diff --git a/.gitignore b/.gitignore new file mode 100644 index 0000000..6a6c6fc --- /dev/null +++ b/.gitignore @@ -0,0 +1,25 @@ +# Logs +logs +*.log +npm-debug.log* +yarn-debug.log* +yarn-error.log* +pnpm-debug.log* +lerna-debug.log* + +node_modules +dist +dist-ssr +*.local + +# Editor directories and files +.vscode/* +!.vscode/extensions.json +.idea +.DS_Store +*.suo +*.ntvs* +*.njsproj +*.sln +*.sw? +/.idea/ diff --git a/README.md b/README.md index 9cc7554..c3c21da 100644 --- a/README.md +++ b/README.md @@ -1,2 +1,75 @@ -# RogueHunter -RogueHunter is a fangame of monter hunter where you battle against monsters in order to save ecosystems. Build your deck update your cards and hunt endlessly +# React + TypeScript + Vite + +This template provides a minimal setup to get React working in Vite with HMR and some ESLint rules. + +Currently, two official plugins are available: + +- [@vitejs/plugin-react](https://github.com/vitejs/vite-plugin-react/blob/main/packages/plugin-react) uses [Oxc](https://oxc.rs) +- [@vitejs/plugin-react-swc](https://github.com/vitejs/vite-plugin-react/blob/main/packages/plugin-react-swc) uses [SWC](https://swc.rs/) + +## React Compiler + +The React Compiler is enabled on this template. See [this documentation](https://react.dev/learn/react-compiler) for more information. + +Note: This will impact Vite dev & build performances. + +## Expanding the ESLint configuration + +If you are developing a production application, we recommend updating the configuration to enable type-aware lint rules: + +```js +export default defineConfig([ + globalIgnores(['dist']), + { + files: ['**/*.{ts,tsx}'], + extends: [ + // Other configs... + + // Remove tseslint.configs.recommended and replace with this + tseslint.configs.recommendedTypeChecked, + // Alternatively, use this for stricter rules + tseslint.configs.strictTypeChecked, + // Optionally, add this for stylistic rules + tseslint.configs.stylisticTypeChecked, + + // Other configs... + ], + languageOptions: { + parserOptions: { + project: ['./tsconfig.node.json', './tsconfig.app.json'], + tsconfigRootDir: import.meta.dirname, + }, + // other options... + }, + }, +]) +``` + +You can also install [eslint-plugin-react-x](https://github.com/Rel1cx/eslint-react/tree/main/packages/plugins/eslint-plugin-react-x) and [eslint-plugin-react-dom](https://github.com/Rel1cx/eslint-react/tree/main/packages/plugins/eslint-plugin-react-dom) for React-specific lint rules: + +```js +// eslint.config.js +import reactX from 'eslint-plugin-react-x' +import reactDom from 'eslint-plugin-react-dom' + +export default defineConfig([ + globalIgnores(['dist']), + { + files: ['**/*.{ts,tsx}'], + extends: [ + // Other configs... + // Enable lint rules for React + reactX.configs['recommended-typescript'], + // Enable lint rules for React DOM + reactDom.configs.recommended, + ], + languageOptions: { + parserOptions: { + project: ['./tsconfig.node.json', './tsconfig.app.json'], + tsconfigRootDir: import.meta.dirname, + }, + // other options... + }, + }, +]) +``` diff --git a/eslint.config.js b/eslint.config.js new file mode 100644 index 0000000..5e6b472 --- /dev/null +++ b/eslint.config.js @@ -0,0 +1,23 @@ +import js from '@eslint/js' +import globals from 'globals' +import reactHooks from 'eslint-plugin-react-hooks' +import reactRefresh from 'eslint-plugin-react-refresh' +import tseslint from 'typescript-eslint' +import { defineConfig, globalIgnores } from 'eslint/config' + +export default defineConfig([ + globalIgnores(['dist']), + { + files: ['**/*.{ts,tsx}'], + extends: [ + js.configs.recommended, + tseslint.configs.recommended, + reactHooks.configs.flat.recommended, + reactRefresh.configs.vite, + ], + languageOptions: { + ecmaVersion: 2020, + globals: globals.browser, + }, + }, +]) diff --git a/index.html b/index.html new file mode 100644 index 0000000..06f1baa --- /dev/null +++ b/index.html @@ -0,0 +1,14 @@ + + + + + + + RogueHunter + + + +
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"node": ">=18.0.0" + }, + "peerDependencies": { + "zod": "^3.25.0 || ^4.0.0" + } + } + } +} diff --git a/package.json b/package.json new file mode 100644 index 0000000..544ef6d --- /dev/null +++ b/package.json @@ -0,0 +1,35 @@ +{ + "name": "roguehunter", + "private": true, + "version": "0.0.0", + "type": "module", + "scripts": { + "dev": "vite", + "build": "tsc -b && vite build", + "lint": "eslint .", + "preview": "vite preview" + }, + "dependencies": { + "phaser": "^4.0.0", + "react": "^19.2.4", + "react-dom": "^19.2.4" + }, + "devDependencies": { + "@babel/core": "^7.29.0", + "@eslint/js": "^9.39.4", + "@rolldown/plugin-babel": "^0.2.2", + "@types/babel__core": "^7.20.5", + "@types/node": "^24.12.2", + "@types/react": "^19.2.14", + "@types/react-dom": "^19.2.3", + "@vitejs/plugin-react": "^6.0.1", + "babel-plugin-react-compiler": "^1.0.0", + "eslint": "^9.39.4", + "eslint-plugin-react-hooks": "^7.0.1", + "eslint-plugin-react-refresh": "^0.5.2", + "globals": "^17.4.0", + "typescript": "~6.0.2", + "typescript-eslint": "^8.58.0", + "vite": "^8.0.4" + } +} diff --git a/src/app/App.css b/src/app/App.css new file mode 100644 index 0000000..139597f --- /dev/null +++ b/src/app/App.css @@ -0,0 +1,2 @@ + + diff --git a/src/app/App.tsx b/src/app/App.tsx new file mode 100644 index 0000000..d967830 --- /dev/null +++ b/src/app/App.tsx @@ -0,0 +1,12 @@ +import PhaserGame from "../game/PhaserGame.tsx"; + +function App() { + + return ( +
+ +
+ ); +} + +export default App; diff --git a/src/app/hooks/useGameEvents.ts b/src/app/hooks/useGameEvents.ts new file mode 100644 index 0000000..49512a2 --- /dev/null +++ b/src/app/hooks/useGameEvents.ts @@ -0,0 +1,48 @@ +import { useEffect, useState } from 'react'; +import { EventBus } from '../../game/events/EventBus'; + +interface CombatHud { + playerHp: number; + playerMaxHp: number; + playerBlock: number; + energy: number; + maxEnergy: number; + handCount: number; + drawCount: number; + discardCount: number; +} + +const EMPTY_HUD: CombatHud = { + playerHp: 0, + playerMaxHp: 0, + playerBlock: 0, + energy: 0, + maxEnergy: 0, + handCount: 0, + drawCount: 0, + discardCount: 0, +}; + +/** Live combat HUD state, driven by the CombatScene via the EventBus. */ +export function useCombatHud() { + const [hud, setHud] = useState(EMPTY_HUD); + + useEffect(() => { + return EventBus.on('combat:state-changed', setHud); + }, []); + + return hud; +} + +/** Current floor/encounter, driven by run + combat events. */ +export function useRunProgress() { + const [floor, setFloor] = useState(1); + + useEffect(() => { + const unsubNode = EventBus.on('run:node-changed', d => setFloor(d.floor)); + const unsubCombat = EventBus.on('combat:started', d => setFloor(d.floor)); + return () => { unsubNode(); unsubCombat(); }; + }, []); + + return floor; +} diff --git a/src/app/index.css b/src/app/index.css new file mode 100644 index 0000000..eb27124 --- /dev/null +++ b/src/app/index.css @@ -0,0 +1,18 @@ +*, *::before, *::after { + box-sizing: border-box; +} + +html, body, #root { + margin: 0; + padding: 0; + width: 100%; + height: 100%; + overflow: hidden; +} + +#game-container { + width: 100%; + height: 100%; +} + + diff --git a/src/app/stylesheets/game-style.css b/src/app/stylesheets/game-style.css new file mode 100644 index 0000000..e69de29 diff --git a/src/core/cards/card-library.ts b/src/core/cards/card-library.ts new file mode 100644 index 0000000..8449ed7 --- /dev/null +++ b/src/core/cards/card-library.ts @@ -0,0 +1,93 @@ +import type { CardData } from './card.types'; + +/** + * Central card library. All card definitions live here, keyed by id. + * Content is data — add cards by adding entries, not code paths. + */ +export const CARD_LIBRARY: Record = { + strike: { + id: 'strike', + name: 'Strike', + type: 'attack', + rarity: 'starter', + cost: 1, + target: 'enemy', + description: 'Deal 6 damage.', + effect: { damage: 6 }, + }, + defend: { + id: 'defend', + name: 'Defend', + type: 'skill', + rarity: 'starter', + cost: 1, + target: 'self', + description: 'Gain 5 block.', + effect: { block: 5 }, + }, + bash: { + id: 'bash', + name: 'Bash', + type: 'attack', + rarity: 'starter', + cost: 2, + target: 'enemy', + description: 'Deal 10 damage.', + effect: { damage: 10 }, + }, + quick_slash: { + id: 'quick_slash', + name: 'Quick Slash', + type: 'attack', + rarity: 'common', + cost: 1, + target: 'enemy', + description: 'Deal 4 damage. Draw 1 card.', + effect: { damage: 4, draw: 1 }, + }, + cleave: { + id: 'cleave', + name: 'Cleave', + type: 'attack', + rarity: 'common', + cost: 1, + target: 'all-enemies', + description: 'Deal 8 damage to ALL enemies.', + effect: { damage: 8 }, + }, + flurry: { + id: 'flurry', + name: 'Flurry', + type: 'attack', + rarity: 'uncommon', + cost: 1, + target: 'enemy', + description: 'Deal 3 damage 3 times.', + effect: { damage: 3, hits: 3 }, + }, + adrenaline: { + id: 'adrenaline', + name: 'Adrenaline', + type: 'skill', + rarity: 'uncommon', + cost: 0, + target: 'none', + description: 'Gain 1 energy. Draw 2 cards. Exhaust.', + effect: { energy: 1, draw: 2 }, + exhaust: true, + }, +}; + +/** Look up a card definition by id; throws early on typos rather than failing silently. */ +export function getCard(id: string): CardData { + const card = CARD_LIBRARY[id]; + if (!card) throw new Error(`Unknown card id: ${id}`); + return card; +} + +/** The deck every run begins with (Slay the Spire-style: 5 Strike, 4 Defend, 1 Bash). */ +export const STARTER_DECK: readonly string[] = [ + 'strike', 'strike', 'strike', 'strike', 'strike', + 'defend', 'defend', 'defend', 'defend', + 'bash', +]; diff --git a/src/core/cards/card.types.ts b/src/core/cards/card.types.ts new file mode 100644 index 0000000..1b031ab --- /dev/null +++ b/src/core/cards/card.types.ts @@ -0,0 +1,44 @@ +/** + * Card model — pure data, no engine dependencies. + * + * A card is a static *definition* (from the library). At runtime, instances in a + * deck are referenced by definition id; identical copies share the same CardData. + */ + +export type CardType = 'attack' | 'skill' | 'power'; +export type CardRarity = 'starter' | 'common' | 'uncommon' | 'rare'; + +/** Where a card's effects are directed when played. */ +export type TargetType = 'enemy' | 'self' | 'all-enemies' | 'none'; + +/** + * Declarative effect bundle applied when a card resolves. Keep this data-driven: + * new mechanics should extend this interface, not add bespoke card subclasses. + */ +export interface CardEffect { + /** Damage dealt to the target(s), before block. */ + damage?: number; + /** Block granted to the player. */ + block?: number; + /** Cards drawn immediately. */ + draw?: number; + /** Energy gained immediately. */ + energy?: number; + /** Hits — repeat the damage this many times (default 1). */ + hits?: number; +} + +export interface CardData { + id: string; + name: string; + type: CardType; + rarity: CardRarity; + /** Energy cost to play. */ + cost: number; + target: TargetType; + /** Human-readable rules text for the card face. */ + description: string; + effect: CardEffect; + /** If true, the card leaves play (exhaust pile) instead of the discard. */ + exhaust?: boolean; +} diff --git a/src/core/combat/combat-engine.ts b/src/core/combat/combat-engine.ts new file mode 100644 index 0000000..60fde13 --- /dev/null +++ b/src/core/combat/combat-engine.ts @@ -0,0 +1,234 @@ +import { Rng } from '../../shared/rng'; +import { getCard } from '../cards/card-library'; +import { getEnemyDef } from './enemy-definitions'; +import type { + CombatState, + Combatant, + EnemyState, + Piles, +} from './combat.types'; + +const HAND_SIZE = 5; +const DEFAULT_ENERGY = 3; + +/** + * CombatEngine holds no rendering concerns. It owns the rules: turn structure, + * card resolution, draw/discard/exhaust, block, enemy intents and AI. + * + * The render layer calls these methods and re-reads `state` after each one. + * Every mutating method returns the (same) state for convenience. + */ +export class CombatEngine { + readonly state: CombatState; + private rng: Rng; + + constructor(params: { + seed: number; + playerHp: number; + playerMaxHp: number; + deck: readonly string[]; + enemyIds: readonly string[]; + }) { + this.rng = new Rng(params.seed); + + const player: Combatant = { + id: 'player', + name: 'Hunter', + hp: params.playerHp, + maxHp: params.playerMaxHp, + block: 0, + }; + + const enemies: EnemyState[] = params.enemyIds.map((id, i) => { + const def = getEnemyDef(id); + const enemy: EnemyState = { + id: `${id}-${i}`, + name: def.name, + hp: def.maxHp, + maxHp: def.maxHp, + block: 0, + definition: def, + turn: 0, + intent: def.moves[0].intent, + }; + return enemy; + }); + + const piles: Piles = { + draw: this.rng.shuffle([...params.deck]), + hand: [], + discard: [], + exhaust: [], + }; + + this.state = { + player, + enemies, + piles, + energy: DEFAULT_ENERGY, + maxEnergy: DEFAULT_ENERGY, + phase: 'player', + }; + + this.startPlayerTurn(); + } + + // ---- Turn flow ------------------------------------------------------- + + private startPlayerTurn(): void { + this.state.player.block = 0; + this.state.energy = this.state.maxEnergy; + this.drawCards(HAND_SIZE); + this.state.phase = 'player'; + } + + /** Player ends their turn: discard hand, run enemies, then start next turn. */ + endTurn(): void { + if (this.state.phase !== 'player') return; + + // Discard the whole hand. + this.state.piles.discard.push(...this.state.piles.hand); + this.state.piles.hand = []; + + this.state.phase = 'enemy'; + this.runEnemyTurn(); + + if (!this.isCombatOver()) { + this.startPlayerTurn(); + } + } + + /** True once the fight has been decided. Kept as a method so callers don't + * get spurious control-flow narrowing on `state.phase`. */ + isCombatOver(): boolean { + return this.state.phase === 'won' || this.state.phase === 'lost'; + } + + // ---- Card play ------------------------------------------------------- + + /** + * Play the card at `handIndex` against `targetEnemyId` (ignored for self/none + * targets). Returns true if the card was played. + */ + playCard(handIndex: number, targetEnemyId?: string): boolean { + if (this.state.phase !== 'player') return false; + const cardId = this.state.piles.hand[handIndex]; + if (cardId === undefined) return false; + + const card = getCard(cardId); + if (card.cost > this.state.energy) return false; + + this.state.energy -= card.cost; + + // Remove from hand first so draw effects can't re-target it. + this.state.piles.hand.splice(handIndex, 1); + + this.applyCardEffect(cardId, targetEnemyId); + + if (card.exhaust) this.state.piles.exhaust.push(cardId); + else this.state.piles.discard.push(cardId); + + this.checkWinLoss(); + return true; + } + + private applyCardEffect(cardId: string, targetEnemyId?: string): void { + const card = getCard(cardId); + const fx = card.effect; + + if (fx.block) this.state.player.block += fx.block; + if (fx.energy) this.state.energy += fx.energy; + if (fx.draw) this.drawCards(fx.draw); + + if (fx.damage) { + const hits = fx.hits ?? 1; + const victims = + card.target === 'all-enemies' + ? this.state.enemies + : this.resolveTarget(targetEnemyId); + for (const enemy of victims) { + for (let h = 0; h < hits; h++) this.dealDamage(enemy, fx.damage); + } + } + + this.state.enemies = this.state.enemies.filter(e => e.hp > 0); + } + + private resolveTarget(targetEnemyId?: string): EnemyState[] { + const target = + this.state.enemies.find(e => e.id === targetEnemyId) ?? + this.state.enemies[0]; + return target ? [target] : []; + } + + // ---- Enemy turn ------------------------------------------------------ + + private runEnemyTurn(): void { + for (const enemy of this.state.enemies) { + enemy.block = 0; + this.executeIntent(enemy); + if (this.state.player.hp <= 0) { + this.state.phase = 'lost'; + return; + } + } + // Advance each enemy to its next intent for the upcoming player turn. + for (const enemy of this.state.enemies) { + enemy.turn += 1; + const moves = enemy.definition.moves; + enemy.intent = moves[enemy.turn % moves.length].intent; + } + this.checkWinLoss(); + } + + private executeIntent(enemy: EnemyState): void { + const intent = enemy.intent; + switch (intent.kind) { + case 'attack': { + const hits = intent.hits ?? 1; + for (let h = 0; h < hits; h++) { + this.dealDamage(this.state.player, intent.value ?? 0); + } + break; + } + case 'block': + enemy.block += 8; + break; + case 'buff': + case 'unknown': + // Placeholder for status/buff mechanics added later. + break; + } + } + + // ---- Primitives ------------------------------------------------------ + + private dealDamage(target: Combatant, amount: number): void { + const absorbed = Math.min(target.block, amount); + target.block -= absorbed; + target.hp = Math.max(0, target.hp - (amount - absorbed)); + } + + private drawCards(count: number): void { + for (let i = 0; i < count; i++) { + if (this.state.piles.draw.length === 0) this.reshuffle(); + const card = this.state.piles.draw.pop(); + if (card === undefined) break; // deck fully exhausted + this.state.piles.hand.push(card); + } + } + + private reshuffle(): void { + if (this.state.piles.discard.length === 0) return; + this.state.piles.draw = this.rng.shuffle([...this.state.piles.discard]); + this.state.piles.discard = []; + } + + private checkWinLoss(): void { + if (this.state.player.hp <= 0) { + this.state.phase = 'lost'; + } else if (this.state.enemies.length === 0) { + this.state.phase = 'won'; + } + } +} diff --git a/src/core/combat/combat.types.ts b/src/core/combat/combat.types.ts new file mode 100644 index 0000000..b90425e --- /dev/null +++ b/src/core/combat/combat.types.ts @@ -0,0 +1,65 @@ +/** + * Combat domain types — pure data, no Phaser. The engine operates on these and + * the render layer reads them. Nothing here imports the game engine. + */ + +/** A participant in combat. Player and enemies share the same shape. */ +export interface Combatant { + id: string; + name: string; + hp: number; + maxHp: number; + /** Temporary damage-absorbing block, cleared at the start of the owner's turn. */ + block: number; +} + +/** What an enemy telegraphs it will do on its next turn. */ +export type IntentKind = 'attack' | 'block' | 'buff' | 'unknown'; + +export interface Intent { + kind: IntentKind; + /** For attack intents: damage per hit. */ + value?: number; + /** For multi-hit attacks. */ + hits?: number; +} + +/** A scripted enemy behaviour: pick the move for the given turn index. */ +export interface EnemyMove { + intent: Intent; +} + +export interface EnemyDefinition { + id: string; + name: string; + maxHp: number; + /** Move pattern, cycled by turn number. Deterministic, so intents are readable. */ + moves: readonly EnemyMove[]; +} + +/** A concrete enemy in an encounter (definition + live state + current intent). */ +export interface EnemyState extends Combatant { + definition: EnemyDefinition; + intent: Intent; + /** Turn counter used to advance the move pattern. */ + turn: number; +} + +/** The four card piles that make up a runtime deck during combat. */ +export interface Piles { + draw: string[]; + hand: string[]; + discard: string[]; + exhaust: string[]; +} + +export type CombatPhase = 'player' | 'enemy' | 'won' | 'lost'; + +export interface CombatState { + player: Combatant; + enemies: EnemyState[]; + piles: Piles; + energy: number; + maxEnergy: number; + phase: CombatPhase; +} diff --git a/src/core/combat/enemy-definitions.ts b/src/core/combat/enemy-definitions.ts new file mode 100644 index 0000000..5749f61 --- /dev/null +++ b/src/core/combat/enemy-definitions.ts @@ -0,0 +1,53 @@ +import type { EnemyDefinition } from './combat.types'; + +/** + * Enemy definitions — data-driven. Move patterns cycle by turn number, so a + * player can learn and read intents. Add enemies by adding entries. + */ +export const ENEMY_DEFINITIONS: Record = { + slime: { + id: 'slime', + name: 'Slime', + maxHp: 22, + moves: [ + { intent: { kind: 'attack', value: 6 } }, + { intent: { kind: 'block' } }, + ], + }, + cultist: { + id: 'cultist', + name: 'Cultist', + maxHp: 30, + moves: [ + { intent: { kind: 'buff' } }, + { intent: { kind: 'attack', value: 8 } }, + { intent: { kind: 'attack', value: 8 } }, + ], + }, + jaw_worm: { + id: 'jaw_worm', + name: 'Jaw Worm', + maxHp: 42, + moves: [ + { intent: { kind: 'attack', value: 11 } }, + { intent: { kind: 'block' } }, + { intent: { kind: 'attack', value: 7 } }, + ], + }, + brute: { + id: 'brute', + name: 'Brute', + maxHp: 54, + moves: [ + { intent: { kind: 'attack', value: 6, hits: 2 } }, + { intent: { kind: 'attack', value: 14 } }, + { intent: { kind: 'block' } }, + ], + }, +}; + +export function getEnemyDef(id: string): EnemyDefinition { + const def = ENEMY_DEFINITIONS[id]; + if (!def) throw new Error(`Unknown enemy id: ${id}`); + return def; +} diff --git a/src/core/run/MapGenerator.ts b/src/core/run/MapGenerator.ts new file mode 100644 index 0000000..42959c3 --- /dev/null +++ b/src/core/run/MapGenerator.ts @@ -0,0 +1,58 @@ +import { Rng } from '../../shared/rng'; +import { ENEMY_DEFINITIONS } from '../combat/enemy-definitions'; +import type { MapNode, RunMap, EncounterType } from './run-map.types'; + +const NORMAL_ENEMIES = ['slime', 'cultist', 'jaw_worm']; +const ELITE_ENEMIES = ['brute']; +const BOSS_ENEMIES = ['brute']; + +/** + * Generates a linear run map from a seed. Deterministic: the same seed always + * yields the same path. Replaces the old platformer DungeonSeeder. + */ +export class MapGenerator { + generate(seed: number, length = 10): RunMap { + const rng = new Rng(seed); + const nodes: MapNode[] = []; + + for (let floor = 1; floor <= length; floor++) { + const type = this.pickType(floor, length, rng); + nodes.push({ + id: `node-${floor}`, + floor, + type, + enemyIds: this.pickEnemies(type, floor, rng), + }); + } + + return { seed, nodes }; + } + + private pickType(floor: number, length: number, rng: Rng): EncounterType { + if (floor === length) return 'boss'; + if (floor === 1) return 'combat'; + if (floor % 4 === 0) return 'rest'; + if (rng.next() > 0.8) return 'elite'; + return 'combat'; + } + + private pickEnemies(type: EncounterType, floor: number, rng: Rng): string[] { + switch (type) { + case 'rest': + return []; + case 'boss': + return [rng.pick(BOSS_ENEMIES)]; + case 'elite': + return [rng.pick(ELITE_ENEMIES)]; + case 'combat': { + // Scale group size gently with depth. + const count = 1 + (floor > 5 && rng.next() > 0.5 ? 1 : 0); + return Array.from({ length: count }, () => { + const id = rng.pick(NORMAL_ENEMIES); + // Guard against a bad id sneaking in from future edits. + return ENEMY_DEFINITIONS[id] ? id : 'slime'; + }); + } + } + } +} diff --git a/src/core/run/RunManager.ts b/src/core/run/RunManager.ts new file mode 100644 index 0000000..51dfb70 --- /dev/null +++ b/src/core/run/RunManager.ts @@ -0,0 +1,75 @@ +import { STARTER_DECK } from '../cards/card-library'; +import { MapGenerator } from './MapGenerator'; +import type { RunMap } from './run-map.types'; + +export interface RunState { + seed: number; + /** Index into the map's node list — the player's current position. */ + nodeIndex: number; + gold: number; + hp: number; + maxHp: number; + /** The player's deck as an ordered list of card ids. */ + deck: string[]; +} + +const INITIAL_HP = 60; + +/** + * Owns the run-level state that persists across combats: the map, the deck, + * hp carried between fights, gold, and progression. Combat-scoped state (piles, + * energy, block) lives in CombatEngine, not here. + */ +export class RunManager { + private state: RunState; + readonly map: RunMap; + + constructor(seed: number = Date.now()) { + this.map = new MapGenerator().generate(seed); + this.state = { + seed, + nodeIndex: 0, + gold: 0, + hp: INITIAL_HP, + maxHp: INITIAL_HP, + deck: [...STARTER_DECK], + }; + } + + get(): Readonly { + return this.state; + } + + /** The node the player is currently on. */ + currentNode() { + return this.map.nodes[this.state.nodeIndex]; + } + + /** Advance to the next node. Returns false if the run is complete. */ + advance(): boolean { + if (this.state.nodeIndex >= this.map.nodes.length - 1) return false; + this.state.nodeIndex += 1; + return true; + } + + setHp(hp: number): void { + this.state.hp = Math.max(0, Math.min(this.state.maxHp, hp)); + } + + heal(amount: number): void { + this.setHp(this.state.hp + amount); + } + + addGold(amount: number): void { + this.state.gold += amount; + } + + addCard(cardId: string): void { + this.state.deck.push(cardId); + } + + removeCard(cardId: string): void { + const i = this.state.deck.indexOf(cardId); + if (i >= 0) this.state.deck.splice(i, 1); + } +} diff --git a/src/core/run/run-map.types.ts b/src/core/run/run-map.types.ts new file mode 100644 index 0000000..542dd6a --- /dev/null +++ b/src/core/run/run-map.types.ts @@ -0,0 +1,15 @@ +/** A node on the run map — one encounter the player travels through. */ +export type EncounterType = 'combat' | 'elite' | 'rest' | 'boss'; + +export interface MapNode { + id: string; + floor: number; + type: EncounterType; + /** Enemy definition ids to spawn for combat/elite/boss nodes. */ + enemyIds: string[]; +} + +export interface RunMap { + seed: number; + nodes: MapNode[]; +} diff --git a/src/game/PhaserGame.tsx b/src/game/PhaserGame.tsx new file mode 100644 index 0000000..b256e57 --- /dev/null +++ b/src/game/PhaserGame.tsx @@ -0,0 +1,40 @@ +import { useEffect, useRef } from "react"; +import * as Phaser from "phaser"; +import { scenes } from "./scenes"; +import { PhaserConfig } from "./config"; + +const PhaserGame = () => { + const gameRef = useRef(null); + const containerRef = useRef(null); + + useEffect(() => { + if (gameRef.current) return; + if (!containerRef.current) return; + + const config: Phaser.Types.Core.GameConfig = { + type: Phaser.AUTO, + parent: containerRef.current, + backgroundColor: PhaserConfig.backgroundColor, + scene: scenes, + scale: { + mode: Phaser.Scale.RESIZE, + autoCenter: Phaser.Scale.CENTER_BOTH, + width: '100%', + height: '100%', + }, + // No physics: this is a turn-based card game. Combat is resolved by + // the pure-TS CombatEngine, not by an Arcade/Matter world. + }; + + gameRef.current = new Phaser.Game(config); + + return () => { + gameRef.current?.destroy(true); + gameRef.current = null; + }; + }, []); + + return
; +}; + +export default PhaserGame; diff --git a/src/game/components/button/Button.ts b/src/game/components/button/Button.ts new file mode 100644 index 0000000..75a1913 --- /dev/null +++ b/src/game/components/button/Button.ts @@ -0,0 +1,38 @@ +import * as Phaser from 'phaser'; +import {Colors, Fonts} from "../../constant/ui.config.ts"; + +interface ButtonConfig { + scene: Phaser.Scene; + x: number; + y: number; + label: string; + onClick: () => void; +} + +export class Button extends Phaser.GameObjects.Container { + private background: Phaser.GameObjects.Rectangle; + + constructor({ scene, x, y, label, onClick }: ButtonConfig) { + super(scene, x, y); + + this.background = scene.add.rectangle(0, 0, 220, 60, Colors.buttonIdle); + const text = scene.add.text(0, 0, label, { + ...Fonts.button, + color: Colors.text, + }).setOrigin(0.5); + + this.add([this.background, text]); + scene.add.existing(this); + + this.setSize(220, 60); + this.setInteractive(); + + this.on('pointerover', () => this.background.setFillStyle(Colors.buttonHover)); + this.on('pointerout', () => this.background.setFillStyle(Colors.buttonIdle)); + this.on('pointerdown', () => { + this.background.setFillStyle(Colors.buttonActive); + onClick(); + }); + this.on('pointerup', () => this.background.setFillStyle(Colors.buttonHover)); + } +} diff --git a/src/game/components/card/CardSprite.ts b/src/game/components/card/CardSprite.ts new file mode 100644 index 0000000..a7eb82f --- /dev/null +++ b/src/game/components/card/CardSprite.ts @@ -0,0 +1,88 @@ +import * as Phaser from 'phaser'; +import { Colors, Fonts, CardLayout } from '../../config'; +import type { CardData } from '../../../core/cards/card.types'; + +const TYPE_COLOR: Record = { + attack: Colors.cardAttack, + skill: Colors.cardSkill, + power: Colors.cardPower, +}; + +/** + * A single card in the player's hand. Presentation only — it emits a callback on + * click and reflects playability; it never mutates combat state itself. + */ +export class CardSprite extends Phaser.GameObjects.Container { + readonly handIndex: number; + private bg: Phaser.GameObjects.Rectangle; + private playable = true; + private baseY: number; + private readonly enabledColor: number; + + constructor(params: { + scene: Phaser.Scene; + x: number; + y: number; + card: CardData; + handIndex: number; + onClick: (handIndex: number) => void; + }) { + const { scene, x, y, card, handIndex, onClick } = params; + super(scene, x, y); + this.handIndex = handIndex; + this.baseY = y; + this.enabledColor = TYPE_COLOR[card.type]; + + const { width, height } = CardLayout; + + this.bg = scene.add + .rectangle(0, 0, width, height, this.enabledColor) + .setStrokeStyle(2, Colors.cardBorder); + + const cost = scene.add + .circle(-width / 2 + 16, -height / 2 + 16, 14, Colors.cardBack) + .setStrokeStyle(2, Colors.energy); + const costText = scene.add + .text(-width / 2 + 16, -height / 2 + 16, String(card.cost), { + ...Fonts.cardName, + color: '#ffcc44', + }) + .setOrigin(0.5); + + const name = scene.add + .text(0, -height / 2 + 34, card.name, { + ...Fonts.cardName, + color: Colors.text, + }) + .setOrigin(0.5); + + const desc = scene.add + .text(0, 20, card.description, { + ...Fonts.cardText, + color: Colors.text, + align: 'center', + wordWrap: { width: width - 20 }, + }) + .setOrigin(0.5); + + this.add([this.bg, cost, costText, name, desc]); + scene.add.existing(this); + + this.setSize(width, height); + this.setInteractive({ useHandCursor: true }); + + this.on('pointerover', () => { + if (this.playable) this.setY(this.baseY - 24); + }); + this.on('pointerout', () => this.setY(this.baseY)); + this.on('pointerdown', () => { + if (this.playable) onClick(this.handIndex); + }); + } + + setPlayable(value: boolean): void { + this.playable = value; + this.bg.setFillStyle(value ? this.enabledColor : Colors.cardDisabled); + this.setAlpha(value ? 1 : 0.6); + } +} diff --git a/src/game/components/combatant/CombatantSprite.ts b/src/game/components/combatant/CombatantSprite.ts new file mode 100644 index 0000000..64637a5 --- /dev/null +++ b/src/game/components/combatant/CombatantSprite.ts @@ -0,0 +1,131 @@ +import * as Phaser from 'phaser'; +import { Colors, Fonts } from '../../config'; +import type { Combatant, EnemyState, Intent } from '../../../core/combat/combat.types'; + +const BODY_W = 90; +const BODY_H = 120; +const BAR_W = 100; +const BAR_H = 12; + +/** + * Renders one combatant: body, name, HP bar, block badge, and (for enemies) the + * telegraphed intent. Presentation only — it reads state, never mutates it. + * Enemies are clickable so the player can pick an attack target. + */ +export class CombatantSprite extends Phaser.GameObjects.Container { + readonly combatantId: string; + private bodyRect: Phaser.GameObjects.Rectangle; + private hpFill: Phaser.GameObjects.Rectangle; + private hpText: Phaser.GameObjects.Text; + private blockText: Phaser.GameObjects.Text; + private intentText?: Phaser.GameObjects.Text; + private maxHp: number; + + constructor(params: { + scene: Phaser.Scene; + x: number; + y: number; + combatant: Combatant; + isEnemy: boolean; + onClick?: (id: string) => void; + }) { + const { scene, x, y, combatant, isEnemy, onClick } = params; + super(scene, x, y); + this.combatantId = combatant.id; + this.maxHp = combatant.maxHp; + + this.bodyRect = scene.add + .rectangle(0, 0, BODY_W, BODY_H, isEnemy ? Colors.enemyTint : Colors.playerTint) + .setStrokeStyle(2, 0x000000); + + const name = scene.add + .text(0, -BODY_H / 2 - 34, combatant.name, { ...Fonts.body, color: Colors.text }) + .setOrigin(0.5); + + // HP bar + const barY = BODY_H / 2 + 16; + scene.add.rectangle(0, barY, BAR_W, BAR_H, Colors.hpBarBg).setOrigin(0.5); + this.hpFill = scene.add + .rectangle(-BAR_W / 2, barY, BAR_W, BAR_H, Colors.hpBar) + .setOrigin(0, 0.5); + this.hpText = scene.add + .text(0, barY, '', { ...Fonts.cardText, color: Colors.text }) + .setOrigin(0.5); + + // Block badge (top-left of body) + this.blockText = scene.add + .text(-BODY_W / 2, -BODY_H / 2, '', { ...Fonts.stat, color: '#88bbff' }) + .setOrigin(0.5); + + this.add([this.bodyRect, name, this.hpFill, this.hpText, this.blockText]); + + if (isEnemy) { + this.intentText = scene.add + .text(0, -BODY_H / 2 - 12, '', { ...Fonts.stat, color: Colors.intentAttack }) + .setOrigin(0.5); + this.add(this.intentText); + } + + scene.add.existing(this); + + if (isEnemy && onClick) { + this.setSize(BODY_W, BODY_H); + this.setInteractive({ useHandCursor: true }); + this.on('pointerover', () => this.bodyRect.setStrokeStyle(3, 0xffff66)); + this.on('pointerout', () => this.bodyRect.setStrokeStyle(2, 0x000000)); + this.on('pointerdown', () => onClick(this.combatantId)); + } + + this.sync(combatant); + } + + /** Update visuals from current combatant state. Call after every engine step. */ + sync(combatant: Combatant): void { + const ratio = Phaser.Math.Clamp(combatant.hp / this.maxHp, 0, 1); + this.hpFill.width = BAR_W * ratio; + this.hpText.setText(`${combatant.hp}/${combatant.maxHp}`); + this.blockText.setText(combatant.block > 0 ? `🛡${combatant.block}` : ''); + } + + /** Enemies only: render the telegraphed intent. */ + syncIntent(intent: Intent): void { + if (!this.intentText) return; + this.intentText.setText(this.describeIntent(intent)); + this.intentText.setColor(this.intentColor(intent)); + } + + private describeIntent(intent: Intent): string { + switch (intent.kind) { + case 'attack': { + const hits = intent.hits ?? 1; + const per = intent.value ?? 0; + return hits > 1 ? `⚔ ${per}x${hits}` : `⚔ ${per}`; + } + case 'block': + return '🛡'; + case 'buff': + return '↑'; + default: + return '?'; + } + } + + private intentColor(intent: Intent): string { + switch (intent.kind) { + case 'attack': + return Colors.intentAttack; + case 'block': + return Colors.intentBlock; + case 'buff': + return Colors.intentBuff; + default: + return Colors.textMuted; + } + } + + /** Convenience for enemy sprites that carry an EnemyState. */ + syncEnemy(enemy: EnemyState): void { + this.sync(enemy); + this.syncIntent(enemy.intent); + } +} diff --git a/src/game/config/index.ts b/src/game/config/index.ts new file mode 100644 index 0000000..f8d3bec --- /dev/null +++ b/src/game/config/index.ts @@ -0,0 +1,4 @@ +export { PhaserConfig } from './phaser.config'; +export { SceneKeys } from './scene-keys'; +export type { SceneKey } from './scene-keys'; +export { Colors, Fonts, CardLayout } from '../constant/ui.config'; diff --git a/src/game/config/phaser.config.ts b/src/game/config/phaser.config.ts new file mode 100644 index 0000000..af3eb70 --- /dev/null +++ b/src/game/config/phaser.config.ts @@ -0,0 +1,3 @@ +export const PhaserConfig = { + backgroundColor: '#1a1420', +} as const; diff --git a/src/game/config/scene-keys.ts b/src/game/config/scene-keys.ts new file mode 100644 index 0000000..03f6510 --- /dev/null +++ b/src/game/config/scene-keys.ts @@ -0,0 +1,9 @@ +export const SceneKeys = { + MENU: 'MenuScene', + MAP: 'MapScene', + COMBAT: 'CombatScene', + REWARD: 'RewardScene', + GAME_OVER: 'GameOverScene', +} as const; + +export type SceneKey = typeof SceneKeys[keyof typeof SceneKeys]; diff --git a/src/game/constant/ui.config.ts b/src/game/constant/ui.config.ts new file mode 100644 index 0000000..5ff48a7 --- /dev/null +++ b/src/game/constant/ui.config.ts @@ -0,0 +1,48 @@ +export const Colors = { + text: '#ffffff', + textMuted: '#b8a8c8', + stroke: '#000000', + + // Buttons + buttonIdle: 0x4a3a5a, + buttonHover: 0x6a5a7a, + buttonActive: 0x2a1a3a, + + // Cards (by type) + cardAttack: 0x7a2a2a, + cardSkill: 0x2a4a7a, + cardPower: 0x7a6a2a, + cardBack: 0x3a2a4a, + cardBorder: 0xffffff, + cardDisabled: 0x333333, + + // Combatants + playerTint: 0x44aa66, + enemyTint: 0xaa4455, + hpBar: 0xcc3344, + hpBarBg: 0x33161a, + blockBar: 0x4488cc, + energy: 0xffcc44, + + // Intents + intentAttack: '#ff6655', + intentBlock: '#66aaff', + intentBuff: '#ffcc44', +} as const; + +export const Fonts = { + title: { fontSize: '64px', fontFamily: 'Arial Black' }, + heading: { fontSize: '28px', fontFamily: 'Arial Black' }, + button: { fontSize: '32px', fontFamily: 'Arial' }, + body: { fontSize: '18px', fontFamily: 'Arial' }, + cardName: { fontSize: '16px', fontFamily: 'Arial Black' }, + cardText: { fontSize: '13px', fontFamily: 'Arial' }, + stat: { fontSize: '20px', fontFamily: 'Arial Black' }, +} as const; + +/** Shared card face dimensions, referenced by CardSprite and layout math. */ +export const CardLayout = { + width: 120, + height: 168, + spacing: 12, +} as const; diff --git a/src/game/events/EventBus.ts b/src/game/events/EventBus.ts new file mode 100644 index 0000000..51cf1a0 --- /dev/null +++ b/src/game/events/EventBus.ts @@ -0,0 +1,54 @@ +/** + * Typed event bus bridging the game (Phaser + core engine) and the React HUD. + * Core/Phaser emit; React hooks subscribe. Keep the map in sync with the HUD's needs. + */ +type EventMap = { + // Combat HUD + 'combat:started': { enemyName: string; floor: number }; + 'combat:state-changed': { + playerHp: number; + playerMaxHp: number; + playerBlock: number; + energy: number; + maxEnergy: number; + handCount: number; + drawCount: number; + discardCount: number; + }; + 'combat:won': { floor: number }; + 'combat:lost': undefined; + + // Run / map + 'run:started': { seed: number }; + 'run:node-changed': { floor: number; type: string }; + 'run:ended': { victory: boolean; floor: number; gold: number }; +}; + +type EventKey = keyof EventMap; +type Listener = (data: EventMap[K]) => void; + +class TypedEventEmitter { + private listeners = new Map>>(); + + on(event: K, listener: Listener): () => void { + if (!this.listeners.has(event)) this.listeners.set(event, new Set()); + this.listeners.get(event)!.add(listener as Listener); + return () => this.off(event, listener); + } + + off(event: K, listener: Listener): void { + this.listeners.get(event)?.delete(listener as Listener); + } + + emit(event: K, data?: EventMap[K]): void { + this.listeners.get(event)?.forEach(l => l(data as EventMap[EventKey])); + } + + removeAll(event?: EventKey): void { + if (event) this.listeners.delete(event); + else this.listeners.clear(); + } +} + +export const EventBus = new TypedEventEmitter(); +export type { EventMap }; diff --git a/src/game/scenes/combat/CombatScene.ts b/src/game/scenes/combat/CombatScene.ts new file mode 100644 index 0000000..fad7165 --- /dev/null +++ b/src/game/scenes/combat/CombatScene.ts @@ -0,0 +1,227 @@ +import * as Phaser from 'phaser'; +import { SceneKeys, Colors, Fonts, CardLayout } from '../../config'; +import { EventBus } from '../../events/EventBus'; +import { Button } from '../../components/button/Button'; +import { CardSprite } from '../../components/card/CardSprite'; +import { CombatantSprite } from '../../components/combatant/CombatantSprite'; +import { CombatEngine } from '../../../core/combat/combat-engine'; +import { getCard } from '../../../core/cards/card-library'; + +/** Data passed into the scene when an encounter starts. */ +export interface CombatSceneData { + seed: number; + floor: number; + playerHp: number; + playerMaxHp: number; + deck: string[]; + enemyIds: string[]; +} + +/** + * The card-combat scene. Owns a CombatEngine instance and renders its state. + * All rules live in the engine; this scene handles input, layout, and redraw. + */ +export class CombatScene extends Phaser.Scene { + private engine!: CombatEngine; + private sceneData!: CombatSceneData; + + private playerSprite!: CombatantSprite; + private enemySprites = new Map(); + private cardSprites: CardSprite[] = []; + + private energyText!: Phaser.GameObjects.Text; + private selectedTarget?: string; + + constructor() { + super({ key: SceneKeys.COMBAT }); + } + + init(data: CombatSceneData): void { + this.sceneData = data; + } + + create(): void { + this.engine = new CombatEngine({ + seed: this.sceneData.seed, + playerHp: this.sceneData.playerHp, + playerMaxHp: this.sceneData.playerMaxHp, + deck: this.sceneData.deck, + enemyIds: this.sceneData.enemyIds, + }); + + this.buildStaticUi(); + this.buildCombatants(); + this.redraw(); + + EventBus.emit('combat:started', { + enemyName: this.engine.state.enemies[0]?.name ?? 'Enemy', + floor: this.sceneData.floor, + }); + + const onResize = () => this.relayout(); + this.scale.on('resize', onResize); + this.events.once('shutdown', () => this.scale.off('resize', onResize)); + } + + // ---- Layout ---------------------------------------------------------- + + private buildStaticUi(): void { + const w = this.scale.width; + + this.add.text(w / 2, 30, `Floor ${this.sceneData.floor}`, { + ...Fonts.heading, + color: Colors.text, + }).setOrigin(0.5); + + this.energyText = this.add.text(60, this.scale.height - 90, '', { + ...Fonts.stat, + color: '#ffcc44', + }).setOrigin(0.5); + + new Button({ + scene: this, + x: w - 110, + y: this.scale.height - 90, + label: 'END TURN', + onClick: () => this.onEndTurn(), + }); + } + + private buildCombatants(): void { + const w = this.scale.width; + const midY = this.scale.height * 0.4; + + this.playerSprite = new CombatantSprite({ + scene: this, + x: w * 0.22, + y: midY, + combatant: this.engine.state.player, + isEnemy: false, + }); + + this.engine.state.enemies.forEach((enemy, i) => { + const sprite = new CombatantSprite({ + scene: this, + x: w * 0.62 + i * 160, + y: midY, + combatant: enemy, + isEnemy: true, + onClick: id => this.onSelectTarget(id), + }); + sprite.syncEnemy(enemy); + this.enemySprites.set(enemy.id, sprite); + }); + + this.selectedTarget = this.engine.state.enemies[0]?.id; + } + + private relayout(): void { + // Simple approach: rebuild the scene on resize. Combat state persists in + // the engine, so this is safe and keeps layout math in one place. + this.scene.restart(this.sceneData); + } + + // ---- Input handlers -------------------------------------------------- + + private onSelectTarget(id: string): void { + this.selectedTarget = id; + this.redraw(); + } + + private onPlayCard(handIndex: number): void { + const played = this.engine.playCard(handIndex, this.selectedTarget); + if (!played) return; + + // A killed target may have been the selection — re-point at a survivor. + if (!this.engine.state.enemies.some(e => e.id === this.selectedTarget)) { + this.selectedTarget = this.engine.state.enemies[0]?.id; + } + this.redraw(); + this.checkEndState(); + } + + private onEndTurn(): void { + this.engine.endTurn(); + this.redraw(); + this.checkEndState(); + } + + // ---- Redraw ---------------------------------------------------------- + + private redraw(): void { + const s = this.engine.state; + + this.playerSprite.sync(s.player); + + // Prune sprites for dead enemies, sync the rest. + for (const [id, sprite] of this.enemySprites) { + const enemy = s.enemies.find(e => e.id === id); + if (!enemy) { + sprite.destroy(); + this.enemySprites.delete(id); + } else { + sprite.syncEnemy(enemy); + } + } + + this.energyText.setText(`⚡ ${s.energy}/${s.maxEnergy}`); + this.drawHand(); + this.emitHud(); + } + + private drawHand(): void { + this.cardSprites.forEach(c => c.destroy()); + this.cardSprites = []; + + const s = this.engine.state; + const { width, spacing } = CardLayout; + const step = width + spacing; + const total = s.piles.hand.length; + const startX = this.scale.width / 2 - ((total - 1) * step) / 2; + const y = this.scale.height - 110; + + s.piles.hand.forEach((cardId, i) => { + const card = getCard(cardId); + const sprite = new CardSprite({ + scene: this, + x: startX + i * step, + y, + card, + handIndex: i, + onClick: idx => this.onPlayCard(idx), + }); + sprite.setPlayable(s.phase === 'player' && card.cost <= s.energy); + this.cardSprites.push(sprite); + }); + } + + private emitHud(): void { + const s = this.engine.state; + EventBus.emit('combat:state-changed', { + playerHp: s.player.hp, + playerMaxHp: s.player.maxHp, + playerBlock: s.player.block, + energy: s.energy, + maxEnergy: s.maxEnergy, + handCount: s.piles.hand.length, + drawCount: s.piles.draw.length, + discardCount: s.piles.discard.length, + }); + } + + // ---- Win / loss ------------------------------------------------------ + + private checkEndState(): void { + const phase = this.engine.state.phase; + if (phase === 'won') { + EventBus.emit('combat:won', { floor: this.sceneData.floor }); + this.scene.start(SceneKeys.REWARD, { + floor: this.sceneData.floor, + playerHp: this.engine.state.player.hp, + }); + } else if (phase === 'lost') { + EventBus.emit('combat:lost'); + this.scene.start(SceneKeys.GAME_OVER, { floor: this.sceneData.floor }); + } + } +} diff --git a/src/game/scenes/gameover/GameOverScene.ts b/src/game/scenes/gameover/GameOverScene.ts new file mode 100644 index 0000000..1ebd90f --- /dev/null +++ b/src/game/scenes/gameover/GameOverScene.ts @@ -0,0 +1,73 @@ +import * as Phaser from 'phaser'; +import { SceneKeys, Colors, Fonts } from '../../config'; +import { Button } from '../../components/button/Button'; + +interface GameOverData { + floor?: number; + victory?: boolean; +} + +export class GameOverScene extends Phaser.Scene { + private floor = 1; + private victory = false; + + constructor() { + super({ key: SceneKeys.GAME_OVER }); + } + + init(data: GameOverData): void { + this.floor = data.floor ?? 1; + this.victory = data.victory ?? false; + } + + create(): void { + this.layout(); + + const onResize = () => this.layout(); + this.scale.on('resize', onResize); + this.events.once('shutdown', () => this.scale.off('resize', onResize)); + } + + private layout(): void { + this.children.removeAll(true); + + const cx = this.scale.width / 2; + const cy = this.scale.height / 2; + + this.add.text(cx, cy - 140, this.victory ? 'RUN COMPLETE' : 'DEFEATED', { + ...Fonts.title, + color: this.victory ? '#66cc88' : '#ff4444', + stroke: Colors.stroke, + strokeThickness: 6, + }).setOrigin(0.5); + + this.add.text(cx, cy - 60, + this.victory + ? `You conquered all ${this.floor} floors.` + : `You fell on floor ${this.floor}.`, + { ...Fonts.button, color: Colors.text, stroke: Colors.stroke, strokeThickness: 3 }, + ).setOrigin(0.5); + + new Button({ + scene: this, + x: cx, + y: cy + 40, + label: 'NEW RUN', + onClick: () => { + this.registry.remove('run'); + this.scene.start(SceneKeys.MAP); + }, + }); + + new Button({ + scene: this, + x: cx, + y: cy + 120, + label: 'MAIN MENU', + onClick: () => { + this.registry.remove('run'); + this.scene.start(SceneKeys.MENU); + }, + }); + } +} diff --git a/src/game/scenes/index.ts b/src/game/scenes/index.ts new file mode 100644 index 0000000..a0d6896 --- /dev/null +++ b/src/game/scenes/index.ts @@ -0,0 +1,7 @@ +import { MenuScene } from './menu/MenuScene'; +import { MapScene } from './map/MapScene'; +import { CombatScene } from './combat/CombatScene'; +import { RewardScene } from './reward/RewardScene'; +import { GameOverScene } from './gameover/GameOverScene'; + +export const scenes = [MenuScene, MapScene, CombatScene, RewardScene, GameOverScene]; diff --git a/src/game/scenes/map/MapScene.ts b/src/game/scenes/map/MapScene.ts new file mode 100644 index 0000000..d53711f --- /dev/null +++ b/src/game/scenes/map/MapScene.ts @@ -0,0 +1,121 @@ +import * as Phaser from 'phaser'; +import { SceneKeys, Colors, Fonts } from '../../config'; +import { EventBus } from '../../events/EventBus'; +import { Button } from '../../components/button/Button'; +import { RunManager } from '../../../core/run/RunManager'; +import type { CombatSceneData } from '../combat/CombatScene'; + +/** + * The run map. Owns the RunManager (the source of truth for deck/hp/progression) + * and dispatches each node to the appropriate scene. The RunManager is stashed on + * the registry so combat/reward scenes can read and mutate run state. + */ +export class MapScene extends Phaser.Scene { + private run!: RunManager; + + constructor() { + super({ key: SceneKeys.MAP }); + } + + init(data: { run?: RunManager }): void { + // Reuse an in-progress run when returning from a reward, else start fresh. + this.run = data.run ?? this.registry.get('run') ?? new RunManager(); + this.registry.set('run', this.run); + } + + create(): void { + if (this.run.get().nodeIndex === 0) { + EventBus.emit('run:started', { seed: this.run.get().seed }); + } + this.layout(); + + const onResize = () => this.layout(); + this.scale.on('resize', onResize); + this.events.once('shutdown', () => this.scale.off('resize', onResize)); + } + + private layout(): void { + this.children.removeAll(true); + + const cx = this.scale.width / 2; + const node = this.run.currentNode(); + const state = this.run.get(); + + EventBus.emit('run:node-changed', { floor: node.floor, type: node.type }); + + this.add.text(cx, 80, 'THE PATH', { + ...Fonts.title, + color: Colors.text, + stroke: Colors.stroke, + strokeThickness: 6, + }).setOrigin(0.5); + + this.add.text(cx, 160, + `Floor ${node.floor} / ${this.run.map.nodes.length} • HP ${state.hp}/${state.maxHp} • Gold ${state.gold}`, + { ...Fonts.body, color: Colors.textMuted }, + ).setOrigin(0.5); + + const label = this.nodeLabel(node.type); + this.add.text(cx, 260, label, { + ...Fonts.heading, + color: Colors.text, + }).setOrigin(0.5); + + new Button({ + scene: this, + x: cx, + y: 360, + label: node.type === 'rest' ? 'REST' : 'ENTER', + onClick: () => this.enterNode(), + }); + } + + private nodeLabel(type: string): string { + switch (type) { + case 'combat': return '⚔ Enemy Encounter'; + case 'elite': return '☠ Elite Fight'; + case 'boss': return '👑 Boss'; + case 'rest': return '🔥 Rest Site (heal 30%)'; + default: return type; + } + } + + private enterNode(): void { + const node = this.run.currentNode(); + const state = this.run.get(); + + if (node.type === 'rest') { + this.run.heal(Math.floor(state.maxHp * 0.3)); + this.proceed(); + return; + } + + const combatData: CombatSceneData = { + seed: state.seed + node.floor, + floor: node.floor, + playerHp: state.hp, + playerMaxHp: state.maxHp, + deck: [...state.deck], + enemyIds: [...node.enemyIds], + }; + this.scene.start(SceneKeys.COMBAT, combatData); + } + + /** Advance to the next node, or end the run if the map is complete. */ + private proceed(): void { + const advanced = this.run.advance(); + if (!advanced) { + EventBus.emit('run:ended', { + victory: true, + floor: this.run.currentNode().floor, + gold: this.run.get().gold, + }); + this.scene.start(SceneKeys.GAME_OVER, { + floor: this.run.currentNode().floor, + victory: true, + }); + return; + } + this.layout(); + } +} diff --git a/src/game/scenes/menu/MenuScene.ts b/src/game/scenes/menu/MenuScene.ts new file mode 100644 index 0000000..e7dba83 --- /dev/null +++ b/src/game/scenes/menu/MenuScene.ts @@ -0,0 +1,88 @@ +import * as Phaser from 'phaser'; +import { Button } from '../../components/button/Button.ts'; +import { Colors, Fonts, SceneKeys } from '../../config'; + +export class MenuScene extends Phaser.Scene { + private titleTween?: Phaser.Tweens.Tween; + + constructor() { + super({ key: SceneKeys.MENU }); + } + + preload() { + this.load.image('logo', '/logo.png'); + } + + create() { + this.layout(); + + const onResize = () => this.layout(); + this.scale.on('resize', onResize); + this.events.once('shutdown', () => this.scale.off('resize', onResize)); + } + + private layout() { + this.titleTween?.remove(); + this.children.removeAll(true); + + const cx = this.scale.width / 2; + const cy = this.scale.height / 2; + + this.createTitle(cx, cy); + this.createLogo(cx, cy); + this.createButtons(cx, cy); + } + + private createTitle(cx: number, cy: number) { + const title = this.add.text(cx, cy - 200, 'ROGUE HUNTER', { + ...Fonts.title, + color: Colors.text, + stroke: Colors.stroke, + strokeThickness: 6, + align: 'center', + }).setOrigin(0.5); + + this.titleTween = this.tweens.add({ + targets: title, + scale: { from: 0.8, to: 1.1 }, + duration: 2000, + ease: 'Sine.easeInOut', + yoyo: true, + repeat: -1, + }); + } + + private createLogo(cx: number, cy: number) { + this.add.image(cx, cy - 100, 'logo').setScale(0.1); + } + + private createButtons(cx: number, cy: number) { + new Button({ + scene: this, + x: cx, + y: cy + 50, + label: 'START GAME', + onClick: () => { + // Clear any prior run so a new deck/map is generated. + this.registry.remove('run'); + this.scene.start(SceneKeys.MAP); + }, + }); + + new Button({ + scene: this, + x: cx, + y: cy + 130, + label: 'OPTIONS', + onClick: () => console.log('Options clicked'), + }); + + new Button({ + scene: this, + x: cx, + y: cy + 210, + label: 'CREDITS', + onClick: () => console.log('Credits clicked'), + }); + } +} diff --git a/src/game/scenes/reward/RewardScene.ts b/src/game/scenes/reward/RewardScene.ts new file mode 100644 index 0000000..27e5dde --- /dev/null +++ b/src/game/scenes/reward/RewardScene.ts @@ -0,0 +1,120 @@ +import * as Phaser from 'phaser'; +import { SceneKeys, Colors, Fonts, CardLayout } from '../../config'; +import { Button } from '../../components/button/Button'; +import { CardSprite } from '../../components/card/CardSprite'; +import { RunManager } from '../../../core/run/RunManager'; +import { Rng } from '../../../shared/rng'; +import { CARD_LIBRARY, getCard } from '../../../core/cards/card-library'; + +interface RewardData { + floor: number; + playerHp: number; +} + +const GOLD_PER_WIN = 15; +/** Cards eligible as rewards (exclude starter-only cards). */ +const REWARD_POOL = Object.values(CARD_LIBRARY) + .filter(c => c.rarity !== 'starter') + .map(c => c.id); + +/** + * Post-combat reward. Applies hp/gold to the run, then offers a card choice — + * this is the deck-building step. Choosing (or skipping) returns to the map. + */ +export class RewardScene extends Phaser.Scene { + private run!: RunManager; + private sceneData!: RewardData; + private offered: string[] = []; + + constructor() { + super({ key: SceneKeys.REWARD }); + } + + init(data: RewardData): void { + this.sceneData = data; + this.run = this.registry.get('run') as RunManager; + } + + create(): void { + // Persist combat outcome into the run. + this.run.setHp(this.sceneData.playerHp); + this.run.addGold(GOLD_PER_WIN); + + // Roll three distinct card offers deterministically from the run seed. + const rng = new Rng(this.run.get().seed + this.sceneData.floor * 31); + this.offered = this.rollOffers(rng, 3); + + this.layout(); + + const onResize = () => this.layout(); + this.scale.on('resize', onResize); + this.events.once('shutdown', () => this.scale.off('resize', onResize)); + } + + private rollOffers(rng: Rng, count: number): string[] { + const pool = [...REWARD_POOL]; + rng.shuffle(pool); + return pool.slice(0, Math.min(count, pool.length)); + } + + private layout(): void { + this.children.removeAll(true); + + const cx = this.scale.width / 2; + + this.add.text(cx, 70, 'VICTORY', { + ...Fonts.title, + color: '#66cc88', + stroke: Colors.stroke, + strokeThickness: 6, + }).setOrigin(0.5); + + this.add.text(cx, 140, `+${GOLD_PER_WIN} gold • Choose a card to add`, { + ...Fonts.body, + color: Colors.textMuted, + }).setOrigin(0.5); + + const { width, spacing } = CardLayout; + const step = width + spacing * 2; + const startX = cx - ((this.offered.length - 1) * step) / 2; + const y = this.scale.height / 2; + + this.offered.forEach((cardId, i) => { + new CardSprite({ + scene: this, + x: startX + i * step, + y, + card: getCard(cardId), + handIndex: i, + onClick: idx => this.pickCard(this.offered[idx]), + }); + }); + + new Button({ + scene: this, + x: cx, + y: this.scale.height - 90, + label: 'SKIP', + onClick: () => this.returnToMap(), + }); + } + + private pickCard(cardId: string): void { + this.run.addCard(cardId); + this.returnToMap(); + } + + private returnToMap(): void { + // Advance past the node we just cleared, then hand control back to the map. + const advanced = this.run.advance(); + if (!advanced) { + // That was the final node (boss) — the run is won. + this.scene.start(SceneKeys.GAME_OVER, { + floor: this.run.currentNode().floor, + victory: true, + }); + return; + } + this.scene.start(SceneKeys.MAP, { run: this.run }); + } +} diff --git a/src/main.tsx b/src/main.tsx new file mode 100644 index 0000000..d5e482c --- /dev/null +++ b/src/main.tsx @@ -0,0 +1,10 @@ +import { StrictMode } from 'react' +import { createRoot } from 'react-dom/client' +import './app/index.css' +import App from './app/App.tsx' + +createRoot(document.getElementById('root')!).render( + + + , +) diff --git a/src/shared/rng.ts b/src/shared/rng.ts new file mode 100644 index 0000000..da4f382 --- /dev/null +++ b/src/shared/rng.ts @@ -0,0 +1,40 @@ +/** + * Deterministic, seedable RNG. Mulberry32 — simple, fast, good distribution. + * Kept engine-agnostic so both run generation and combat shuffles are reproducible + * from a single run seed. + */ +export class Rng { + private s: number; + + constructor(seed: number) { + this.s = seed >>> 0; + } + + /** Float in [0, 1). */ + next(): number { + this.s += 0x6d2b79f5; + let t = this.s; + t = Math.imul(t ^ (t >>> 15), 1 | t); + t ^= t + Math.imul(t ^ (t >>> 7), 61 | t); + return ((t ^ (t >>> 14)) >>> 0) / 4294967296; + } + + /** Integer in [min, max] inclusive. */ + int(min: number, max: number): number { + return min + Math.floor(this.next() * (max - min + 1)); + } + + /** Pick a random element. */ + pick(arr: readonly T[]): T { + return arr[Math.floor(this.next() * arr.length)]; + } + + /** In-place Fisher-Yates shuffle. Returns the same array for chaining. */ + shuffle(arr: T[]): T[] { + for (let i = arr.length - 1; i > 0; i--) { + const j = Math.floor(this.next() * (i + 1)); + [arr[i], arr[j]] = [arr[j], arr[i]]; + } + return arr; + } +} diff --git a/src/shared/types/index.ts b/src/shared/types/index.ts new file mode 100644 index 0000000..046b6a7 --- /dev/null +++ b/src/shared/types/index.ts @@ -0,0 +1,4 @@ +export interface Vec2 { + x: number; + y: number; +} diff --git a/tsconfig.app.json b/tsconfig.app.json new file mode 100644 index 0000000..ce7b793 --- /dev/null +++ b/tsconfig.app.json @@ -0,0 +1,25 @@ +{ + "compilerOptions": { + "tsBuildInfoFile": "./node_modules/.tmp/tsconfig.app.tsbuildinfo", + "target": "es2023", + "lib": ["ES2023", "DOM", "DOM.Iterable"], + "module": "esnext", + "types": ["vite/client"], + "skipLibCheck": true, + + /* Bundler mode */ + "moduleResolution": "bundler", + "allowImportingTsExtensions": true, + "verbatimModuleSyntax": true, + "moduleDetection": "force", + "noEmit": true, + "jsx": "react-jsx", + + /* Linting */ + "noUnusedLocals": true, + "noUnusedParameters": true, + "noFallthroughCasesInSwitch": true, + "allowJs": false + }, + "include": ["src"] +} diff --git a/tsconfig.json b/tsconfig.json new file mode 100644 index 0000000..1ffef60 --- /dev/null +++ b/tsconfig.json @@ -0,0 +1,7 @@ +{ + "files": [], + "references": [ + { "path": "./tsconfig.app.json" }, + { "path": "./tsconfig.node.json" } + ] +} diff --git a/tsconfig.node.json b/tsconfig.node.json new file mode 100644 index 0000000..a796fe5 --- /dev/null +++ b/tsconfig.node.json @@ -0,0 +1,23 @@ +{ + "compilerOptions": { + "tsBuildInfoFile": "./node_modules/.tmp/tsconfig.node.tsbuildinfo", + "target": "es2023", + "lib": ["ES2023"], + "module": "esnext", + "types": ["node"], + "skipLibCheck": true, + + /* Bundler mode */ + "moduleResolution": "bundler", + "allowImportingTsExtensions": true, + "verbatimModuleSyntax": true, + "moduleDetection": "force", + "noEmit": true, + + /* Linting */ + "noUnusedLocals": true, + "noUnusedParameters": true, + "noFallthroughCasesInSwitch": true + }, + "include": ["vite.config.ts"] +} diff --git a/vite.config.ts b/vite.config.ts new file mode 100644 index 0000000..d1203cd --- /dev/null +++ b/vite.config.ts @@ -0,0 +1,11 @@ +import { defineConfig } from 'vite' +import react, { reactCompilerPreset } from '@vitejs/plugin-react' +import babel from '@rolldown/plugin-babel' + +// https://vite.dev/config/ +export default defineConfig({ + plugins: [ + react(), + babel({ presets: [reactCompilerPreset()] }) + ], +})