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whale-town-front/claude.md
2026-01-04 17:17:34 +08:00

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🎯 CLAUDE.md - WhaleTown Project Instructions

1. Project Vision & Context

  • Project: "WhaleTown" - A 2D top-down pixel art RPG.
  • Engine: Godot 4.5+ (Strictly NO Godot 3.x syntax).
  • Architecture: Strictly layered: _Core (Framework), Scenes (Gameplay), UI (Interface).
  • Core Principle: "Signal Up, Call Down". High decoupling via EventSystem.

2. 🛠 Command Reference & Setup

  • Input Map (Required Configuration):
    • move_left, move_right, move_up, move_down (WASD / Arrows)
    • interact (E Key / Space)
    • pause (ESC)
  • Run Game: godot --path .
  • Run Tests (GUT): godot --headless -s addons/gut/gut_cmdline.gd -gdir=res://tests/ -ginclude_subdirs
  • Init Structure: mkdir -p _Core/managers _Core/systems Scenes/Maps Scenes/Entities Scenes/Components UI/Windows UI/HUD Assets/Sprites tests/unit tests/integration

3. 📂 File Path Rules (STRICT LOWERCASE)

Claude: Root folders MUST be lowercase. Scripts and Scenes MUST stay together.

  • Core Managers: _Core/managers/[Name].gd
  • Core Systems: _Core/systems/[Name].gd
  • Entities: Scenes/Entities/[EntityName]/[EntityName].tscn (Script .gd in same folder).
  • Maps: Scenes/Maps/[map_name].tscn
  • Components: Scenes/Components/[ComponentName].gd (Reusable logic nodes).
  • UI Windows: UI/Windows/[WindowName].tscn
  • Tests: tests/[unit|integration]/test_[name].gd (Folder is lowercase tests).

4. 📋 Coding Standards (The Law)

  • Type Safety: ALWAYS use strict static typing: var speed: float = 100.0, func _ready() -> void.
  • Naming Conventions:
    • class_name PascalCase at the top of every script.
    • Variables/Functions: snake_case. Constants: SCREAMING_SNAKE_CASE.
    • Private members: Prefix with underscore _ (e.g., var _health: int).
  • Node Access: Use %UniqueName for UI and internal scene components.
  • Signals: Use "Signal Up, Call Down". Parent calls child methods; Child emits signals.
  • Forbidden Patterns:
    • NO yield() -> Use await.
    • NO get_node() in _process -> Cache with @onready.
    • NO Linear Filter -> All Sprite2D/TileMap resources MUST use Nearest filter.

5. 🏛 Architecture & Communication

  • EventSystem: Use _Core/systems/EventSystem.gd for cross-module messaging.
  • Event Registry: Use class_name EventNames in _Core/EventNames.gd.
    class_name EventNames
    const PLAYER_MOVED = "player_moved"
    const INTERACT_PRESSED = "interact_pressed"
    const NPC_TALKED = "npc_talked"
    
  • Singletons: Only GameManager, SceneManager, EventSystem allowed as Autoloads.
  • Decoupling: Low-level entities MUST NOT reference GameManager. Use events.

6. 🏗 Implementation Details

  • Player: CharacterBody2D. Must include Camera2D with position_smoothing_enabled = true.
  • NPC/Interactables: Use Area2D named InteractionArea. Trigger via EventSystem.
  • TileMap Layers:
    • Layer 0: Ground (No collision).
    • Layer 1: Obstacles (Physics Layer enabled).
    • Layer 2: Decoration (Y-Sort enabled).
  • Camera: Must auto-calculate limits via TileMap.get_used_rect().

7. 🧪 Testing Requirements (MANDATORY)

  • Coverage: Every Manager/System in _Core/ MUST have a GUT test.
  • Naming: Test files must start with test_ and extend GutTest.
  • Example:
    extends GutTest
    func test_event_emission():
        var sender = Node.new()
        watch_signals(EventSystem)
        EventSystem.emit_event(EventNames.PLAYER_MOVED, {})
        assert_signal_emitted(EventSystem, "event_raised")
    

8. 🧘 The Zen of Development

  • Juice or Death: Every interaction (UI popup, NPC talk) MUST have a Tween placeholder.
  • Zero Magic Numbers: All speeds/timers MUST be @export or defined in Config/.
  • Simplicity: If a function does two things, split it.
  • Back of the Fence: Hidden logic (like ResponseHandler.gd) must be as clean as the HUD.

9. 📝 Code Template (Entity Pattern)

extends CharacterBody2D
class_name Player

# 1. Exports & Constants
@export var move_speed: float = 200.0

# 2. Node References
@onready var sprite: Sprite2D = %Sprite2D

# 3. Lifecycle
func _physics_process(delta: float) -> void:
    _move(delta)

# 4. Private Methods
func _move(_delta: float) -> void:
    var dir := Input.get_vector("move_left", "move_right", "move_up", "move_down")
    velocity = dir * move_speed
    move_and_slide()