Restructured project from nested workspace pattern to flat single-repo layout. This eliminates redundant nesting and consolidates all project files under version control. ## Migration Summary **Before:** ``` alex/ (workspace, not versioned) ├── chess-game/ (git repo) │ ├── js/, css/, tests/ │ └── index.html └── docs/ (planning, not versioned) ``` **After:** ``` alex/ (git repo, everything versioned) ├── js/, css/, tests/ ├── index.html ├── docs/ (project documentation) ├── planning/ (historical planning docs) ├── .gitea/ (CI/CD) └── CLAUDE.md (configuration) ``` ## Changes Made ### Structure Consolidation - Moved all chess-game/ contents to root level - Removed redundant chess-game/ subdirectory - Flattened directory structure (eliminated one nesting level) ### Documentation Organization - Moved chess-game/docs/ → docs/ (project documentation) - Moved alex/docs/ → planning/ (historical planning documents) - Added CLAUDE.md (workspace configuration) - Added IMPLEMENTATION_PROMPT.md (original project prompt) ### Version Control Improvements - All project files now under version control - Planning documents preserved in planning/ folder - Merged .gitignore files (workspace + project) - Added .claude/ agent configurations ### File Updates - Updated .gitignore to include both workspace and project excludes - Moved README.md to root level - All import paths remain functional (relative paths unchanged) ## Benefits ✅ **Simpler Structure** - One level of nesting removed ✅ **Complete Versioning** - All documentation now in git ✅ **Standard Layout** - Matches open-source project conventions ✅ **Easier Navigation** - Direct access to all project files ✅ **CI/CD Compatible** - All workflows still functional ## Technical Validation - ✅ Node.js environment verified - ✅ Dependencies installed successfully - ✅ Dev server starts and responds - ✅ All core files present and accessible - ✅ Git repository functional ## Files Preserved **Implementation Files:** - js/ (3,517 lines of code) - css/ (4 stylesheets) - tests/ (87 test cases) - index.html - package.json **CI/CD Pipeline:** - .gitea/workflows/ci.yml - .gitea/workflows/release.yml **Documentation:** - docs/ (12+ documentation files) - planning/ (historical planning materials) - README.md **Configuration:** - jest.config.js, babel.config.cjs, playwright.config.js - .gitignore (merged) - CLAUDE.md 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com>
330 lines
9.9 KiB
Markdown
330 lines
9.9 KiB
Markdown
# Implementation Architecture - Chess Game
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## Overview
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This document captures the final architectural decisions and implementation structure for the HTML chess game, integrating all architectural documentation into a coherent implementation plan.
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## Architecture Pattern: MVC + Event System
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### Model-View-Controller Pattern
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The application follows a strict MVC pattern with additional event-driven communication:
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- **Model**: Pure data structures and business logic (Board, GameState, Pieces)
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- **View**: Presentation and rendering logic (BoardView, UIManager)
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- **Controller**: Orchestration and user interaction (GameController, MoveController)
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- **Event Bus**: Decoupled component communication
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## System Layers
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### 1. Data Layer (Models)
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**Location**: `/chess-game/js/models/`
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**Components**:
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- `Board.js`: 8x8 grid representation using array[64] for performance
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- `Piece.js`: Abstract base class for all chess pieces
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- `pieces/`: Individual piece implementations with movement logic
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- `Pawn.js`: Forward movement, en passant, promotion
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- `Rook.js`: Straight-line movement, castling support
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- `Knight.js`: L-shaped jumps
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- `Bishop.js`: Diagonal movement
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- `Queen.js`: Combined rook + bishop movement
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- `King.js`: One-square movement, castling
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- `GameState.js`: Immutable state management with FEN support
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**Data Flow**: Models are pure and stateless, all state changes create new objects.
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### 2. Business Logic Layer (Engine)
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**Location**: `/chess-game/js/engine/`
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**Components**:
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- `MoveValidator.js`: Legal move validation, check detection
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- `RuleEngine.js`: Special moves (castling, en passant, promotion)
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- `CheckDetector.js`: Check, checkmate, stalemate detection
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- `MoveGenerator.js`: Generate all legal moves for position analysis
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- `AIEngine.js`: Minimax with alpha-beta pruning for computer opponent
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**Performance Optimizations**:
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- Move validation caching
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- Bitboard operations for attack detection
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- Lazy evaluation of legal moves
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- Alpha-beta pruning for AI search
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### 3. Presentation Layer (Views)
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**Location**: `/chess-game/js/views/`
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**Components**:
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- `BoardView.js`: Renders board with coordinates, highlights legal moves
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- `PieceView.js`: Piece rendering with drag-and-drop support
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- `UIManager.js`: Game controls, move history, status display
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**Rendering Strategy**:
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- Virtual DOM diffing for efficient updates
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- CSS-based animations for smooth movement
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- Event delegation for square interactions
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### 4. Control Layer (Controllers)
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**Location**: `/chess-game/js/controllers/`
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**Components**:
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- `GameController.js`: Game lifecycle, turn management, game modes
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- `MoveController.js`: Move execution orchestration
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- `AIController.js`: Computer opponent decision-making
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**Responsibilities**:
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- Validate user input
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- Coordinate between models and views
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- Manage game state transitions
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- Handle AI move calculation
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### 5. Utility Layer
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**Location**: `/chess-game/js/utils/`
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**Components**:
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- `Constants.js`: Game constants (piece types, colors, board size)
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- `Helpers.js`: Utility functions (coordinate conversion, FEN parsing)
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- `EventBus.js`: Pub/sub event system for component communication
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## File Structure Implementation
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```
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chess-game/
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├── index.html # Entry point, board layout
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├── css/
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│ ├── main.css # Global layout, responsive grid
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│ ├── board.css # Board styling, square colors
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│ ├── pieces.css # Piece rendering, animations
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│ └── game-controls.css # UI controls, buttons, dialogs
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├── js/
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│ ├── main.js # Application initialization
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│ ├── models/ # Data structures (immutable)
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│ │ ├── Board.js
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│ │ ├── Piece.js
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│ │ ├── GameState.js
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│ │ └── pieces/ # Individual piece logic
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│ ├── controllers/ # Business logic orchestration
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│ │ ├── GameController.js
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│ │ ├── MoveController.js
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│ │ └── AIController.js
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│ ├── views/ # UI rendering
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│ │ ├── BoardView.js
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│ │ ├── PieceView.js
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│ │ └── UIManager.js
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│ ├── engine/ # Chess rules and AI
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│ │ ├── MoveValidator.js
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│ │ ├── RuleEngine.js
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│ │ ├── CheckDetector.js
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│ │ ├── MoveGenerator.js
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│ │ └── AIEngine.js
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│ └── utils/ # Shared utilities
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│ ├── Constants.js
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│ ├── Helpers.js
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│ └── EventBus.js
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├── assets/
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│ ├── pieces/ # SVG piece images (Unicode fallback)
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│ └── sounds/ # Sound effects (optional)
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└── tests/
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├── unit/ # Model and engine tests
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├── integration/ # Game flow tests
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└── e2e/ # Full game scenarios
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```
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## Component Communication
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### Event-Driven Architecture
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Components communicate through the EventBus to maintain loose coupling:
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```
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User Action → View → Event Bus → Controller → Model → Event Bus → View
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```
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**Key Events**:
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- `square-clicked`: User selects square
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- `piece-moved`: Move executed successfully
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- `piece-captured`: Piece captured
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- `game-state-changed`: Turn switched, check detected
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- `game-over`: Checkmate, stalemate, or draw
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### Data Flow for Move Execution
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```
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1. User clicks square → BoardView emits 'square-clicked'
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2. GameController validates selection
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3. MoveController checks legality via MoveValidator
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4. GameState updates (immutable)
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5. BoardView re-renders with new state
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6. UIManager updates move history and status
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```
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## State Management
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### Immutable State Pattern
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All state changes create new objects rather than mutating existing ones:
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```javascript
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// ❌ Mutable (bad)
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gameState.currentPlayer = 'black';
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// ✅ Immutable (good)
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const newState = gameState.withPlayer('black');
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```
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### State Structure
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```javascript
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{
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board: BoardState, // 64-element array
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currentPlayer: 'white'|'black',
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moveNumber: number,
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halfMoveClock: number, // 50-move rule
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enPassantSquare: Square|null,
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castlingRights: {
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whiteKingSide: boolean,
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whiteQueenSide: boolean,
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blackKingSide: boolean,
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blackQueenSide: boolean
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},
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status: GameStatus, // active, check, checkmate, etc.
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lastMove: Move|null
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}
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```
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## Performance Considerations
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### Optimization Strategies
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1. **Move Validation Caching**: Cache computed legal moves
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2. **Bitboard Representation**: Use BigInt for attack detection
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3. **Lazy Evaluation**: Only compute legal moves when needed
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4. **Document Fragment**: Batch DOM updates
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5. **Event Delegation**: Single listener per board
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6. **Web Workers**: Offload AI computation (future enhancement)
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### Performance Targets
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- Board render: < 16ms (60 FPS)
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- Move validation: < 5ms
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- AI move (depth 4): < 2000ms
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- UI response: < 100ms
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## Testing Strategy
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### Unit Tests
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- Piece movement validation
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- Check detection algorithms
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- FEN parsing and generation
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- Move notation conversion
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### Integration Tests
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- Full game scenarios
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- Special move execution (castling, en passant, promotion)
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- Game state transitions
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- Undo/redo functionality
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### End-to-End Tests
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- User interaction flows
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- AI vs Human gameplay
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- Game save/load
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- Performance benchmarks
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## Deployment Architecture
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### Single-Page Application
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- No build process required
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- ES6 modules with native browser support
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- Progressive enhancement for older browsers
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- Service Worker for offline play (future)
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### Browser Compatibility
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- Chrome 90+
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- Firefox 88+
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- Safari 14+
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- Edge 90+
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### File Size Budget
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- HTML: ~5KB
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- CSS: ~15KB
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- JavaScript: ~50KB (unminified)
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- Total: ~70KB (excluding assets)
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## Scalability and Extensibility
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### Extension Points
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1. **AI Difficulty**: Pluggable evaluation functions
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2. **Themes**: CSS custom properties for easy theming
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3. **Variants**: Rule engine supports chess variants
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4. **Network Play**: WebSocket integration point
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5. **Time Controls**: Timer system architecture
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### Future Enhancements (Phase 2)
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- TypeScript migration for type safety
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- WebAssembly for AI performance
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- Multiplayer via WebRTC/WebSocket
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- Opening book and endgame tablebases
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- Analysis mode with move suggestions
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- PGN import/export
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- Game database integration
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## Security Considerations
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### Client-Side Security
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- Input validation on all user actions
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- XSS prevention in move notation display
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- LocalStorage encryption for saved games
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- No eval() or dangerous string operations
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### Future Network Security
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- WebSocket authentication
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- Move verification on server
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- Rate limiting for API calls
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- Anti-cheat measures
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## Accessibility
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### WCAG 2.1 Level AA Compliance
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- Keyboard navigation for all actions
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- ARIA labels for screen readers
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- Focus management for modals
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- High contrast mode support
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- Scalable UI for vision impairment
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## Implementation Phases
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### Phase 1: Foundation (Week 1)
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- Constants and helpers
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- EventBus implementation
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- Board and piece models
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### Phase 2: Core Logic (Week 2)
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- Move validation
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- Check detection
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- Game state management
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### Phase 3: UI (Week 3)
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- Board rendering
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- Drag-and-drop
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- UI controls and feedback
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### Phase 4: AI (Week 4)
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- Move generation
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- Minimax algorithm
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- Position evaluation
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### Phase 5: Polish (Week 5)
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- Animations and sound
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- Move history and notation
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- Save/load functionality
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- Testing and bug fixes
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## Conclusion
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This architecture provides:
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- **Modularity**: Clear separation of concerns
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- **Testability**: Pure functions and dependency injection
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- **Maintainability**: Single-responsibility components
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- **Performance**: Optimized for 60 FPS rendering
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- **Extensibility**: Plugin points for new features
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The implementation follows industry best practices while remaining simple enough for a single-page HTML application.
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---
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**Generated by**: Architect Agent
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**Date**: 2025-11-22
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**Status**: Ready for Implementation
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