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40a5b6218f
Rewrote project-overview-pdr, system-architecture, code-standards, and codebase-summary to reflect current Svelte 5 architecture, mirror guard mechanic, renderVersion reactivity pattern, and redesigned level progression. Removed obsolete plan/NNTV.md (Phaser 3 plan).
6.0 KiB
6.0 KiB
Codebase Summary - Night Ninja: Twilight Voyage
Overview
NNTV is a turn-based stealth puzzle game built with Svelte 5 and Vite 6.x. The codebase separates pure JS game engine (classes in lib/game/) from Svelte rendering (scenes + components). State flows one-way: game classes mutate internally, then renderVersion++ triggers Svelte re-derivation.
Module Inventory
Entry Point
- src/main.js — Mounts
App.svelteinto#app
Scene Router
- src/App.svelte —
{#key currentScene}withtransition:fade, passesnavigatefunction as prop to all scenes
Scenes (src/scenes/)
| File | Purpose |
|---|---|
| MainMenu.svelte | Start game, level select, settings, guide |
| StoryIntro.svelte | Scrolling narrative with skip button |
| LevelIntro.svelte | Level name + story text + continue |
| LevelSelect.svelte | 4x3 grid of level buttons (locked/unlocked/completed) |
| Game.svelte | Main gameplay: state owner, input, turn loop, rendering |
| GameOver.svelte | Loss/twist screen, retry/menu |
| Settings.svelte | Language toggle (EN/VI) |
| Guide.svelte | Rules, controls, enemy types |
Components (src/components/)
| File | Purpose |
|---|---|
| Button.svelte | Reusable styled button |
| GameBoard.svelte | CSS grid rendering of cells |
| GameHud.svelte | Level, lives, turns display bar |
| PlayerSprite.svelte | Absolutely positioned player div |
| GuardSprite.svelte | Colored circle (or diamond for mirror) |
| DetectionPopup.svelte | "Detected!" overlay with retry |
| PauseMenu.svelte | Resume / restart / main menu |
Game Engine (src/lib/game/) — Pure JS, no Svelte
| File | Purpose |
|---|---|
| grid-system.js | GridSystem class: cell state, walls, goals, lighting |
| player.js | Player class: position, movement validation |
| guards.js | Guard base + 5 subclasses (Static, Rotating, Blinking, Mirror, Patrolling) |
| turn-manager.js | TurnManager: turn cycle, guard updates, detection |
| level-manager.js | loadLevel(): instantiate grid, player, guards from level data |
Level Data (src/lib/levels/)
| File | Purpose |
|---|---|
| levels.js | LEVELS array: 12 level definitions (grid, guards, walls, goals) |
Utilities (src/lib/)
| File | Purpose |
|---|---|
| localization.js | getText/setLanguage/getLanguage/initLanguage |
| progress.js | getProgress/completeLevel via localStorage |
Localization (src/lib/locales/)
| File | Keys | Purpose |
|---|---|---|
| en.json | ~55 | English translations |
| vi.json | ~55 | Vietnamese translations |
Styles (src/styles/)
| File | Purpose |
|---|---|
| theme.css | CSS variables: colors, fonts, guard colors, grid colors |
Class Hierarchy
Guard Inheritance
Guard (abstract base: grid, row, col, type, direction, isOn)
├── StaticGuard — lights fixed litCells array
├── RotatingGuard — rotates beam 90°/turn, castBeam with mirror bounce
├── BlinkingGuard — toggles isOn, lights litCells when on
├── MirrorGuard — lights own cell, stores reflectDirection (cw/ccw)
└── PatrollingGuard — follows path array, lights front + right cells
Key Data Structures
Level Definition
{
id: 1, name: "Garden Path", storyKey: "level1Story",
grid: { rows: 6, cols: 6 },
player: { row: 0, col: 0 },
goal: { row: 5, col: 5 },
walls: [{ row: 1, col: 1 }, ...],
guards: [
{ type: "static", position: { row: 2, col: 4 }, litCells: [...] },
{ type: "rotating", position: { row: 3, col: 3 }, startDirection: 0 },
{ type: "blinking", position: {...}, litCells: [...], startState: true },
{ type: "mirror", position: {...}, reflectDirection: "cw" },
{ type: "patrolling", startPosition: {...}, path: [...] },
],
isFinalLevel: false
}
Cell State
{ isWall: boolean, isGoal: boolean, isLight: boolean }
Progress (localStorage)
{ maxLevel: 1, completedLevels: [1, 2, 3] }
Public API Summary
GridSystem
new GridSystem(rows, cols, cellSize)
.isValidPosition(row, col), .isWall(row, col), .setWall(row, col, value)
.isGoal(row, col), .setGoal(row, col, value)
.isLight(row, col), .setLight(row, col, value)
.clearAllLight(), .getAllCells() → [{row, col, isWall, isGoal, isLight}]
Player
new Player(grid, row, col)
.move(direction) → boolean, .moveTo(row, col) → boolean
.isInLitCell() → boolean, .isAtGoal() → boolean
Guards
All: .updateLight(allGuards?), .onTurnChange(allGuards?)
RotatingGuard: .castBeam(dir, fromRow, fromCol, range, allGuards, depth)
PatrollingGuard: .checkIfCircularPath(), path traversal with reversing
MirrorGuard: .reflectDirection ('cw' or 'ccw')
TurnManager
new TurnManager()
.nextTurn(grid, player, guards) → { detected, levelComplete }
.reset()
Dependencies
| Package | Version | Purpose |
|---|---|---|
| svelte | 5.x | UI framework (runes mode) |
| vite | 6.3.6 | Build tool, dev server |
| @sveltejs/vite-plugin-svelte | 6.x | Svelte compiler for Vite |
File Dependency Map
main.js → App.svelte
App.svelte → all scenes
Game.svelte (central hub)
├── lib/game/level-manager.js → grid-system, player, guards, levels
├── lib/game/turn-manager.js
├── lib/progress.js
├── lib/localization.js
├── components/GameBoard, PlayerSprite, GuardSprite, GameHud
├── components/DetectionPopup, PauseMenu
└── renderVersion pattern for reactivity
LevelSelect.svelte → levels.js, progress.js, localization.js
LevelIntro.svelte → levels.js, localization.js
All scenes → localization.js (for UI text)
Statistics
| Metric | Value |
|---|---|
| Total Source Files | ~20 (8 scenes + 7 components + 5 engine + utils) |
| Number of Classes | 7 (GridSystem, Player, Guard + 5 subclasses, TurnManager) |
| Number of Levels | 12 (across 6 acts) |
| Guard Types | 5 (Static, Rotating, Blinking, Mirror, Patrolling) |
| Localization Keys | ~55 per language |
| Max Grid Size | 10x10 |
| Max Guards/Level | 8 |