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