- docs/PLAN.md — план по этапам, обновляется по мере работы - docs/TECHNICAL.md — слои, карта папок, контракты, рабочие процессы - docs/DECISIONS.md — журнал решений, принятых самостоятельно - разрешение 1080x1920, fit-width (портрет, 4:3..21:9) - каркас assets/scripts (core / modules / app / ui) - headless-тесты на vitest + strict typecheck + защита чистоты core - Rng: детерминированный генератор и перемешивание Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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Development plan
Living document. Updated as work progresses — each milestone is committed to
master together with the update to this file.
Legend: [ ] not started · [~] in progress · [x] done
Source specs this plan implements: GAMEPLAY.md, ARCHITECTURE.md, LOBBY.md, UI.md, ART.md. Autonomous choices are logged in DECISIONS.md; the resulting structure is described in TECHNICAL.md.
Iteration 1 scope
Single-player match of podkidnoy durak against a bot, 1v1, no transferring (perevod). Lobby → match → result → lobby. Savegame framework in place with a statistics section only (no currency, no levels yet). Portrait mobile UI, targets: Web, Android, iOS.
Guiding principle
The rules live in a pure TypeScript core with no cc imports, driven as a
deterministic state machine. That makes the whole game logic testable headlessly
with npm test — no editor, no device — which is what allows unattended
progress. The Cocos layer only renders state and turns taps into actions.
Milestones
M0 — Foundation [x]
- Read specs, confirm open questions with the user
docs/PLAN.md,docs/TECHNICAL.md,docs/DECISIONS.md- Asset folder skeleton under
assets/ - Project settings: design resolution 1080×1920, fit-width
- Headless test harness (vitest) wired to
assets/scripts/core, plus acorepurity guard and a strict typecheck
M1 — Rules core [ ]
- Seeded RNG and shuffle
Suit,Rank,Card, 36-card deckGameState: hands, deck, trump, table slots, discard, phase, turn order- First-attacker selection per GAMEPLAY.md (lowest trump → lowest card → random)
- Legal action generation:
Attack,Defend,Take,Pass - Turn resolution: beat-all / take, discard, draw order, player elimination
- End conditions and loser ("fool") determination
- Unit tests covering every rule clause, including the add-card limits
M2 — Bot and headless match runner [ ]
PlayerViewprojection — a bot sees only what a player legitimately seesBasicBotexactly per GAMEPLAY.md "Basic bot"MatchRunnerdriving a full headless match- Soak test: thousands of seeded self-play matches finish with no illegal state
M3 — Savegame module [ ]
ISaveSectioncontract,SaveManagerregistry, JSON keyed by section name- Storage backend over
sys.localStorage(works on web and native) StatsSection: games played / won / lost, current and best win streak- Versioning + tolerant load (unknown or missing sections do not break a load)
- Tests for save/load round-trip and corrupted-payload recovery
M4 — Art pipeline [ ]
- Pick the 36 needed faces from
local/, downscale to the 1080-wide budget - Author the missing pieces: card back, table background, UI panels/buttons
- Import into
assets/art/, configure sprite frames and atlasing - Remove consumed source art from
local/, record attribution/licence
M5 — Scenes and bootstrap [ ]
loaderscene: module initialisation, then transition tolobbylobbyscene: New Game button, statistics readout- Canvas / resolution policy and a reusable safe-area-aware layout root
M6 — Game screen [ ]
Cardprefab, face/back flipping, sizing- Hand layout (fan), table layout (attack/defence pairs), deck and trump display
- Deal, attack, defend, take and discard animations driven by core events
- Tap/drag input producing core actions; illegal moves visibly rejected
- Bot acts with human-readable pacing
M7 — Match flow [ ]
- Result overlay (win / lose), stats written through the savegame module
- Return to lobby; start another match without a scene leak
- Optional: surrender / leave match
M8 — Responsive and touch pass [ ]
- Verify layout from 4:3 to 21:9, portrait
- All interactive elements meet a minimum tap size
- Editor preview screenshots at the extreme aspect ratios
M9 — Build verification and hand-off [ ]
- Web-mobile build runs end to end
- Android/iOS build settings documented (ASTC per ART.md)
- README / TECHNICAL.md final pass
Deliberately out of scope for iteration 1
Multiplayer or networking, more than two players at the table (the core is written for N players, but only 1v1 is exercised), transferring (perevod), smarter bots, currency, levels, shop, sound design, localisation.