From 2158189fd4534ceba5419e29e2af9e099eb2bbc6 Mon Sep 17 00:00:00 2001 From: Vladimir nett00n Budylnikov Date: Thu, 25 Sep 2025 11:46:16 +0400 Subject: [PATCH] trim some big words --- docs/CLAUDE.md | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) diff --git a/docs/CLAUDE.md b/docs/CLAUDE.md index d761e06..ea34c66 100644 --- a/docs/CLAUDE.md +++ b/docs/CLAUDE.md @@ -58,7 +58,7 @@ This file provides guidance to Claude Code (claude.ai/code) when working with co ### Scene Management - **ALWAYS** use `GameManager` for scene transitions - never call `get_tree().change_scene_to_file()` directly - Scene paths are defined as constants in GameManager -- Error handling is built into GameManager for failed scene loads with proper validation +- Error handling is built into GameManager for failed scene loads - Use `GameManager.start_game_with_mode(mode)` to launch specific gameplay modes - Supported gameplay modes: "match3", "clickomania" (validated with whitelist) - GameManager prevents concurrent scene changes with `is_changing_scene` protection @@ -79,7 +79,7 @@ This file provides guidance to Claude Code (claude.ai/code) when working with co - **CRITICAL**: ALL print() and push_error() statements have been migrated to DebugManager - **ALWAYS** use `DebugManager` logging functions instead of `print()`, `push_error()`, etc. - Use appropriate log levels: INFO for general messages, WARN for issues, ERROR for failures -- Include meaningful categories to organize log output: `"GameManager"`, `"Match3"`, `"Settings"`, `"Game"`, `"MainMenu"`, `"PressAnyKey"`, `"Clickomania"`, `"DebugMenu"` +- Include meaningful categories to organize log output, eg: `"GameManager"`, `"Match3"`, `"Settings"`, `"DebugMenu"` - Leverage structured logging for better debugging and production monitoring - Use `DebugManager.set_log_level()` to control verbosity during development and testing - The logging system provides unified output across all game systems @@ -100,7 +100,7 @@ This file provides guidance to Claude Code (claude.ai/code) when working with co - `scenes/game/game.gd` - Main game scene with modular gameplay system - `scenes/game/gameplays/match3_gameplay.gd` - Memory-safe Match-3 implementation with input validation - `scenes/game/gameplays/tile.gd` - Instance-based tile behavior without global state -- `scenes/ui/DebugMenuBase.gd` - Unified debug menu base class (eliminates code duplication) +- `scenes/ui/DebugMenuBase.gd` - Unified debug menu base class - `scenes/ui/SettingsMenu.gd` - Settings UI with input validation - `scenes/game/gameplays/` - Individual gameplay mode implementations - `project.godot` - Input actions and autoload definitions