Files
realworld/CLAUDE.md
T
2026-08-29 23:33:38 +02:00

4.7 KiB
Raw Blame History

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.

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:

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>.goscreen<Name>() screen
  2. inc/background.<name>.gobackground<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.