Update AGENTS.md for new structure, themes, font and audio

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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SansanandClaude Opus 5.5 committed 2026-10-01 20:47:25 +02:00
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## Overview
Odin + raylib multilingual memory card game for learning Japanese (Hiragana/Katakana), Korean (Hangul), and Thai scripts.
Build and run: `odin run .` (check with `odin check . -vet`)
## Current Status
### Completed
- [x] Created AGENTS.md project plan
- [x] Created src/ directory structure with subdirectories (themes, card, memory, screens, assets)
- [x] Separated themes into themes/themes.odin (colors, constants)
- [x] Separated card logic into card/card.odin (Card struct, rendering, click detection)
- [x] Separated memory game into memory/memory.odin (game state, logic)
- [x] Separated screens into screens/screens.odin (UI screens, buttons)
- [x] Added font loading in assets/assets.odin
- [x] Fixed card positioning (removed -40 offset that pushed cards off screen)
- [x] Fixed card selection (now allows selection in both WAITING and FIRST states)
- [x] Added flip animations for cards (visual feedback when flipping)
- [x] Improved visual styling (rounded corners, theme colors)
### In Progress
- [ ] Fix Japanese font rendering (TTF loading fails in raylib with "Failed to process TTF font data")
- [x] Code split into modules under `src/` (themes, assets, audio, ui, card, memory, screens)
- [x] `.odin` files tracked in git (`.gitignore` used to ignore `*.odin`)
- [x] Real font: M PLUS Rounded 1c (Medium + ExtraBold, OFL) loaded via `LoadFontEx` with kana codepoints
- [x] Per-language themes (`themes.Theme`) with flag-based card backs: Japan (Hinomaru), Korea (Taegukgi), Thailand (Trairong)
- [x] Card flip animation: card art is rendered to textures and squashed horizontally, with lift, shadow and lighting; matched cards pulse
- [x] Sound effects synthesized in code (flip, match, mismatch, win, button click), no audio files needed
- [x] Japanese memory game: kana ↔ romaji pairs, 12 pairs picked at random from the 46 basic hiragana
- [x] ESC goes back one screen (quits from the main menu); no longer closes the app everywhere
- [x] Memory layout fixed (header and Back button no longer overlap cards), real shuffle, moves counted per pair
- [x] Win panel with Play Again / Menu
### Pending
- [ ] Add keyboard support for card selection (1-9, A-L, etc.)
- [ ] Add proper Japanese font that works with raylib
- [ ] Add Korean and Thai language support
- [ ] Add more animations (win screen, transitions)
- [ ] Add sound effects
- [ ] Add score tracking and high scores
- [ ] Add difficulty levels
- [ ] Test all changes work together
- [ ] Keyboard support for card selection (1-9, A-L, etc.)
- [ ] Korean memory game (needs a Hangul font, e.g. Noto Sans KR; theme and card back already exist)
- [ ] Thai memory game (needs e.g. Noto Sans Thai; theme and card back already exist)
- [ ] Katakana mode
- [ ] Screen transitions
- [ ] Score tracking and high scores
- [ ] Difficulty levels (number of pairs)
## Known Issues
1. **Font rendering**: Japanese characters show as "?" - raylib's TTF loader fails with CJK fonts. Current workaround: using default font with romanji characters (A, I, U, etc.)
2. **Keyboard support**: Not yet implemented
## Known Issues / Gotchas
1. **Font glyphs must be listed**: raylib only bakes the codepoints passed to `LoadFontEx`. Any new non-ASCII text needs its characters added in `assets.build_codepoints`, otherwise it renders as `?`.
2. **Old font failure root cause**: `DroidSansJapanese.ttf` was a GitHub HTML page saved from a blob URL, not a font. Always download fonts from raw URLs and check them with `file`.
3. **Thai shaping**: raylib does no text shaping, so Thai combining vowels/tone marks may be misplaced. Prefer standalone consonants on Thai cards.
4. `odin.json` is not read by the Odin compiler (imports use relative paths); it is only informational.
## File Structure
```
HanjaKanaMun/
├── AGENTS.md # Project plan (this file)
├── README.md # Project overview
├── odin.json # Odin config
├── main.odin # Entry point only
├── README.md
├── odin.json # Informational only, not used by the compiler
├── main.odin # Window/audio setup, screen state machine
├── src/
│ ├── themes/
│ │ └── themes.odin # Color themes, styling constants
│ ├── card/
│ │ └── card.odin # Card struct and rendering
│ ├── memory/
│ │ └── memory.odin # Memory game logic
│ ├── screens/
│ │ └── screens.odin # Screen management (main menu, language screens)
│ └── assets/
│ └── assets.odin # Font loading, resource management
└── assets/ # Font files, images (future)
└── DroidSansJapanese.ttf
│ ├── themes/themes.odin # Theme struct, flag colors, Screen/Flag enums, layout constants
│ ├── assets/assets.odin # Font loading (codepoints), get_font
│ ├── audio/audio.odin # Synthesized sound effects, play()
│ ├── ui/ui.odin # Text helpers, buttons, hover cursor
│ ├── card/card.odin # Card struct, flag card-back art, face textures, flip animation
│ ├── memory/memory.odin # Memory game state, logic and drawing
│ └── screens/screens.odin # Main menu and language menus
└── assets/
├── MPLUSRounded1c-Medium.ttf
├── MPLUSRounded1c-ExtraBold.ttf
└── MPLUSRounded1c-OFL.txt
```
## Next Steps
1. **Font rendering**: Try alternative approaches:
- Use raylib's LoadFontFromImage to create font from bitmap
- Use pre-converted font files
- Use system fonts via platform-specific APIs
- Use a different font format that raylib supports
2. **Keyboard support**: Add number/letter keys to select cards
3. **Testing**: Verify all current changes work together
## Notes
- NO rm -rf or starting over
- Make small, incremental changes
- Test after each change
- Test after each change (`odin check . -vet`, then run)
- Keep existing functionality working
- All code is now properly separated into modules
- Game is playable with mouse (romanji characters display correctly)
- Commit after each working step
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@@ -110,7 +110,7 @@ load :: proc() {
{start = 0.00, freq = C5, duration = 0.40, amp = 0.18},
{start = 0.11, freq = E5, duration = 0.40, amp = 0.18},
{start = 0.22, freq = G5, duration = 0.40, amp = 0.18},
{start = 0.33, freq = C6, duration = 0.90, amp = 0.2},
{start = 0.33, freq = C6, duration = 0.90, amp = 0.20},
{start = 0.33, freq = E6, duration = 0.90, amp = 0.07},
})
sounds[.CLICK] = build(0.08, {{start = 0, freq = A5, duration = 0.06, amp = 0.15}})