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
+
+
+
+
+
+
+
diff --git a/package-lock.json b/package-lock.json
new file mode 100644
index 0000000..8cef038
--- /dev/null
+++ b/package-lock.json
@@ -0,0 +1,3463 @@
+{
+ "name": "roguehunter",
+ "version": "0.0.0",
+ "lockfileVersion": 3,
+ "requires": true,
+ "packages": {
+ "": {
+ "name": "roguehunter",
+ "version": "0.0.0",
+ "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"
+ }
+ },
+ "node_modules/@babel/code-frame": {
+ "version": "7.29.0",
+ "resolved": "https://registry.npmjs.org/@babel/code-frame/-/code-frame-7.29.0.tgz",
+ "integrity": "sha512-9NhCeYjq9+3uxgdtp20LSiJXJvN0FeCtNGpJxuMFZ1Kv3cWUNb6DOhJwUvcVCzKGR66cw4njwM6hrJLqgOwbcw==",
+ "dev": true,
+ "license": "MIT",
+ "dependencies": {
+ "@babel/helper-validator-identifier": "^7.28.5",
+ "js-tokens": "^4.0.0",
+ "picocolors": "^1.1.1"
+ },
+ "engines": {
+ "node": ">=6.9.0"
+ }
+ },
+ "node_modules/@babel/compat-data": {
+ "version": "7.29.0",
+ "resolved": "https://registry.npmjs.org/@babel/compat-data/-/compat-data-7.29.0.tgz",
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+ "dev": true,
+ "license": "MIT",
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+ }
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+ "resolved": "https://registry.npmjs.org/@babel/core/-/core-7.29.0.tgz",
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+ "dev": true,
+ "license": "MIT",
+ "dependencies": {
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+ "@babel/generator": "^7.29.0",
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+ "@babel/template": "^7.28.6",
+ "@babel/traverse": "^7.29.0",
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+ "@jridgewell/remapping": "^2.3.5",
+ "convert-source-map": "^2.0.0",
+ "debug": "^4.1.0",
+ "gensync": "^1.0.0-beta.2",
+ "json5": "^2.2.3",
+ "semver": "^6.3.1"
+ },
+ "engines": {
+ "node": ">=6.9.0"
+ },
+ "funding": {
+ "type": "opencollective",
+ "url": "https://opencollective.com/babel"
+ }
+ },
+ "node_modules/@babel/generator": {
+ "version": "7.29.1",
+ "resolved": "https://registry.npmjs.org/@babel/generator/-/generator-7.29.1.tgz",
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+ "@jridgewell/trace-mapping": "^0.3.28",
+ "jsesc": "^3.0.2"
+ },
+ "engines": {
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+ }
+ },
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+ "dependencies": {
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+ },
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+ "dependencies": {
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+ },
+ "engines": {
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+ },
+ "peerDependencies": {
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+ }
+ },
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+ }
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+ }
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+ },
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+ }
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+ }
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+ },
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+ }
+ },
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+ "optional": true,
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+ }
+ },
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+ }
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+ }
+ },
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+ },
+ "engines": {
+ "node": "^12.22.0 || ^14.17.0 || >=16.0.0"
+ },
+ "funding": {
+ "url": "https://opencollective.com/eslint"
+ },
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+ }
+ },
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+ "engines": {
+ "node": "^12.22.0 || ^14.17.0 || >=16.0.0"
+ },
+ "funding": {
+ "url": "https://opencollective.com/eslint"
+ }
+ },
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+ },
+ "engines": {
+ "node": "^18.18.0 || ^20.9.0 || >=21.1.0"
+ }
+ },
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+ }
+ },
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+ "dependencies": {
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+ },
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+ }
+ },
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+ "@rolldown/binding-linux-s390x-gnu": "1.0.0-rc.15",
+ "@rolldown/binding-linux-x64-gnu": "1.0.0-rc.15",
+ "@rolldown/binding-linux-x64-musl": "1.0.0-rc.15",
+ "@rolldown/binding-openharmony-arm64": "1.0.0-rc.15",
+ "@rolldown/binding-wasm32-wasi": "1.0.0-rc.15",
+ "@rolldown/binding-win32-arm64-msvc": "1.0.0-rc.15",
+ "@rolldown/binding-win32-x64-msvc": "1.0.0-rc.15"
+ }
+ },
+ "node_modules/which": {
+ "version": "2.0.2",
+ "resolved": "https://registry.npmjs.org/which/-/which-2.0.2.tgz",
+ "integrity": "sha512-BLI3Tl1TW3Pvl70l3yq3Y64i+awpwXqsGBYWkkqMtnbXgrMD+yj7rhW0kuEDxzJaYXGjEW5ogapKNMEKNMjibA==",
+ "dev": true,
+ "license": "ISC",
+ "dependencies": {
+ "isexe": "^2.0.0"
+ },
+ "bin": {
+ "node-which": "bin/node-which"
+ },
+ "engines": {
+ "node": ">= 8"
+ }
+ },
+ "node_modules/word-wrap": {
+ "version": "1.2.5",
+ "resolved": "https://registry.npmjs.org/word-wrap/-/word-wrap-1.2.5.tgz",
+ "integrity": "sha512-BN22B5eaMMI9UMtjrGd5g5eCYPpCPDUy0FJXbYsaT5zYxjFOckS53SQDE3pWkVoWpHXVb3BrYcEN4Twa55B5cA==",
+ "dev": true,
+ "license": "MIT",
+ "engines": {
+ "node": ">=0.10.0"
+ }
+ },
+ "node_modules/yallist": {
+ "version": "3.1.1",
+ "resolved": "https://registry.npmjs.org/yallist/-/yallist-3.1.1.tgz",
+ "integrity": "sha512-a4UGQaWPH59mOXUYnAG2ewncQS4i4F43Tv3JoAM+s2VDAmS9NsK8GpDMLrCHPksFT7h3K6TOoUNn2pb7RoXx4g==",
+ "dev": true,
+ "license": "ISC"
+ },
+ "node_modules/yocto-queue": {
+ "version": "0.1.0",
+ "resolved": "https://registry.npmjs.org/yocto-queue/-/yocto-queue-0.1.0.tgz",
+ "integrity": "sha512-rVksvsnNCdJ/ohGc6xgPwyN8eheCxsiLM8mxuE/t/mOVqJewPuO1miLpTHQiRgTKCLexL4MeAFVagts7HmNZ2Q==",
+ "dev": true,
+ "license": "MIT",
+ "engines": {
+ "node": ">=10"
+ },
+ "funding": {
+ "url": "https://github.com/sponsors/sindresorhus"
+ }
+ },
+ "node_modules/zod": {
+ "version": "4.3.6",
+ "resolved": "https://registry.npmjs.org/zod/-/zod-4.3.6.tgz",
+ "integrity": "sha512-rftlrkhHZOcjDwkGlnUtZZkvaPHCsDATp4pGpuOOMDaTdDDXF91wuVDJoWoPsKX/3YPQ5fHuF3STjcYyKr+Qhg==",
+ "dev": true,
+ "license": "MIT",
+ "funding": {
+ "url": "https://github.com/sponsors/colinhacks"
+ }
+ },
+ "node_modules/zod-validation-error": {
+ "version": "4.0.2",
+ "resolved": "https://registry.npmjs.org/zod-validation-error/-/zod-validation-error-4.0.2.tgz",
+ "integrity": "sha512-Q6/nZLe6jxuU80qb/4uJ4t5v2VEZ44lzQjPDhYJNztRQ4wyWc6VF3D3Kb/fAuPetZQnhS3hnajCf9CsWesghLQ==",
+ "dev": true,
+ "license": "MIT",
+ "engines": {
+ "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()] })
+ ],
+})