Fix more PascalCase inconsistencies

This commit is contained in:
2025-10-01 12:07:54 +04:00
parent f6475f83f6
commit 550b2ac220
12 changed files with 55 additions and 19 deletions

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@@ -110,9 +110,9 @@ Guidance for Claude Code (claude.ai/code) when working with this repository.
- `src/autoloads/SaveManager.gd` - **Save system with security features**
- `src/autoloads/SettingsManager.gd` - Settings management with input validation and security
- `src/autoloads/DebugManager.gd` - Debug system integration
- `scenes/game/game.gd` - Main game scene with modular gameplay system
- `scenes/game/Game.gd` - Main game scene with modular gameplay system
- `scenes/game/gameplays/Match3Gameplay.gd` - Match-3 implementation with input validation
- `scenes/game/gameplays/tile.gd` - Instance-based tile behavior without global state
- `scenes/game/gameplays/Tile.gd` - Instance-based tile behavior without global state
- `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

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@@ -31,7 +31,7 @@ for child in children_to_remove:
**Files Improved:**
- `scenes/game/gameplays/Match3Gameplay.gd`
- `scenes/game/gameplays/tile.gd`
- `scenes/game/gameplays/Tile.gd`
### 2. Error Handling & Recovery
@@ -112,7 +112,7 @@ static func set_active_gem_pool(gem_indices: Array) -> void:
```
**Files Improved:**
- `scenes/game/gameplays/tile.gd`
- `scenes/game/gameplays/Tile.gd`
- `scenes/game/gameplays/Match3Gameplay.gd`
## 🟡 Code Quality Improvements
@@ -289,4 +289,4 @@ func test_volume_validation():
3. **Event System**: Expand event-driven architecture
4. **Configuration Management**: Centralized configuration system
This document serves as the foundation for maintaining and improving code quality in the Skelly project. All new code should adhere to these standards, and existing code should be gradually updated to meet these requirements.
This document serves as the foundation for maintaining and improving code quality in the Skelly project. All new code should adhere to these standards, and existing code should be gradually updated to meet these requirements.

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@@ -90,7 +90,7 @@ game.tscn (Gameplay Container)
```
### Game Flow
1. **Main Scene** (`scenes/main/main.tscn` + `Main.gd`)
1. **Main Scene** (`scenes/main/Main.tscn` + `Main.gd`)
- Application entry point
- Manages splash screen
- Transitions to main menu
@@ -112,7 +112,7 @@ game.tscn (Gameplay Container)
- Audio volume controls
- Connected to SettingsManager and AudioManager
5. **Game Scene** (`scenes/game/game.tscn` + `game.gd`)
5. **Game Scene** (`scenes/game/Game.tscn` + `Game.gd`)
- Main gameplay container with modular gameplay system
- Dynamic loading of gameplay modes into GameplayContainer
- Global score management and display
@@ -145,7 +145,7 @@ scenes/ui/
The game now uses a modular gameplay architecture where different game modes can be dynamically loaded into the main game scene.
### Gameplay Architecture
- **Main Game Scene** (`scenes/game/game.gd`) - Container and coordinator
- **Main Game Scene** (`scenes/game/Game.gd`) - Container and coordinator
- **Gameplay Directory** (`scenes/game/gameplays/`) - Individual gameplay implementations
- **Dynamic Loading** - Gameplay scenes loaded at runtime based on mode selection
- **Signal-based Communication** - Gameplays communicate with main scene via signals
@@ -168,7 +168,7 @@ The game now uses a modular gameplay architecture where different game modes can
- Smooth tile position animations with Tween
- Cursor-based navigation with visual highlighting and bounds checking
2. **Tile System** (`scenes/game/gameplays/tile.gd` + `Tile.tscn`)
2. **Tile System** (`scenes/game/gameplays/Tile.gd` + `Tile.tscn`)
- Tile behavior with instance-based architecture (no global state)
- Gem type management with validation and bounds checking
- Visual representation with scaling and color