Files
whale-town-front/claude.md
moyin 3175c98ea3 refactor:实现新的项目结构组织
- 添加 _Core/components/ 和 _Core/utils/ 目录
- 重新组织 scenes/ 目录结构,按功能分类
- 迁移 StringUtils.gd 到新的 _Core/utils/ 位置
- 迁移 AuthScene.gd 到新的 scenes/ui/ 位置
- 添加 AI 文档支持目录 docs/AI_docs/
- 添加开发参考文档 claude.md
2026-01-02 00:58:34 +08:00

4.2 KiB

🎯 CLAUDE.md - WhaleTown Project Instructions

1. Project Vision & Context

  • Project: "WhaleTown" - A 2D top-down pixel art RPG.
  • Engine: Godot 4.2+ (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: code Gdscript 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) code Gdscript 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()