Files
RogueHunter/tsconfig.app.json
Nicolas Civade c55e0751e6 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.
2026-08-12 22:10:32 +02:00

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{
"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"]
}