Windows build links ole32; CI cross-builds Windows on main/develop; docs
- os.user_data_dir needs ole32.lib on Windows - Build workflow gets a Windows cross-build job with a cached SDK - Drop the backtick from Jua's codepoints (the font lacks it) - Update AGENTS.md and README for decks, controls, scores and layout Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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## Overview
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Odin + raylib multilingual memory card game for learning Japanese (Hiragana/Katakana), Korean (Hangul), and Thai scripts.
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Commands (see `justfile`): `just run`, `just check`, `just test`, `just package <version>`
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Commands (see `justfile`): `just run`, `just check`, `just test`, `just package <version>`, `just package-windows <version>`
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## Current Status
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### Completed
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- [x] Code split into modules under `src/` (themes, assets, audio, ui, card, memory, screens)
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- [x] Code split into modules under `src/` (themes, assets, audio, ui, card, decks, memory, profile, screens)
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- [x] `.odin` files tracked in git (`.gitignore` used to ignore `*.odin`)
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- [x] Real font: M PLUS Rounded 1c (Medium + ExtraBold, OFL) loaded via `LoadFontEx` with kana codepoints
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- [x] Fonts: M PLUS Rounded 1c (UI + kana), Jua (Hangul), Mali (Thai), all OFL, loaded via `LoadFontEx` with explicit codepoints
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- [x] Per-language themes (`themes.Theme`) with flag-based card backs: Japan (Hinomaru), Korea (Taegukgi), Thailand (Trairong)
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- [x] Card flip animation: card art is rendered to textures and squashed horizontally, with lift, shadow and lighting; matched cards pulse
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- [x] Card flip animation (art rendered to textures and squashed), lift, shadow, lighting; matched cards pulse; cards are dealt in at game start
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- [x] Sound effects synthesized in code (flip, match, mismatch, win, button click), no audio files needed
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- [x] Japanese memory game: kana ↔ romaji pairs, 12 pairs picked at random from the 46 basic hiragana
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- [x] ESC goes back one screen (quits from the main menu); no longer closes the app everywhere
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- [x] Memory layout fixed (header and Back button no longer overlap cards), real shuffle, moves counted per pair
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- [x] Win panel with Play Again / Menu
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- [x] Decks: Hiragana (46), Katakana (46), Hangul basic jamo (24), Thai consonants (42); symbol ↔ reading pairs
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- [x] Difficulty levels: Easy 3x4 (6 pairs), Normal 4x6 (12), Hard 4x8 (16)
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- [x] Keyboard play: arrows / WASD / hjkl move focus, Enter/Space flips; number keys pick menu entries; Esc goes back (quits from main menu)
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- [x] High scores: best moves, best time and games played per deck + difficulty, plus last difficulty, saved as JSON in the user data folder
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- [x] Screen fade-in transitions
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- [x] Win panel with best score / "New best!", Play Again (Enter) / Menu
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- [x] Tooling: justfile, ols/odinfmt config for neovim, tests, Gitea CI (build/test, Windows cross-build, tagged releases)
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### Pending
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- [ ] Keyboard support for card selection (1-9, A-L, etc.)
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- [ ] Korean memory game (needs a Hangul font, e.g. Noto Sans KR; theme and card back already exist)
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- [ ] Thai memory game (needs e.g. Noto Sans Thai; theme and card back already exist)
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- [ ] Katakana mode
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- [ ] Screen transitions
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- [ ] Score tracking and high scores
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- [ ] Difficulty levels (number of pairs)
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### Ideas / Next
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- [ ] Hangul syllable blocks deck (e.g. 가 ga, 나 na), Thai vowels (needs care: combining marks)
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- [ ] Hiragana ↔ katakana pairing mode, dakuten (が, ぱ…) deck
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- [ ] Settings: sound on/off, volume
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- [ ] Test the Windows build on a real machine
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- [ ] macOS release build (would need a macOS runner or osxcross)
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## Known Issues / Gotchas
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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 `?`.
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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.codepoints_for` (or the `EXTRA_*` strings), otherwise it renders as `?`. The `fonts_cover_every_deck_character` test checks deck text.
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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`.
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3. **Thai shaping**: raylib does no text shaping, so Thai combining vowels/tone marks may be misplaced. Prefer standalone consonants on Thai cards.
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3. **Thai shaping**: raylib does no text shaping, so Thai combining vowels/tone marks would be misplaced. Thai cards use standalone consonants; Thai UI text avoids marks (win message is English).
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4. Tests share the memory game's global state, so they must run single-threaded (`just test` sets `ODIN_TEST_THREADS=1`).
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5. The game changes directory to the executable's folder at startup so `assets/` is found from anywhere.
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6. **Windows builds are cross-compiled**: Odin can't link Windows binaries on Linux, so `just windows` builds objects with `-build-mode:obj` and links with `lld-link` against an xwin SDK. The VC runtime is linked statically; only Windows system DLLs are needed. Not yet tested on a real Windows machine.
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6. **Windows builds are cross-compiled**: Odin can't link Windows binaries on Linux, so `just windows` builds objects with `-build-mode:obj` and links with `lld-link` against an xwin SDK. The VC runtime is linked statically; only Windows system DLLs are needed. New Odin core usage can need new import libs (e.g. `ole32.lib` for `os.user_data_dir`); the CI `windows` job catches this. Not yet tested on a real Windows machine.
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7. **Odin constant arrays can't be indexed at runtime**: lookup tables (`DECKS`, `LAYOUTS`, …) are `@(rodata)` globals instead of `::` constants.
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8. **Profile memory**: `profile` always allocates from the heap allocator, because the test runner frees each test's allocator afterwards.
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## File Structure
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```
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HanjaKanaMun/
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├── AGENTS.md # Project plan (this file)
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├── README.md
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├── justfile # build/run/check/test/package recipes
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├── justfile # build/run/check/test/package/windows recipes
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├── ols.json # ols language server settings (neovim)
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├── odinfmt.json # odinfmt formatter settings (4 spaces, LF)
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├── .gitea/
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│ ├── actions/setup/ # shared CI toolchain setup (apt, Odin, just)
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│ └── workflows/
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│ ├── gitea-build.yaml # check + test + build on main/develop
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│ ├── gitea-build.yaml # check + test + build, and Windows cross-build, on main/develop
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│ └── gitea-release.yaml # on tags v*: Linux + Windows packages, package registry upload, Gitea release
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├── main.odin # Window/audio setup, screen state machine
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├── main.odin # Window/audio setup, screen state machine, transitions
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├── src/
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│ ├── themes/themes.odin # Theme struct, flag colors, Screen/Flag enums, layout constants
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│ ├── assets/assets.odin # Font loading (codepoints), get_font
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│ ├── assets/assets.odin # Font styles and codepoint lists, font loading
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│ ├── audio/audio.odin # Synthesized sound effects, play()
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│ ├── ui/ui.odin # Text helpers, buttons, hover cursor
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│ ├── card/card.odin # Card struct, flag card-back art, face textures, flip animation
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│ ├── memory/memory.odin # Memory game state, logic and drawing
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│ ├── ui/ui.odin # Text helpers, buttons (with hotkeys), hover cursor
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│ ├── card/card.odin # Card struct, flag card-back art, face textures, flip/deal animation
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│ ├── decks/decks.odin # Languages, decks and their entries (symbol, reading, hint)
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│ ├── memory/memory.odin # Memory game state, logic, keyboard focus, drawing
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│ ├── profile/profile.odin # Best scores and settings, JSON in the user data folder
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│ └── screens/screens.odin # Main menu and language menus
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├── tests/memory_test.odin # Game logic and card animation tests
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└── assets/
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├── MPLUSRounded1c-Medium.ttf
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├── MPLUSRounded1c-ExtraBold.ttf
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└── MPLUSRounded1c-OFL.txt
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├── tests/
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│ ├── memory_test.odin # Decks, font coverage, game rules, layout, keyboard focus, card animation
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│ └── profile_test.odin # Score records, JSON round trip, win recording
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└── assets/ # Fonts (+ OFL license files)
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```
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## Notes
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