Prototyping a game engine for the Bang! card game
Trading card games: a form of competitive activity played according to rules. It is turn based, cards have properties and have rules. Currently, there is no effective way to prototype trading card games and then be able to test the workings and the implications of rules in these games.
Defining Cards with DSL: Domain-Specific Languages (DSLs) are specialized computer languages tailored for a specific domain. They produce concise and intuitive programs, making it easier for both programmers and non-programmers to read, write, and understand the language.
- Game DSL
- Serializable game
- Support classic Bang!
- Support extensions
- Replay
- Multiplayer online
- Game: Global metaclass which contains all elements in a game.
- Player: Players who are participating in a game.
- Card: Cards that are used in a game. Cards can have multiple properties, define additional rules, have actions that can be played and have side effects that happen when they are being played.
- Action: Any action changing the game state. It can be performed by the user or by the system.
- Effect: Action applied when playing a card. An Effect may be resolved as a sequence of actions
- Selector: Selectors are used to specify which objects an effect should affect.
graph TD;
GAME(Game) --> PLAYER(Player);
GAME --> CARD(Card);
GAME --> QUEUE(Queue);
CARD --> ACTION(Effect);
QUEUE --> ACTION;
ACTION --> ACTIONTYPE(Type);
ACTION --> PAYLOAD(Payload);
ACTION --> SELECTOR(Selector);
- The process of resolving an event is similar to a depth-first search using a graph
- Some effects may be blocked while waiting for user input. Then options are displayed through state.
graph TD;
N1(1) --> N2(2);
N2 --> N3(3);
N2 --> N6(6);
N3 --> N4(4);
N3 --> N5(5);
N6 --> N7(7);
N6 --> X6(/);
N1 --> X1(/);
This project uses a modular architecture, dividing functionality into focused feature modules:
- Core: Self-contained Domain and Business logic (
GameCore,SettingsCore,NavigationCore,AppCore) - Data: Data management and persistence (
GameData,SettingsData) - UI: Feature UIs (
HomeUI,SettingsUI,GameUI,AppUI) - Utilities: Supporting libraries (
Redux,Serialization,Theme)
graph TD;
APP(App) --> UI(UI);
APP --> DATA(Data);
UI --> UILIBRARY(Library)
UI --> CORE(Core);
DATA --> CORE;
DATA --> DATALIBRARY(Library)
The Redux module implements a unidirectional data flow, making app state predictable and testable. This pattern is utilized throughout core and UI modules.
Redux architecture is meant to protect changes in an application’s state. It forces you to define clearly what state should be set when a specific action is dispatched.
- There is a single global state kept in store.
- State is immutable.
- New state can be set only by dispatching an action to store.
- New state can be calculated only by reducer which is a pure function.
- Store notifies subscribers by broadcasting a new state.
- Each side-effect is implemented as an asynchronous action.
graph TD;
subgraph Main
View --> Action
Action --> Reducer
Reducer --> State
State --> View
end
subgraph Background thread
Reducer --> Effect
Effect --> Action
end
The app should have a single real Store, holding a single source-of-truth. However, we can "derive" this store to small subsets, called store projections, that will handle a smaller part of the state for each Screen. So we can map back-and-forth to the original store types.
flowchart TD
APP[App] --> APPSTORE(Store)
APP --> |compose| VIEW(View)
VIEW --> |observe| STOREPROJECTION(StoreProjection)
STOREPROJECTION --> |derive| APPSTORE
sequenceDiagram
User->>UI: event
UI->>Engine: action
Engine->>State: update
State-->>UI: notify
State-->>AI: notify
AI->>Engine: action
Engine->>State: update
State-->>UI: notify