8.4 KiB
8.4 KiB
CLAUDE.md
This file provides guidance to Claude Code (claude.ai/code) when working with code in this repository.
Project Overview
"Skelly" is a Godot 4.4 mobile game project featuring multiple gameplay modes within a unified game framework. The project currently supports match-3 puzzle gameplay with planned support for clickomania gameplay. It includes a modular gameplay system, menu system, settings management, audio handling, localization support, and a comprehensive debug system.
For detailed project architecture, see docs/MAP.md
Development Commands
Running the Project
- Open project in Godot Editor: Import
project.godot - Run project: Press F5 in Godot Editor or use "Play" button
- Debug: Use Godot's built-in debugger and remote inspector
- Debug UI: Press F12 in-game or use debug button to toggle debug panels
Testing & Development
- Debug mode can be toggled with F12 key or debug button UI (available on all major scenes)
- Match-3 debug controls include gem count adjustment and board reroll
- Difficulty presets: Easy (3 gems), Normal (5 gems), Hard (8 gems)
- Gameplay mode switching: Space+Enter in game scene switches between match-3 and clickomania modes
- Match-3 Gem Movement Testing:
- Keyboard: Arrow keys or WASD to navigate, Enter to select/confirm
- Gamepad: D-pad to navigate, A button to select/confirm
- Visual feedback: Selected tiles glow brighter with scale and color effects
- Invalid swaps automatically revert after animation
- State machine: WAITING → SELECTING → SWAPPING → PROCESSING
- Test scripts located in
tests/directory for system validation - Use
test_logging.gdto validate the logging system functionality
Audio Configuration
- Music: Located in
assets/audio/music/directory with loop configuration in AudioManager - Sound effects: UI clicks and game audio managed through audio bus system
- Audio buses: "Music" and "SFX" buses configured in
data/default_bus_layout.tres
Localization
- Translations stored in
localization/as.translationfiles - Currently supports English and Russian
- New translations: Add to
project.godotinternationalization section
Asset Management
- CRITICAL: Every asset must be documented in
assets/sources.yamlbefore committing - Include source, license, attribution, modifications, and usage information
- Verify license compatibility with project requirements
- Commit asset files and sources.yaml together in the same commit
Key Development Guidelines
Code Quality & Safety Standards
- Memory Management: Always use
queue_free()instead offree()for node cleanup - Input Validation: Validate all user inputs with bounds checking and type validation
- Error Handling: Implement comprehensive error handling with fallback mechanisms
- Race Condition Prevention: Use state flags to prevent concurrent operations
- No Global State: Avoid static variables; use instance-based architecture for testability
Scene Management
- ALWAYS use
GameManagerfor scene transitions - never callget_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
- 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_sceneprotection
Autoload Usage
- Use autoloads for global state management only
- Prefer signals over direct access for loose coupling
- Don't access autoloads from deeply nested components
- SettingsManager: Features comprehensive input validation and error recovery
- GameManager: Protected against race conditions with state management
Debug System Integration
- Connect to
DebugManager.debug_ui_toggledsignal for debug UI visibility - Use F12 key for global debug toggle
- Remove debug prints before committing unless permanently useful
Logging System Usage
- CRITICAL: ALL print() and push_error() statements have been migrated to DebugManager
- ALWAYS use
DebugManagerlogging functions instead ofprint(),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" - 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
Important File References
Documentation Structure
docs/MAP.md- Complete project architecture and structuredocs/CODE_OF_CONDUCT.md- Coding standards and best practicesdocs/TESTING.md- Testing guidelines and conventions- This file - Claude Code specific development guidelines
Key Scripts to Understand
src/autoloads/GameManager.gd- Scene transition patterns with race condition protectionsrc/autoloads/SettingsManager.gd- Settings management with comprehensive error handlingsrc/autoloads/DebugManager.gd- Debug system integrationscenes/game/game.gd- Main game scene with modular gameplay systemscenes/game/gameplays/match3_gameplay.gd- Memory-safe Match-3 implementation with input validationscenes/game/gameplays/tile.gd- Instance-based tile behavior without global statescenes/ui/DebugMenuBase.gd- Unified debug menu base class (eliminates code duplication)scenes/ui/SettingsMenu.gd- Settings UI with input validationscenes/game/gameplays/- Individual gameplay mode implementationsproject.godot- Input actions and autoload definitions
Development Workflow
Before Making Changes
- Check
docs/MAP.mdfor architecture understanding - Review
docs/CODE_OF_CONDUCT.mdfor coding standards - Understand existing patterns before implementing new features
- If adding assets, prepare
assets/sources.yamldocumentation
Testing Changes
- Run project with F5 in Godot Editor
- Test debug UI with F12 toggle
- Verify scene transitions work correctly
- Check mobile compatibility if UI changes made
- Use relevant test scripts from
tests/directory to validate system functionality - Run
test_logging.gdafter making changes to the logging system
Common Implementation Patterns
- Scene transitions: Use
GameManager.start_game_with_mode()with built-in validation - Debug integration: Connect to
DebugManagersignals and initialize debug state - Logging: Use
DebugManager.log_*()functions with appropriate levels and categories - Gameplay modes: Implement in
scenes/game/gameplays/directory following modular pattern - Scoring system: Connect
score_changedsignal from gameplay to main game scene - Settings: Use
SettingsManagerwith automatic input validation and error recovery - Audio: Use
AudioManagerfor music and sound effects - Localization: Use
LocalizationManagerfor language switching - UI Components: Extend
DebugMenuBasefor debug menus to avoid code duplication - Memory Management: Use
queue_free()and await frame completion for safe cleanup - Input Validation: Always validate user inputs with type checking and bounds validation
Logging Best Practices
# ✅ Good logging practices
DebugManager.log_info("Scene transition completed", "GameManager")
DebugManager.log_warn("Settings file not found, using defaults", "Settings")
DebugManager.log_error("Failed to load audio resource: " + audio_path, "AudioManager")
# ❌ Avoid these patterns
print("debug") # Use structured logging instead
push_error("error") # Use DebugManager.log_error() with category
Asset Management Workflow
# ✅ Required assets/sources.yaml entry format
audio:
music:
"background_music.ogg":
source: "https://freesound.org/people/artist/sounds/123456/"
license: "CC BY 4.0"
attribution: "Background Music by Artist Name"
modifications: "Converted to OGG, adjusted volume"
usage: "Main menu and gameplay background music"
# ✅ Proper commit workflow
# 1. Add asset to appropriate assets/ subdirectory
# 2. Update assets/sources.yaml with complete metadata
# 3. git add both files together
# 4. Commit with descriptive message including attribution