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>
275 lines
12 KiB
Markdown
275 lines
12 KiB
Markdown
# Technical structure
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How this project is laid out, what each layer is allowed to do, and how to work
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on it. Companion to [ARCHITECTURE.md](ARCHITECTURE.md), which states the *intent*;
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this file states the *implementation*.
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- Engine: **Cocos Creator 3.8.8**, TypeScript.
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- Targets: Web (mobile browser), Android, iOS. Portrait only.
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- Editor automation: the `cocos-code-mode` extension — see
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[CODE_MODE_SETUP.md](CODE_MODE_SETUP.md).
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## Layering
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Four layers, with dependencies pointing strictly downward. A layer may import
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from the layers below it and never from the ones above.
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```
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ui/ Cocos components: scenes, prefabs, views, input, animation
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↓
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app/ bootstrap, service locator, scene transitions
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↓
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modules/ engine-aware services: savegame, (later) audio, analytics
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↓
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core/ pure rules and bots — no `cc` import anywhere
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```
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The rule, enforced by `npm run check:core-purity`: **nothing under
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`assets/scripts/core/` may import from `cc`**, and under
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`assets/scripts/modules/` only the adapters explicitly listed in that script
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may. Everything else is plain TypeScript, runnable under Node, which is what
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makes the rules and the save format testable without the engine.
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## Folder map
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```
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assets/
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scenes/
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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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resources/
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cards/ 36 faces + back + cards.pac, loaded by path
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art/
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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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cards/ Suit, Rank, Card, Deck
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rules/ GameState, actions, events, the reducer
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bot/ PlayerView projection, Bot contract, BasicBot
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match/ Match (stateful shell), runMatch (headless driver)
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util/ seeded RNG, shuffle
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modules/
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save/ SaveManager, ISaveSection, StatsSection,
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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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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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tools/ measuring tools, not part of the suite
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art-src/cards/ vector sources for the card faces (LGPL, kept)
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docs/ specs, this file, plan, decisions
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local/ scratch art storage; contents get consumed
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scripts/ build and check tools run through npm
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extensions/cocos-code-mode/ editor tool server
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```
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## The rules core
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A deterministic state machine. The only entry point is a pure reducer:
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```ts
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apply(state: GameState, action: Action): { state: GameState; events: GameEvent[] }
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```
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- `GameState` is plain data: hands, deck, trump card, table slots, discard,
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phase, whose turn it is, and the RNG state. It is serialisable, which makes
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every test a fixture and every bug reproducible from a seed.
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- `Action` is what a participant *wants* to do — `Attack`, `Defend`, `Take`,
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`Pass`. Legality is decided by the core, never by the caller; `legalActions()`
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exists so the UI can grey out impossible taps, not as the source of truth.
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- `GameEvent` is what *happened* — `CardDealt`, `CardPlayed`, `CardBeaten`,
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`TableTaken`, `TableDiscarded`, `TurnPassed`, `PlayerOut`, `GameOver`. The view
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layer animates the event stream; it never inspects `GameState` directly for
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anything it is not allowed to see.
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- Randomness comes from a seeded PRNG carried inside the state. Same seed plus
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same action sequence always reproduces the same match.
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## Bots
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A bot is `decide(view: PlayerView) => Action`. `PlayerView` is a projection of
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`GameState` containing only legitimately visible information — own hand, table,
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trump, opponents' hand *sizes*, deck and discard counts — plus the list of legal
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actions. `BasicBot` implements the policy in [GAMEPLAY.md](GAMEPLAY.md).
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`Match` wraps the reducer with the current state and an event subscription; the
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game screen and the headless `runMatch` driver both hold one. As a reference
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point, 5000 `BasicBot` self-play matches split roughly 43/43/14 between the two
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seats and draws, with the opening attacker losing about 37% of the time —
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`npm run stats:bot` reprints these.
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## Savegame
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Per [ARCHITECTURE.md](ARCHITECTURE.md): `SaveManager` keeps a registry of
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`ISaveSection` implementations. `save()` enumerates them and builds
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`{ [section.key]: section.save() }`; `load()` parses and dispatches each payload
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back to the matching section. A missing or unparsable section is skipped with a
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warning rather than failing the whole load, so a bad release cannot brick a save.
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Keys are explicit string constants, not class names — release builds minify.
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The document written is `{ version, sections: { <key>: <payload> } }`. Storage
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sits behind `IStorage`, so all of the save logic is testable headlessly;
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`CocosStorage` is the only file in the module that imports the engine, and it
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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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`_private` for backing fields (matching Cocos's own style).
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- One exported class per file, file named after it.
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- Cocos components live only in `ui/`; they are thin and hold no rules logic.
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- No `any` in `core/`. `strict` is off in the Cocos tsconfig for engine-side
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convenience, but the test harness type-checks `core/` in strict mode.
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## Workflows
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### Tests
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```bash
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npm test
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```
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Runs vitest over `tests/core` against `assets/scripts/core`. No editor required.
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The soak specs play several thousand complete matches and re-check every state
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invariant after every single action, so a rule regression surfaces at the move
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that caused it.
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```bash
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npm run typecheck # strict tsc over core/ and the tests
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npm run check:core-purity # fails if core/ ever imports the engine
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npm run stats:bot # BasicBot self-play distribution, not a test
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```
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### Driving the editor
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Cocos Creator must be running with this project open. See
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[CODE_MODE_SETUP.md](CODE_MODE_SETUP.md); the port changes on every editor
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restart, so always read `~/.utcp_config.json`.
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Scripts and other text assets are written to disk directly and picked up by the
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editor's asset watcher. Scenes and prefabs are authored through the tools —
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never by hand-editing the `.scene`/`.prefab` JSON.
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### Art
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```bash
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npm run build:art
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```
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Regenerates every sprite in `assets/art` from source. Card faces are rasterised
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from the vectors in `art-src/cards`; the card back, table and UI chrome are
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authored as SVG inside [`scripts/build-art.mjs`](../scripts/build-art.mjs) and
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rasterised from there, so a colour or radius is changed in one readable place
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rather than in a binary.
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Fixed numbers the layout depends on:
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| Card sprite | 220 × 320 px |
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| Nine-slice border | 40 px on 120 × 120 tiles |
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| Table background | 540 × 960, drawn at 2× |
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Card sprite frames have trimming switched off, because layout maths assumes
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every card rect is exactly 220 × 320. Card faces are named `<rank>_of_<suit>`,
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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/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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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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### Per-platform texture settings
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[ART.md](ART.md) asks for ASTC on mobile and PNG on the web. Compression is set
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per image (or per folder) in the Inspector's texture-compress section, not in
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code, so it has to be applied once in the editor and is then stored in the
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`.meta` files:
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| Target | Setting |
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| `web-mobile` | PNG, as now |
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| `android` | ASTC 6×6 for the card atlas, ASTC 4×4 for the UI sprites |
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| `ios` | the same ASTC settings; the format is supported on every device the game targets |
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The card atlas is the only texture where this matters — 2048×2048 uncompressed
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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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### Looking at it
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```bash
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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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