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docs/DESIGN.md
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# FF-TCG Digital - Architecture Design Document
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## Overview
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This document describes the software architecture of the FF-TCG Digital implementation.
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## Technology Stack
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- **Game Engine**: Godot 4.2+
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- **Language**: GDScript
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- **Target Platform**: Linux Desktop
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- **Rendering**: Forward+ renderer with 3D isometric view
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## Architecture Principles
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1. **Separation of Concerns**: Game logic is separate from visual presentation
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2. **Event-Driven**: State changes emit signals for loose coupling
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3. **Data-Driven**: Card definitions loaded from JSON, not hardcoded
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4. **Testable**: Core game logic can be tested independently of visuals
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## System Architecture
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```
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┌─────────────────────────────────────────────────────────────────┐
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│ Main Scene │
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├─────────────────────────────────────────────────────────────────┤
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│ ┌──────────────┐ ┌──────────────┐ ┌──────────────┐ │
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│ │ Table Scene │ │ UI Layer │ │ Input Handler│ │
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│ │ (3D View) │ │ (2D Canvas) │ │ │ │
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│ └──────────────┘ └──────────────┘ └──────────────┘ │
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├─────────────────────────────────────────────────────────────────┤
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│ Autoload Singletons │
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│ ┌──────────────┐ ┌──────────────┐ │
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│ │ GameManager │ │ CardDatabase │ │
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│ └──────────────┘ └──────────────┘ │
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├─────────────────────────────────────────────────────────────────┤
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│ Game State Engine │
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│ ┌────────────┐ ┌────────────┐ ┌────────────┐ ┌──────────────┐ │
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│ │ GameState │ │ Player │ │ Zone │ │ TurnManager │ │
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│ └────────────┘ └────────────┘ └────────────┘ └──────────────┘ │
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│ ┌────────────┐ ┌────────────┐ ┌────────────┐ │
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│ │ CPPool │ │ Combat │ │ Stack │ │
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│ └────────────┘ └────────────┘ └────────────┘ │
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└─────────────────────────────────────────────────────────────────┘
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```
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## Core Components
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### Autoload Singletons
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#### GameManager (`scripts/autoload/GameManager.gd`)
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Central coordinator for game flow. Responsibilities:
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- Initialize new games
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- Coordinate between game state and visuals
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- Handle high-level game events
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- Manage scene transitions
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Signals:
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- `game_started()`
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- `game_ended(winner: int)`
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- `turn_changed(player_index: int)`
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- `phase_changed(phase: TurnPhase)`
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#### CardDatabase (`scripts/autoload/CardDatabase.gd`)
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Manages card definitions loaded from JSON. Responsibilities:
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- Load and parse `data/cards.json`
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- Provide card lookup by ID
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- Validate card data on load
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- Cache card textures
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Methods:
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- `get_card(id: String) -> CardData`
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- `get_cards_by_element(element: Element) -> Array[CardData]`
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- `get_cards_by_type(type: CardType) -> Array[CardData]`
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### Game State Classes
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#### GameState (`scripts/game/GameState.gd`)
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Master game state container. Holds:
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- Two Player instances
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- Shared Stack for ability resolution
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- Current turn/phase information
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- Game rules enforcement
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#### Player (`scripts/game/Player.gd`)
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Individual player state. Contains:
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- Hand (Zone)
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- Deck (Zone)
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- Field - Forwards area (Zone)
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- Field - Backups area (Zone)
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- Damage Zone (Zone)
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- Break Zone (Zone)
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- Current CP pool
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#### Zone (`scripts/game/Zone.gd`)
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Base class for card containers. Types:
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- `DECK` - Hidden, ordered
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- `HAND` - Hidden from opponent
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- `FIELD_FORWARDS` - Public
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- `FIELD_BACKUPS` - Public, max 5
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- `DAMAGE` - Public, ordered
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- `BREAK` - Public discard
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Methods:
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- `add_card(card: CardInstance)`
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- `remove_card(card: CardInstance)`
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- `get_cards() -> Array[CardInstance]`
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- `shuffle()`
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#### TurnManager (`scripts/game/TurnManager.gd`)
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Handles turn structure and phase progression.
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Phases (enum TurnPhase):
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1. `ACTIVE` - Activate dull characters
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2. `DRAW` - Draw cards
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3. `MAIN_1` - Play cards/abilities
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4. `ATTACK` - Combat
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5. `MAIN_2` - Play cards/abilities
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6. `END` - Cleanup
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#### CPPool (`scripts/game/CPPool.gd`)
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Tracks generated Crystal Points by element.
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Properties:
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- `cp: Dictionary` - Element -> count mapping
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Methods:
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- `add_cp(element: Element, amount: int)`
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- `spend_cp(cost: Dictionary) -> bool`
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- `can_afford(cost: Dictionary) -> bool`
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- `clear()`
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#### Combat (`scripts/game/Combat.gd`)
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Handles attack phase logic.
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States:
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- `IDLE`
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- `DECLARING_ATTACKER`
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- `WAITING_BLOCKER`
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- `RESOLVING_DAMAGE`
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### Visual Components
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#### TableCamera (`scripts/visual/TableCamera.gd`)
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Isometric camera setup:
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- 45° rotation on Y axis
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- ~35° tilt down on X axis
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- Orthographic or perspective projection
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- Fixed position showing full board
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#### CardVisual (`scripts/visual/CardVisual.gd`)
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3D card representation:
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- MeshInstance3D with PlaneMesh
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- Dynamic texture from card image
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- States: normal, highlighted, selected, dull
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- Animation support for movement
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#### ZoneVisual (`scripts/visual/ZoneVisual.gd`)
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Visual representation of card zones:
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- Manages card positioning
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- Handles card enter/exit animations
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- Supports stacking and spreading
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## Data Flow
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### Playing a Card
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```
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1. Player clicks card in hand
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│
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2. InputHandler detects selection
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│
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3. GameManager.request_play_card(card)
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│
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4. GameState.validate_play(card)
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├── Check phase (must be Main Phase)
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├── Check CP requirements
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└── Check field limits
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│
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5. If valid: GameState.execute_play(card)
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├── CPPool.spend_cp(card.cost)
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├── Hand.remove_card(card)
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└── Field.add_card(card)
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│
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6. GameState emits card_played signal
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│
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7. Visual layer animates card movement
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```
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### Combat Flow
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```
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1. Attack Phase begins
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│
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2. Active player selects attacker
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├── Must be active Forward
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└── Must be able to attack
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│
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3. Attacker is dulled
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│
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4. Defending player may select blocker
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├── Must be active Forward
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└── Optional
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│
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5. Damage resolution
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├── If blocked: Exchange damage equal to Power
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└── If unblocked: Deal 1 damage to player
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│
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6. Check for broken Forwards
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│
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7. Return to step 2 or end Attack Phase
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```
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## File Organization
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```
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scripts/
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├── autoload/
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│ ├── GameManager.gd # Game flow coordinator
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│ └── CardDatabase.gd # Card data management
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├── game/
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│ ├── GameState.gd # Master game state
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│ ├── Player.gd # Player state
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│ ├── Zone.gd # Zone base class
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│ ├── CardInstance.gd # Runtime card instance
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│ ├── TurnManager.gd # Turn/phase handling
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│ ├── CPPool.gd # CP tracking
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│ ├── Combat.gd # Combat resolution
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│ └── Enums.gd # Shared enumerations
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├── visual/
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│ ├── TableCamera.gd # Isometric camera
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│ ├── CardVisual.gd # 3D card rendering
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│ ├── ZoneVisual.gd # Zone rendering
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│ └── TableSetup.gd # Table scene setup
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└── ui/
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├── GameUI.gd # Main UI controller
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├── CardDetailPanel.gd # Card info popup
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├── CPDisplay.gd # CP pool display
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└── TurnIndicator.gd # Turn/phase display
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```
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## Signals Reference
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### GameManager Signals
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| Signal | Parameters | Description |
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|--------|------------|-------------|
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| `game_started` | none | New game initialized |
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| `game_ended` | `winner: int` | Game over |
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| `turn_changed` | `player: int` | Active player changed |
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| `phase_changed` | `phase: TurnPhase` | Phase advanced |
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### GameState Signals
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| Signal | Parameters | Description |
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|--------|------------|-------------|
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| `card_played` | `card, player` | Card deployed to field |
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| `card_moved` | `card, from, to` | Card changed zones |
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| `damage_dealt` | `player, amount` | Player took damage |
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| `forward_broken` | `card` | Forward destroyed |
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### Player Signals
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| Signal | Parameters | Description |
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|--------|------------|-------------|
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| `hand_changed` | none | Hand contents updated |
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| `cp_changed` | `pool` | CP pool updated |
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| `field_changed` | none | Field contents updated |
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## Testing Strategy
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### Unit Tests
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- Card data validation
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- CP calculation
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- Combat damage resolution
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- Zone operations
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### Integration Tests
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- Full turn cycle
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- Complete game to win condition
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- Edge cases (deck empty, backup limit)
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### Manual Testing
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- Visual correctness
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- Input responsiveness
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- Animation smoothness
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