100 lines
4.4 KiB
Markdown
100 lines
4.4 KiB
Markdown
# 🎯 CLAUDE.md - WhaleTown Project Instructions
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## 1. Project Vision & Context
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- **Project**: "WhaleTown" - A 2D top-down pixel art RPG.
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- **Engine**: Godot 4.5+ (Strictly NO Godot 3.x syntax).
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- **Architecture**: Strictly layered: `_Core` (Framework), `Scenes` (Gameplay), `UI` (Interface).
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- **Core Principle**: "Signal Up, Call Down". High decoupling via `EventSystem`.
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## 2. 🛠 Command Reference & Setup
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- **Input Map (Required Configuration)**:
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- `move_left`, `move_right`, `move_up`, `move_down` (WASD / Arrows)
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- `interact` (E Key / Space)
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- `pause` (ESC)
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- **Run Game**: `godot --path .`
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- **Run Tests (GUT)**: `godot --headless -s addons/gut/gut_cmdline.gd -gdir=res://tests/ -ginclude_subdirs`
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- **Init Structure**: `mkdir -p _Core/managers _Core/systems Scenes/Maps Scenes/Entities Scenes/Components UI/Windows UI/HUD Assets/Sprites tests/unit tests/integration`
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## 3. 📂 File Path Rules (STRICT LOWERCASE)
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*Claude: Root folders MUST be lowercase. Scripts and Scenes MUST stay together.*
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- **Core Managers**: `_Core/managers/[Name].gd`
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- **Core Systems**: `_Core/systems/[Name].gd`
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- **Entities**: `Scenes/Entities/[EntityName]/[EntityName].tscn` (Script `.gd` in same folder).
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- **Maps**: `Scenes/Maps/[map_name].tscn`
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- **Components**: `Scenes/Components/[ComponentName].gd` (Reusable logic nodes).
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- **UI Windows**: `UI/Windows/[WindowName].tscn`
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- **Tests**: `tests/[unit|integration]/test_[name].gd` (Folder is lowercase `tests`).
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## 4. 📋 Coding Standards (The Law)
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- **Type Safety**: ALWAYS use strict static typing: `var speed: float = 100.0`, `func _ready() -> void`.
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- **Naming Conventions**:
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- `class_name PascalCase` at the top of every script.
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- Variables/Functions: `snake_case`. Constants: `SCREAMING_SNAKE_CASE`.
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- Private members: Prefix with underscore `_` (e.g., `var _health: int`).
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- **Node Access**: Use `%UniqueName` for UI and internal scene components.
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- **Signals**: Use "Signal Up, Call Down". Parent calls child methods; Child emits signals.
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- **Forbidden Patterns**:
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- ❌ NO `yield()` -> Use `await`.
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- ❌ NO `get_node()` in `_process` -> Cache with `@onready`.
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- ❌ NO Linear Filter -> All Sprite2D/TileMap resources MUST use **Nearest** filter.
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## 5. 🏛 Architecture & Communication
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- **EventSystem**: Use `_Core/systems/EventSystem.gd` for cross-module messaging.
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- **Event Registry**: Use `class_name EventNames` in `_Core/EventNames.gd`.
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```gdscript
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class_name EventNames
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const PLAYER_MOVED = "player_moved"
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const INTERACT_PRESSED = "interact_pressed"
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const NPC_TALKED = "npc_talked"
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```
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- **Singletons**: Only GameManager, SceneManager, EventSystem allowed as Autoloads.
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- **Decoupling**: Low-level entities MUST NOT reference GameManager. Use events.
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## 6. 🏗 Implementation Details
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- **Player**: CharacterBody2D. Must include Camera2D with `position_smoothing_enabled = true`.
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- **NPC/Interactables**: Use Area2D named InteractionArea. Trigger via EventSystem.
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- **TileMap Layers**:
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- Layer 0: Ground (No collision).
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- Layer 1: Obstacles (Physics Layer enabled).
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- Layer 2: Decoration (Y-Sort enabled).
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- **Camera**: Must auto-calculate limits via `TileMap.get_used_rect()`.
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## 7. 🧪 Testing Requirements (MANDATORY)
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- **Coverage**: Every Manager/System in `_Core/` MUST have a GUT test.
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- **Naming**: Test files must start with `test_` and extend GutTest.
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- **Example**:
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```gdscript
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extends GutTest
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func test_event_emission():
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var sender = Node.new()
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watch_signals(EventSystem)
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EventSystem.emit_event(EventNames.PLAYER_MOVED, {})
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assert_signal_emitted(EventSystem, "event_raised")
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```
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## 8. 🧘 The Zen of Development
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- **Juice or Death**: Every interaction (UI popup, NPC talk) MUST have a Tween placeholder.
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- **Zero Magic Numbers**: All speeds/timers MUST be `@export` or defined in `Config/`.
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- **Simplicity**: If a function does two things, split it.
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- **Back of the Fence**: Hidden logic (like ResponseHandler.gd) must be as clean as the HUD.
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## 9. 📝 Code Template (Entity Pattern)
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```gdscript
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extends CharacterBody2D
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class_name Player
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# 1. Exports & Constants
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@export var move_speed: float = 200.0
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# 2. Node References
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@onready var sprite: Sprite2D = %Sprite2D
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# 3. Lifecycle
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func _physics_process(delta: float) -> void:
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_move(delta)
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# 4. Private Methods
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func _move(_delta: float) -> void:
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var dir := Input.get_vector("move_left", "move_right", "move_up", "move_down")
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velocity = dir * move_speed
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move_and_slide() |