Scaffold RogueHunter: roguelike deck-builder on Phaser 4 + React
Vite + TypeScript + React 19 shell hosting a Phaser 4 game canvas,
structured as a Slay the Spire-style single-player deck-builder.
Architecture - strict core/render split:
- core/ holds all game rules as pure TypeScript with zero Phaser
imports, so the domain is deterministic and engine-agnostic:
- cards/ data-driven card model, library, and starter deck
- combat/ turn-based CombatEngine (energy, block, draw/discard/
exhaust piles, enemy intents) + enemy definitions
- run/ RunManager (deck/hp/gold) and seeded MapGenerator
- shared/rng seedable mulberry32 for reproducible runs
- game/ is the Phaser layer: it renders core state and forwards input
- scenes/ Menu -> Map -> Combat -> Reward -> GameOver
- components/ CardSprite, CombatantSprite, Button
- events/ typed EventBus bridging combat/run state to a React HUD
- config/ centralized scene keys, colors, fonts, layout constants
Playable loop: traverse a deterministic 10-node map, fight turn-based
card combat against enemies with telegraphed intents, pick a card
reward after each win, culminating in a boss.
Verified: npm run lint and npm run build pass.
This commit is contained in:
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package.json
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35
package.json
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{
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"name": "roguehunter",
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"private": true,
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"version": "0.0.0",
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"type": "module",
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"scripts": {
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"dev": "vite",
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"build": "tsc -b && vite build",
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"lint": "eslint .",
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"preview": "vite preview"
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},
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"dependencies": {
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"phaser": "^4.0.0",
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"react": "^19.2.4",
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"react-dom": "^19.2.4"
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},
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"devDependencies": {
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"@babel/core": "^7.29.0",
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"@eslint/js": "^9.39.4",
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"@rolldown/plugin-babel": "^0.2.2",
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"@types/babel__core": "^7.20.5",
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"@types/node": "^24.12.2",
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"@types/react": "^19.2.14",
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"@types/react-dom": "^19.2.3",
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"@vitejs/plugin-react": "^6.0.1",
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"babel-plugin-react-compiler": "^1.0.0",
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"eslint": "^9.39.4",
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"eslint-plugin-react-hooks": "^7.0.1",
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"eslint-plugin-react-refresh": "^0.5.2",
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"globals": "^17.4.0",
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"typescript": "~6.0.2",
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"typescript-eslint": "^8.58.0",
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"vite": "^8.0.4"
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}
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}
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