# Development

The playable app lives in `web/`. Stack: React 18, Vite 5, Tailwind 3. Android is the same app inside a Capacitor WebView (`web/android/`). No TypeScript, no backend.

## Screens

`App.jsx` switches three states:

1. **Loading** — preload images / audio / the settings video, then **Nadaljuj**
2. **Settings** — name, operations, difficulty, audio, start modal
3. **Game** — one session, then game-over overlay

Audio prefs persist as `matematika_music`. Game settings persist as `matematika_settings`. Language persists as `matematika_lang` (`sl` | `en`).

UI copy lives in `web/src/i18n/sl.json` and `en.json`. Screens call `t('key')` from `useI18n()`. Difficulty is stored as `easy` / `medium` / `hard`, never as a translated label. To add a language, add a JSON file with the same keys, register it in `i18n/core.js`, and add a button in Settings.

## Session loop

`Game.jsx` only runs a session. It does not invent operands.

1. `buildSession(config, level)` in `questionGenerator.js` builds the full list.
2. `showQuestion(i)` shows item `i` from that list.
3. `resolveAnswer(given)` scores a tap or keypad OK.
4. After the last item, `GameOver` offers restart (rebuilds the pool) or back to settings.

Question index is a ref, so restart cannot immediately re-trigger game-over from a stale counter.

Each question looks like `{ op, a, b, result, text }`.  
`op` is one of `add` | `sub` | `mul` | `div` (`src/config.js`).

## Difficulty vs settings

- **Settings** choose operations, question count, add/sub range (`max_number`), multiply factors, divide divisors.
- **Difficulty** (`src/levels.js`) chooses input UI and some caps:

| Key | Input | Choices | Multiply other-factor cap |
|---|---|---|---|
| `easy` | choices | 4 | 1–10 |
| `medium` | choices | 6 | 1–12 |
| `hard` | keypad | — | 1–20 |

Negatives are off (`allowNegative: false`). The keypad hides `±` unless that flag is flipped.

Full product wording: [LEVELS.md](../LEVELS.md).

## Source map

```
web/src/
  App.jsx
  main.jsx                 boot + service worker register
  config.js                defaultConfig, OPS, mergeConfig
  levels.js                easy / medium / hard
  questionGenerator.js     + − × ÷ factory + distractors
  loadAssets.js
  hooks/useAnimatedBackgrounds.js
  components/
    Loading.jsx
    Settings.jsx
    Game.jsx               session only
    AnswerChoices.jsx
    Keypad.jsx
    GameQuestionCard.jsx
    GameToolbar.jsx
    GameOver.jsx
    ExitConfirm.jsx
    BackgroundMusic.jsx
    ToastContainer.jsx
    UpdateBanner.jsx
    NumberPills.jsx
```

`public/sw.js` caches the shell using paths relative to its own scope (safe with Vite `base: './'`).

## Adding an operation later

Keep generation out of `Game.jsx`:

1. Add a named op in `config.js` if needed.
2. Teach `buildSession` how to emit `{ op, a, b, result, text }`.
3. Add a settings toggle only when the UI exists.
4. Cover it in `questionGenerator.test.js`.

Rounding, dice, calculator, equations, and text problems were removed from the live path on purpose.

## Local checks

```bash
npm test
npm run build
```

Android store build: [ANDROID.md](ANDROID.md).

Optional Playwright smoke (`scripts/smoke.mjs`) walks loading → easy → restart → medium (wrong then right) → hard keypad (empty OK disabled, no `±`) → a 390×844 viewport.
