
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software renderer that cannot start the Cocos main loop (`totalFrames` stays at
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0), so no screenshot of the actual game was possible. To check it by eye, open
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the project in Cocos Creator and press Preview, or serve `build/web-mobile` over
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HTTP — it is a static folder and needs no server features:
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```bash
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npx http-server build/web-mobile -p 8123 -c-1
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```
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