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.
15 lines
410 B
HTML
15 lines
410 B
HTML
<!doctype html>
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<html lang="en">
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<head>
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<meta charset="UTF-8" />
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<link rel="icon" type="image/svg+xml" href="/logo.png" />
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<meta name="viewport" content="width=device-width, initial-scale=1.0" />
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<title>RogueHunter</title>
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<script src="http://localhost:8097"></script>
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</head>
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<body>
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<div id="root"></div>
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<script type="module" src="/src/main.tsx"></script>
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</body>
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</html>
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