Игра запускается и играется: три рантайм-бага и адаптивная вёрстка
Проверено вживую в Chrome: лобби -> матч -> бот ходит -> результат -> статистика в лобби. Полный матч отыгран, оба исхода видел. Баги, которые собирались и типизировались, но падали только в рантайме: 1. Canvas не менял размер под экран. Своего cc.Widget у него не было, а alignCanvasWithScreen правит только камеру. Canvas оставался 1280x720, и все растянутые по нему дети — тоже. 2. [...map.values()] превращается сборкой в [].concat(map.values()), а concat не разворачивает итератор, а кладёт его одним элементом. Отсюда "view.cancelAnimations is not a function" на первой же уборке карт. Теперь Array.from. 3. Рубашка козыря рисовалась поверх колоды, а не под ней. Вёрстка переделана под требование UI.md (4:3 .. 21:9): - fitWidth даёт постоянную ширину, но не высоту: на 4:3 видно только ±720 юнитов. Кнопка "Leave" на y=840 и низ руки на -860 были за экраном именно там, где это важнее всего - рука и панель действий считаются от нижней границы экрана, "Leave" прибит виджетом к левому верхнему углу - стол — один ряд до шести карт вместо двух рядов по три: экономит ~215 юнитов высоты, которых на 4:3 нет. Ряд центрируется по тем картам, что реально на столе - затемнение под окном результата рисуется непрозрачным спрайтом: тонировать и без того полупрозрачный спрайт почти ничего не даёт Инструменты: - npm run serve — отдаёт сборку и роут /_aspects: игра в трёх фиксированных iframe-ах 4:3 / 16:9 / 21:9. Движок подгоняет себя под окно, поэтому iframe — единственный простой способ увидеть вёрстку в форме, которой окно не имеет - npm run check:spreads — ловит спред неитерируемого в массив - npm run check — чистота core, спреды, сцены, типы, тесты Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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@@ -171,3 +171,34 @@ every node authored through the editor tools had been left on the DEFAULT layer
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while the camera only renders UI_2D (see CODE_MODE_SETUP.md). A blank screen
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carries no information about which step failed, and a loader that can hang
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forever on an asset the lobby does not even need is a dead end for no reason.
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## 2026-09-13 · Presentation · The vertical layout follows the screen edges
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**Decision.** `Layout` holds fixed anchors only for things that live near the
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centre, and every one of those is inside ±700. The player's hand and the action
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bar are computed from the actual canvas height at render time (`bottomAnchors`),
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and the Leave button is pinned to the top-left with a Widget.
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**Why.** `fitWidth` means the width is always 1080 units but the height is not:
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a 4:3 phone sees 1440 units (±720) and a 21:9 phone sees 2520 (±1260). The first
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version used fixed design coordinates, which put the Leave button at y = 840 and
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the bottom of the hand at −860 — both off screen on a 4:3 phone, the very case
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docs/UI.md asks for. The table is also a single row of up to six slots rather
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than two rows of three, which buys back the ~215 units of height that 4:3 cannot
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spare, and the row is centred on the cards actually in play so a lone attacking
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card sits in the middle of the table.
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## 2026-09-13 · Build · Never array-spread anything that is not an array
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The build transpiles `[...a, ...b]` to `[].concat(a, b)`. That is right for
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arrays, but `Array.prototype.concat` does not expand an arbitrary iterable — it
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appends it as a single element. `[...this._views.values()]` therefore produced a
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one-element array holding the Map iterator, and the first card ever recycled
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threw `view.cancelAnimations is not a function`.
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**Decision.** Use `Array.from(...)` for anything that is not already an array,
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and `npm run check:spreads` fails the build on `...x.values()`, `...x.keys()`,
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`...x.entries()` and spreads of things named like a Map or Set.
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**Why.** It type-checks, it reads correctly, and it only fails at runtime on a
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real build — exactly the kind of mistake a static check earns its keep on.
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+14
-12
@@ -80,21 +80,19 @@ progress. The Cocos layer only renders state and turns taps into actions.
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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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### M8 — Responsive and touch pass `[x]`
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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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- [x] Every interactive element 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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- [x] Hand and action bar follow the bottom edge; Leave pinned to the top-left
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- [x] Seen running at 4:3, 16:9 and 21:9 — `npm run serve` then `/_aspects`
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### M9 — Build verification and hand-off `[~]`
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### M9 — Build verification and hand-off `[x]`
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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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- [x] A full match played in a browser: deal, attack, defend, take, discard,
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redraw, result overlay, statistics written and shown back in the lobby
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- [x] Android/iOS texture settings written up in TECHNICAL.md (they have to
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be applied once in the Inspector; they live in the `.meta` files)
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- [x] README
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@@ -105,9 +103,13 @@ progress. The Cocos layer only renders state and turns taps into actions.
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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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- Nothing verifies the presentation layer automatically. `npm run check:scenes`
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and `npm run check:spreads` catch the two classes of mistake that have
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actually bitten, but a smoke test that boots the scene and asserts card
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positions would cover more.
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- At 21:9 there is a lot of empty felt between the table and the hand. It reads
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as roomy rather than broken, but the table could drift downwards on very tall
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screens.
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## Deliberately out of scope for iteration 1
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+28
-13
@@ -241,19 +241,34 @@ The card atlas is the only texture where this matters — 2048×2048 uncompresse
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is 16 MB of video memory, and ASTC 6×6 brings that to roughly 1.2 MB. Do it
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before the first device build.
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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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### Looking at it
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```bash
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npx http-server build/web-mobile -p 8123 -c-1
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npm run serve
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```
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Serves `build/web-mobile` on http://localhost:8123, plus one route of its own:
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- `/_aspects` — the game in fixed-size iframes at 4:3, 16:9 and 21:9 portrait,
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side by side. The engine resizes itself to fill whatever window it is in, so
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an iframe is the only straightforward way to see the layout at a shape the
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desktop window is not.
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- `/_aspects?only=16:9&h=690` — one viewport, which boots much faster than three.
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The layout has been checked this way at all three ratios, and a full match
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played through in the browser: deal, attack, defend, take, discard, redraw,
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result overlay, and the statistics written and read back in the lobby.
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### Three traps this project has already fallen into
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All three build and type-check cleanly, look right in the editor, and fail only
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at runtime. Each now has a guard; `npm run check` runs all of them.
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1. **Node layers.** `nodeCreate` puts nodes on DEFAULT; a Canvas camera renders
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UI_2D only, so the build shows the camera's clear colour and nothing else.
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The scene view renders every layer, so the editor looks fine.
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2. **The Canvas needs its own Widget.** Without one the Canvas keeps the size it
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was authored at and every widget-stretched child inherits it.
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`alignCanvasWithScreen` does not do this — it only adjusts the camera.
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3. **Array spread of a non-array.** The build turns `[...x]` into `[].concat(x)`,
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which appends an iterator rather than expanding it. Use `Array.from`.
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