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HanjaKanaMun/AGENTS.md
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# HanjaKanaMun - Project Plan
## 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] 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
- [ ] 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 / 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
├── odin.json # Informational only, not used by the compiler
├── main.odin # Window/audio setup, screen state machine
├── src/
│ ├── 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
```
## Notes
- NO rm -rf or starting over
- Make small, incremental changes
- Test after each change (`odin check . -vet`, then run)
- Keep existing functionality working
- Commit after each working step