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+# Poker Game Implementation Guide
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+This guide will help you implement a Texas Hold 'Em Poker game using the Cards Framework provided in this repository. It is intended for new developers who want to extend the existing codebase with a new card game, leveraging the modular, event-driven, and component-based architecture already in place.
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+
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+## Directory Structure
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+
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+- `Game/` — Core Poker game logic (game state, table, dealing, betting rounds)
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+- `Players/` — Player classes (human, AI, seat management)
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+- `Rules/` — Poker-specific rules (hand evaluation, betting logic, round progression)
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+- `UI/` — User interface components (screens, menus, in-game UI)
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+- `Misc/` — Utilities, helpers, and shared resources
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+
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+## Getting Started
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+
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+1. **Familiarize Yourself with the Cards Framework**
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+ - Review `Framework/Cards/TraditionalCard.cs`, `Framework/Cards/Hand.cs`, and `Framework/Game/CardsGame.cs`.
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+ - Understand how the framework models cards, hands, decks, and game flow.
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+
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+2. **Set Up the Poker Game Class**
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+ - Create `PokerGame.cs` in `Poker/Game/` inheriting from `CardsGame`.
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+ - Implement game state management: lobby, dealing, betting, showdown, etc.
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+ - Use the event-driven model for state transitions.
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+
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+3. **Implement Player Logic**
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+ - Create `PokerPlayer.cs` in `Poker/Players/` inheriting from `Player`.
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+ - Add properties for chips, current bet, folded status, etc.
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+ - Support both human and AI players.
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+
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+4. **Define Poker Rules**
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+ - Create `PokerRules.cs` in `Poker/Rules/`.
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+ - Implement hand evaluation (pair, flush, straight, etc.).
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+ - Handle betting rounds: pre-flop, flop, turn, river.
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+ - Use the Strategy pattern for rule variations if needed.
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+
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+5. **Build the UI**
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+ - Create screens in `Poker/UI/` (e.g., `PokerTableScreen.cs`, `PokerMenuScreen.cs`).
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+ - Use the existing ScreenManager for navigation.
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+ - Display player hands, community cards, bets, and pot.
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+
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+6. **Utilities and Helpers**
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+ - Place shared logic (e.g., pot calculation, seat rotation) in `Poker/Misc/`.
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+
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+## Key Concepts
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+
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+- **Component-Based Design:** Extend or compose game components for animations, transitions, and UI.
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+- **Event-Driven Flow:** Use events to trigger state changes and UI updates.
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+- **Separation of Concerns:** Keep game logic, rules, UI, and utilities in their respective folders.
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+
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+## Example: PokerGame Class Skeleton
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+
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+```csharp
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+using Cards.Framework.Game;
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+
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+namespace Poker.Game {
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+ public class PokerGame : CardsGame {
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+ // Game state, table, pot, etc.
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+ // ...
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+ public override void StartGame() {
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+ // Initialize table, shuffle, seat players
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+ }
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+ // ...
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+ }
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+}
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+```
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+
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+## Tips
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+
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+- Reuse as much as possible from the framework (deck, hand, player base classes).
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+- Study the Blackjack implementation for patterns and best practices.
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+- Use the MonoGame Content Pipeline for assets (cards, chips, UI elements).
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+- Test incrementally: start with basic dealing and round flow, then add betting and hand evaluation.
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+
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+## Resources
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+
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+- [MonoGame Documentation](https://docs.monogame.net/)
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+- [Texas Hold 'Em Rules](https://en.wikipedia.org/wiki/Texas_hold_%27em)
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+- [Cards Framework Overview](../Framework/)
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+
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+---
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+
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+Happy coding! If you have questions, check the existing Blackjack code or ask for help.
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