CLAUDE.md

This commit is contained in:
2026-08-29 23:33:38 +02:00
parent 1fa19f0b2e
commit 59decf54ef
+138
View File
@@ -0,0 +1,138 @@
# Real World
A point & click adventure built on the inkwell engine (Ebitengine).
## Conventions
### No comments
Go source files carry no comments. Not doc comments, not inline comments, not
section headers. If a piece of code needs explaining, rename it or restructure
it until it does not, and put the reasoning in `README.md` instead.
The single exception is compiler directives (`//go:embed`, `//go:build`), which
are instructions to the toolchain rather than prose.
### English only
Everything written in the repository is in English: identifiers, string
literals, commit messages, `README.md`, this file. The design wiki is in
Hungarian; when a concept crosses over, translate it and keep the mapping
one-to-one.
### No tests
Do not write tests, and do not add test cases to the ones that already exist.
Correctness is checked by running the game.
### Struct literals are always multi-line
Every field of a struct instance goes on its own line, with a trailing comma —
never on the same line as the brace, never two fields on one line.
```go
return inkwell.Asset{
Name: BgStreet,
Path: "assets/bg/street.png",
Kind: inkwell.AssetImage,
}
```
Not `inkwell.Asset{Name: BgStreet, Path: "...", Kind: inkwell.AssetImage}`.
This holds for nested literals too, including small ones such as
`inkwell.Point`. Slice and map literals are not covered by the rule.
## Layout
All game code lives in one flat package, `inc`. There are no subdirectories: a
file's name carries the structure, in the form `[category].[name].go`.
- The category is always **singular**: `item`, `screen`, `background`,
`character`, `dialog`, `script`, `world`, `ui`, `theme`, `names`, `boot`,
`content`.
- `[category].manager.go` is the file that ties a category together — its
`register…` function, its shared types, its list of entities.
- Every other file in a category holds exactly one entity: one screen, one
background, one item.
```
main.go flags + inkwell.Run
inc/boot.manager.go wiring; New(Opts) builds the game
inc/names.manager.go entity names and world-state keys
inc/theme.manager.go realworld-93 + nokia-punk
inc/world.manager.go unsaved runtime state
inc/world.action.go custom actions and the action pump
inc/ui.manager.go HUD layout and widget registration
inc/ui.*.go custom widgets, coloured text
inc/content.manager.go composition root; calls every register…
inc/background.*.go one image asset per screen
inc/character.*.go the cast, tapes included
inc/item.*.go inventory
inc/dialog.*.go dialogue trees
inc/script.*.go named action sequences
inc/screen.manager.go the deck, the scene builder
inc/screen.exit.go the connections between screens
inc/screen.*.go one file per screen
```
## Naming
One package means one namespace, so an entity's constructor carries its
category as a prefix:
```go
screenAlley() backgroundAlley()
itemMysteryTape() characterMysteryTape()
dialogDexTalk() scriptTapeInsert()
```
Category-level functions follow the same shape: `registerScreen`,
`registerBackground`, `registerItem`, and so on. Only `New` and `Opts` are
exported — they are what `main.go` needs, and nothing else leaves the package.
The engine's word for a screen is `Scene`. Ours is **screen**, because the
wiki, the concept-art deck and the beat tables all count screens. "Scene"
survives only where the code talks to the engine (`EnterScene`,
`SceneManager`).
## Layering
Nothing is enforced by the compiler any more, so the layering is a rule kept by
hand:
```
names ← theme ← world ← ui
↑ ↑
content ──┴── boot ← main
```
`world` knows nothing about the HUD or the content. Both build on it, never the
other way round.
## Adding a screen
1. `inc/screen.<name>.go``screen<Name>() screen`
2. `inc/background.<name>.go``background<Name>() inkwell.Asset`
3. One line in `screenDeck` (`inc/screen.manager.go`)
4. One line in `registerBackground` (`inc/background.manager.go`)
5. Constants in `inc/names.manager.go`: `Screen<Name>`, `Bg<Name>`
6. A 640×380 PNG in `assets/bg/`
Nothing else moves.
## Commands
```
make build native binary into bin/
make wasm js/wasm build into dist/
make watch rebuild on change
go run . -screen <name> start on a given screen
go run . -finale start with the finale
```
Art is embedded into the binary (`//go:embed assets` in `main.go`), because
js/wasm has no OS filesystem and `make binaries` ships the executable alone.
The screen is 640×380 because the engine stretches a background over the whole
window: any other size squashes the paintings.