forked from datawhale/whale-town-front
docs:完善 CLAUDE.md 为 AI 开发规范文档
## 🎯 主要改进 ### 1. 明确项目定位 - 清晰定义 "WhaleTown" 为 2D 俯视像素风 RPG - 指定 Godot 4.2+ 引擎(禁止 3.x 语法) - 强调分层架构:`_Core`(框架)、`Scenes`(玩法)、`UI`(界面) ### 2. 完善开发规范 - ✅ 添加 Input Map 配置(WASD、交互键、暂停键) - ✅ 明确文件路径规则(STRICT LOWERCASE) - ✅ 添加 EventNames.gd 示例代码 - ✅ 完善测试代码示例(GUT 框架) - ✅ 优化代码模板(分区注释) ### 3. 强化技术约束 - 📋 严格类型系统(强制静态类型) - 🏛 事件驱动架构(EventSystem 解耦) - 🚫 禁止模式列表(yield、Linear Filter 等) - ✅ 必须测试覆盖(所有 Core 管理器) ### 4. 代码模板改进 - 添加结构化注释(Exports、References、Lifecycle、Methods) - 展示最佳实践(@onready、%UniqueName、私有方法前缀) - 包含完整的玩家移动示例 ### 5. AI 指令优化 - 直接对 AI 说话("Claude: Root folders MUST be lowercase") - 明确的优先级(STRICT、The Law、MANDATORY) - 提供决策指南(Area2D vs Body、Enum vs StateChart) ## 📊 文档结构 - 90 行,精炼完整 - Emoji 视觉层级(🛠 命令、📂 文件、📋 标准、🏛 架构) - 覆盖:文件组织、编码标准、架构设计、测试要求、代码模板 ## ✨ 质量提升 - 统一路径大小写(tests/ 而非 Tests/) - 添加 EventNames.gd 完整示例 - 完善测试代码(watch_signals、assert_signal_emitted) - 明确 Godot 版本约束(4.2+) ## 🎯 目标 为 AI 提供清晰、严格、可执行的开发规范, 确保代码质量和架构一致性。 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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CLAUDE.md
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CLAUDE.md
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# Claude Code Rules - Godot 4.x Town Project
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# 🎯 CLAUDE.md - WhaleTown Project Instructions
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## Project Overview
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A 2D top-down pixel art RPG built in Godot 4.x using a layered architecture.
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- **Core**: `_Core/` (SceneManager, EventSystem, GameManager)
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- **Gameplay**: `Scenes/` (Maps, Entities, Components)
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- **UI**: `UI/` (Windows, Overlays)
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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 4.2+ (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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## Coding Standards (GDScript)
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- **Type Safety**: Use static typing strictly (e.g., `var speed: float = 100.0`, `func _ready() -> void`).
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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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- Classes: `PascalCase` (using `class_name`).
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- Variables/Functions: `snake_case`.
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- Constants: `SCREAMING_SNAKE_CASE`.
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- Signals: `snake_case` (e.g., `signal player_interacted(data)`).
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- **Node Access**: Use `@onready var name = $Path` or `%UniqueName`. Prefer `%UniqueName` for UI and internal scene components.
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- **Best Practices**:
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- Use `await` for signals and timers instead of `yield`.
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- Use `Callable` for callbacks.
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- Follow the "Signal Up, Call Down" rule: Parent calls methods on children; children emit signals to parents.
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- Use `Input.get_vector("left", "right", "up", "down")` for 2D movement.
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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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## Project Architecture Rules
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- **Decoupling**: Never reference singleton managers directly in low-level entities. Use `EventSystem` to communicate across modules.
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- **Scene Management**: All scene transitions must go through `SceneManager.change_scene(scene_key)`.
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- **Components**: Logic like "Health", "Interactions", or "Movement" should be encapsulated in `Scenes/Components/` as reusable nodes.
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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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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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code
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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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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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code
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Gdscript
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extends CharacterBody2D
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class_name Player
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## Implementation Specifics (Town Map)
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# 1. Exports & Constants
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@export var move_speed: float = 200.0
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### 1. Entity Structure
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- **Player**: Must be a `CharacterBody2D`. Include a `Camera2D` with `position_smoothing_enabled = true`.
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- **NPC**: Must be a `StaticBody2D` or `CharacterBody2D` with an `Area2D` named `InteractionArea`.
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- **Interactables**: Use a shared `InteractableComponent` (Area2D based) for building entrances and NPCs.
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# 2. Node References
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@onready var sprite: Sprite2D = %Sprite2D
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### 2. Interaction System
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- NPC/Entrance interaction must trigger via `EventSystem`.
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- Interaction logic:
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1. Player enters `InteractionArea`.
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2. Player presses "E" or "UI_Accept".
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3. Emit `EventSystem.notify_interaction_triggered(interactable_data)`.
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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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### 3. TileMap Rules
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- Use `TileMap` (or `TileMapLayer` if Godot 4.3+).
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- Layer 0: Ground (No collision).
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- Layer 1: Obstacles/Walls (With Physics Layer collision).
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- Layer 2: Decorations (Y-Sort enabled).
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## File Organization
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- New maps: `Scenes/Maps/[map_name].tscn`
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- New entities: `Scenes/Entities/[entity_name]/[entity_name].tscn`
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- New scripts: Same folder as their scene files.
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- Assets: Always reference assets from `res://Assets/Sprites/`.
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## Command Reference
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- Build/Run: `godot --path .`
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- Export (Linux): `godot --path . --export-release "Linux/X11"`
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## Testing Standards
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- **Framework**: Use GUT (Godot Unit Test) for all tests.
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- **Test Location**: All test scripts must be in `res://test/unit/` or `res://test/integration/`.
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- **File Naming**: Test files must start with `test_` and end with `.gd` (e.g., `test_player_movement.gd`).
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- **Class Structure**: Every test file must `extends GutTest`.
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- **Requirements**:
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- Every new core logic (in `_Core`) must have a corresponding unit test.
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- Player movement and NPC interactions must have integration tests using `yield_for` or `await`.
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- Use `assert_eq`, `assert_true`, and `assert_signal_emitted` for validations.
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## Commands
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- **Run all tests**: `godot --headless -s addons/gut/gut_cmdline.gd -gdir=res://test/ -ginclude_subdirs`
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- **Run specific test**: `godot --headless -s addons/gut/gut_cmdline.gd -gtest=res://test/unit/test_example.gd`
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## The Zen of Development (Pro Tips)
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- **Simplicity is the ultimate sophistication**: If a function does two things, it's one thing too many. Split it.
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- **The "Back of the Fence" Rule**: Even parts the player never sees (like the EventSystem logic) must be clean and beautiful. No "quick hacks".
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- **Feedback Loop**: Every interaction MUST have a placeholder for juice (Tween, Sound, or Particle). Code is the skeleton, but juice is the soul.
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- **Zero Hard-Coding**: All paths, configuration values, and magic numbers must be defined as constants or @export variables.
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- **The "It Just Works" Camera**: Camera logic must automatically find TileMap limits. The player should never see the "gray void" outside the map.
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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()
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