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>
This commit is contained in:
ftc
2026-09-13 11:30:28 +03:00
co-authored by Claude Opus 5
parent 2056673946
commit 4f3a26dc45
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@@ -95,5 +95,67 @@ and bottom bars.
**Decision.** Use the 36 faces needed for a durak deck, rendered from the SVG
sources so the downscale to the 1080-wide budget stays sharp. Attribution and
licence text are recorded in `assets/art/cards/ATTRIBUTION.md`. The card back,
licence text are recorded in `assets/resources/cards/ATTRIBUTION.md`. The card back,
table surface and UI chrome are not in that set and are authored for this project.
## 2026-09-13 · Presentation · The screen renders state, it does not replay events
The rules emit an event stream, which invites an animation queue that replays it.
**Decision.** `GameScreen.render(state)` lays the whole table out from the current
state and tweens every card node to its new place. A card node stays bound to its
`Card` for as long as that card is visible.
**Why.** "The six of clubs moved from my hand to the table" then needs no special
case — it is the same node arriving at a new position. An event-driven queue has
to choreograph every transition by hand and desynchronises the moment one case is
missed. The event stream is still there for sound and for one-off flourishes.
## 2026-09-13 · Presentation · Card art lives in the `resources` bundle
The first attempt gave `CardLibrary` a `SpriteAtlas` reference to the auto-atlas
(`cards.pac`) and asked it for frames by name. The build came out with no card
textures at all.
**Decision.** The 36 faces and the back live in `assets/resources/cards` and are
loaded with `resources.loadDir`. `Bootstrap` preloads the folder in the loader
scene, so the lobby never waits.
**Why.** A `.pac` is a build-time packing instruction, not a runtime asset: it
packs whatever sprite frames the build already pulled in, and it cannot be loaded
and queried by name. Nothing referenced the individual frames, so nothing was
packed. The `.pac` still earns its keep — all 37 sprites end up in one 2048²
texture, so the whole table costs one draw call.
## 2026-09-13 · Presentation · Button clicks are wired in code
**Decision.** Buttons are exposed as `@property(Button)` and subscribed to in
`onLoad` rather than through the scene's `clickEvents` list.
**Why.** The wiring stays visible in the source, and renaming a handler becomes a
compile error instead of a button that silently stops working. (The editor tool
server also cannot write array-typed properties, which is how `clickEvents` is
stored — so this was the only option available to automation anyway.)
## 2026-09-13 · Presentation · Interface text is English, collected in one file
**Decision.** Every player-visible string is in
`assets/scripts/ui/common/Strings.ts`, in English.
**Why.** The specs, the code and the docs are all in English, and localisation is
out of scope for iteration 1. Keeping the strings together means switching
language — or adding one — is a change to that one file rather than a hunt
through scenes and components. Worth revisiting before release, given the game
is *durak*.
## 2026-09-13 · Presentation · One tap is the whole interaction
**Decision.** Tapping a card plays it. When defending, the attack being answered
is worked out from the card rather than selected separately. The logic lives in
`core/rules/intent.ts`, not in the component.
**Why.** Select-then-target doubles the taps for no gain, because the serialised
rules leave only one unanswered attack at a time. Putting it in the core means
the one piece of interface logic that can silently reject a legal move is covered
by headless tests, including a property test that it never proposes an action the
rules would refuse.