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idlegame/docs/architecture.md
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Architecture

Idlegame is split into four layers.

Engine

src/engine/ contains deterministic gameplay logic:

  • tickLoop.ts: fixed-timestep accumulator. Large elapsed deltas, including offline catch-up, drain through the same tick path as active play.
  • game.ts: core game state, action queue, costs/unlocks on start, completion-driven queue advancement (actions do not auto-repeat when the queue is empty).
  • save.ts: versioned save schema, serialized export/import strings, and offline elapsed calculation.
  • num.ts: branded numeric boundary and human-readable formatting.

The engine must stay pure. It does not import React, Zustand, browser APIs, storage, requestAnimationFrame, or Date scheduling.

Content

src/content/ contains authored definitions validated by Zod. M0 includes one resource and one timed action. M1 expands this into real resources, actions, story nodes, automation unlocks, and prestige definitions.

State

src/state/ owns environment coupling:

  • persistence backend selection: IndexedDB via idb-keyval, with localStorage fallback
  • load-on-boot and autosave orchestration
  • requestAnimationFrame loop and lifecycle hooks
  • mapping engine state to view models
  • Zustand store updates for React

UI

src/ui/ renders the view model and calls runtime commands. Components should not implement gameplay rules. The M0 shell includes a resource readout, action panel, progress bar, and event log.

Verification

Run the full local gate before pushing:

pnpm typecheck
pnpm lint
pnpm test:coverage
pnpm build

Rendered checks for the walking skeleton:

  • app loads without framework overlay or console errors
  • starting the timed action increments Gold after completion
  • reload preserves saved state
  • reopening after time away credits offline progress