chess/docs/architecture/implementation-architecture.md
Christoph Wagner 5ad0700b41 refactor: Consolidate repository structure - flatten from workspace pattern
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>
2025-11-23 10:05:26 +01:00

9.9 KiB

Implementation Architecture - Chess Game

Overview

This document captures the final architectural decisions and implementation structure for the HTML chess game, integrating all architectural documentation into a coherent implementation plan.

Architecture Pattern: MVC + Event System

Model-View-Controller Pattern

The application follows a strict MVC pattern with additional event-driven communication:

  • Model: Pure data structures and business logic (Board, GameState, Pieces)
  • View: Presentation and rendering logic (BoardView, UIManager)
  • Controller: Orchestration and user interaction (GameController, MoveController)
  • Event Bus: Decoupled component communication

System Layers

1. Data Layer (Models)

Location: /chess-game/js/models/

Components:

  • Board.js: 8x8 grid representation using array[64] for performance
  • Piece.js: Abstract base class for all chess pieces
  • pieces/: Individual piece implementations with movement logic
    • Pawn.js: Forward movement, en passant, promotion
    • Rook.js: Straight-line movement, castling support
    • Knight.js: L-shaped jumps
    • Bishop.js: Diagonal movement
    • Queen.js: Combined rook + bishop movement
    • King.js: One-square movement, castling
  • GameState.js: Immutable state management with FEN support

Data Flow: Models are pure and stateless, all state changes create new objects.

2. Business Logic Layer (Engine)

Location: /chess-game/js/engine/

Components:

  • MoveValidator.js: Legal move validation, check detection
  • RuleEngine.js: Special moves (castling, en passant, promotion)
  • CheckDetector.js: Check, checkmate, stalemate detection
  • MoveGenerator.js: Generate all legal moves for position analysis
  • AIEngine.js: Minimax with alpha-beta pruning for computer opponent

Performance Optimizations:

  • Move validation caching
  • Bitboard operations for attack detection
  • Lazy evaluation of legal moves
  • Alpha-beta pruning for AI search

3. Presentation Layer (Views)

Location: /chess-game/js/views/

Components:

  • BoardView.js: Renders board with coordinates, highlights legal moves
  • PieceView.js: Piece rendering with drag-and-drop support
  • UIManager.js: Game controls, move history, status display

Rendering Strategy:

  • Virtual DOM diffing for efficient updates
  • CSS-based animations for smooth movement
  • Event delegation for square interactions

4. Control Layer (Controllers)

Location: /chess-game/js/controllers/

Components:

  • GameController.js: Game lifecycle, turn management, game modes
  • MoveController.js: Move execution orchestration
  • AIController.js: Computer opponent decision-making

Responsibilities:

  • Validate user input
  • Coordinate between models and views
  • Manage game state transitions
  • Handle AI move calculation

5. Utility Layer

Location: /chess-game/js/utils/

Components:

  • Constants.js: Game constants (piece types, colors, board size)
  • Helpers.js: Utility functions (coordinate conversion, FEN parsing)
  • EventBus.js: Pub/sub event system for component communication

File Structure Implementation

chess-game/
├── index.html                    # Entry point, board layout
├── css/
│   ├── main.css                  # Global layout, responsive grid
│   ├── board.css                 # Board styling, square colors
│   ├── pieces.css                # Piece rendering, animations
│   └── game-controls.css         # UI controls, buttons, dialogs
├── js/
│   ├── main.js                   # Application initialization
│   ├── models/                   # Data structures (immutable)
│   │   ├── Board.js
│   │   ├── Piece.js
│   │   ├── GameState.js
│   │   └── pieces/               # Individual piece logic
│   ├── controllers/              # Business logic orchestration
│   │   ├── GameController.js
│   │   ├── MoveController.js
│   │   └── AIController.js
│   ├── views/                    # UI rendering
│   │   ├── BoardView.js
│   │   ├── PieceView.js
│   │   └── UIManager.js
│   ├── engine/                   # Chess rules and AI
│   │   ├── MoveValidator.js
│   │   ├── RuleEngine.js
│   │   ├── CheckDetector.js
│   │   ├── MoveGenerator.js
│   │   └── AIEngine.js
│   └── utils/                    # Shared utilities
│       ├── Constants.js
│       ├── Helpers.js
│       └── EventBus.js
├── assets/
│   ├── pieces/                   # SVG piece images (Unicode fallback)
│   └── sounds/                   # Sound effects (optional)
└── tests/
    ├── unit/                     # Model and engine tests
    ├── integration/              # Game flow tests
    └── e2e/                      # Full game scenarios

Component Communication

Event-Driven Architecture

Components communicate through the EventBus to maintain loose coupling:

User Action → View → Event Bus → Controller → Model → Event Bus → View

Key Events:

  • square-clicked: User selects square
  • piece-moved: Move executed successfully
  • piece-captured: Piece captured
  • game-state-changed: Turn switched, check detected
  • game-over: Checkmate, stalemate, or draw

Data Flow for Move Execution

1. User clicks square → BoardView emits 'square-clicked'
2. GameController validates selection
3. MoveController checks legality via MoveValidator
4. GameState updates (immutable)
5. BoardView re-renders with new state
6. UIManager updates move history and status

State Management

Immutable State Pattern

All state changes create new objects rather than mutating existing ones:

// ❌ Mutable (bad)
gameState.currentPlayer = 'black';

// ✅ Immutable (good)
const newState = gameState.withPlayer('black');

State Structure

{
  board: BoardState,           // 64-element array
  currentPlayer: 'white'|'black',
  moveNumber: number,
  halfMoveClock: number,       // 50-move rule
  enPassantSquare: Square|null,
  castlingRights: {
    whiteKingSide: boolean,
    whiteQueenSide: boolean,
    blackKingSide: boolean,
    blackQueenSide: boolean
  },
  status: GameStatus,          // active, check, checkmate, etc.
  lastMove: Move|null
}

Performance Considerations

Optimization Strategies

  1. Move Validation Caching: Cache computed legal moves
  2. Bitboard Representation: Use BigInt for attack detection
  3. Lazy Evaluation: Only compute legal moves when needed
  4. Document Fragment: Batch DOM updates
  5. Event Delegation: Single listener per board
  6. Web Workers: Offload AI computation (future enhancement)

Performance Targets

  • Board render: < 16ms (60 FPS)
  • Move validation: < 5ms
  • AI move (depth 4): < 2000ms
  • UI response: < 100ms

Testing Strategy

Unit Tests

  • Piece movement validation
  • Check detection algorithms
  • FEN parsing and generation
  • Move notation conversion

Integration Tests

  • Full game scenarios
  • Special move execution (castling, en passant, promotion)
  • Game state transitions
  • Undo/redo functionality

End-to-End Tests

  • User interaction flows
  • AI vs Human gameplay
  • Game save/load
  • Performance benchmarks

Deployment Architecture

Single-Page Application

  • No build process required
  • ES6 modules with native browser support
  • Progressive enhancement for older browsers
  • Service Worker for offline play (future)

Browser Compatibility

  • Chrome 90+
  • Firefox 88+
  • Safari 14+
  • Edge 90+

File Size Budget

  • HTML: ~5KB
  • CSS: ~15KB
  • JavaScript: ~50KB (unminified)
  • Total: ~70KB (excluding assets)

Scalability and Extensibility

Extension Points

  1. AI Difficulty: Pluggable evaluation functions
  2. Themes: CSS custom properties for easy theming
  3. Variants: Rule engine supports chess variants
  4. Network Play: WebSocket integration point
  5. Time Controls: Timer system architecture

Future Enhancements (Phase 2)

  • TypeScript migration for type safety
  • WebAssembly for AI performance
  • Multiplayer via WebRTC/WebSocket
  • Opening book and endgame tablebases
  • Analysis mode with move suggestions
  • PGN import/export
  • Game database integration

Security Considerations

Client-Side Security

  • Input validation on all user actions
  • XSS prevention in move notation display
  • LocalStorage encryption for saved games
  • No eval() or dangerous string operations

Future Network Security

  • WebSocket authentication
  • Move verification on server
  • Rate limiting for API calls
  • Anti-cheat measures

Accessibility

WCAG 2.1 Level AA Compliance

  • Keyboard navigation for all actions
  • ARIA labels for screen readers
  • Focus management for modals
  • High contrast mode support
  • Scalable UI for vision impairment

Implementation Phases

Phase 1: Foundation (Week 1)

  • Constants and helpers
  • EventBus implementation
  • Board and piece models

Phase 2: Core Logic (Week 2)

  • Move validation
  • Check detection
  • Game state management

Phase 3: UI (Week 3)

  • Board rendering
  • Drag-and-drop
  • UI controls and feedback

Phase 4: AI (Week 4)

  • Move generation
  • Minimax algorithm
  • Position evaluation

Phase 5: Polish (Week 5)

  • Animations and sound
  • Move history and notation
  • Save/load functionality
  • Testing and bug fixes

Conclusion

This architecture provides:

  • Modularity: Clear separation of concerns
  • Testability: Pure functions and dependency injection
  • Maintainability: Single-responsibility components
  • Performance: Optimized for 60 FPS rendering
  • Extensibility: Plugin points for new features

The implementation follows industry best practices while remaining simple enough for a single-page HTML application.


Generated by: Architect Agent Date: 2025-11-22 Status: Ready for Implementation