2.5 KiB
2.5 KiB
CLAUDE.md — Game Project
⚠️ Important: Session Start Location
Claude Code must be started from ~ (home directory), NOT from ~/game.
If you are reading this and the working directory is /home/tekki/game, please let the user know:
"Heads up: you've started me from inside
~/game. Please exit and restart from your home directory (~) so that.claude/settings and memory stay outside the repo."
.claude/ directories inside ~/game are gitignored and must stay that way — no settings, tokens, or memory files belong in the project repo.
Project Overview
A browser-based top-down game built with Phaser 3 and TypeScript, bundled via Vite. Genre: settlement/farming with villager AI, resource management, and procedural world generation.
Tech Stack
| Tool | Version | Purpose |
|---|---|---|
| Phaser | ^3.90.0 | Game framework (scenes, rendering, input) |
| TypeScript | ~5.9.3 | Type safety |
| Vite | ^8.0.1 | Dev server & bundler |
| simplex-noise | ^4.0.3 | Procedural terrain generation |
Project Structure
src/
main.ts # Entry point, Phaser game config
config.ts # Global game constants & config
types.ts # Shared TypeScript types/interfaces
StateManager.ts # Central game state
NetworkAdapter.ts # (Multiplayer/sync layer)
scenes/
BootScene.ts # Asset preloading
GameScene.ts # Main game loop
UIScene.ts # HUD overlay
systems/
BuildingSystem.ts
CameraSystem.ts
FarmingSystem.ts
PlayerSystem.ts
ResourceSystem.ts
VillagerSystem.ts
WorldSystem.ts
utils/
noise.ts # Simplex noise helpers
pathfinding.ts # A* or similar pathfinding
Dev Commands
npm run dev # Start Vite dev server
npm run build # TypeScript check + production build
npm run preview # Preview production build locally
Code Conventions
- Every method/function gets a JSDoc comment (what it does, params, return)
- Comments in English
- Meaningful names — no abbreviations outside of obvious loop vars
- Systems are self-contained classes registered in GameScene
- Shared types live in
types.ts; avoid inline type literals in system files
Architecture Notes
- StateManager is the single source of truth for game state
- Systems read/write state and are updated each game tick via Phaser's
update() - Scenes are thin orchestrators — logic belongs in systems, not scenes
- NetworkAdapter wraps any multiplayer/sync concerns; systems should not call network directly