# CLAUDE.md — Game Project ## ⚠️ Important: Session Start Location **Claude Code must be started from `~` (home directory), NOT from `~/game`.** If you are reading this and the working directory is `/home/tekki/game`, please let the user know: > "Heads up: you've started me from inside `~/game`. Please exit and restart from your home directory (`~`) so that `.claude/` settings and memory stay outside the repo." `.claude/` directories inside `~/game` are gitignored and must stay that way — no settings, tokens, or memory files belong in the project repo. --- ## Project Overview A browser-based top-down game built with **Phaser 3** and **TypeScript**, bundled via **Vite**. Genre: settlement/farming with villager AI, resource management, and procedural world generation. ## Tech Stack | Tool | Version | Purpose | |------|---------|---------| | Phaser | ^3.90.0 | Game framework (scenes, rendering, input) | | TypeScript | ~5.9.3 | Type safety | | Vite | ^8.0.1 | Dev server & bundler | | simplex-noise | ^4.0.3 | Procedural terrain generation | ## Project Structure ``` src/ main.ts # Entry point, Phaser game config config.ts # Global game constants & config types.ts # Shared TypeScript types/interfaces StateManager.ts # Central game state NetworkAdapter.ts # (Multiplayer/sync layer) scenes/ BootScene.ts # Asset preloading GameScene.ts # Main game loop UIScene.ts # HUD overlay systems/ BuildingSystem.ts CameraSystem.ts FarmingSystem.ts PlayerSystem.ts ResourceSystem.ts VillagerSystem.ts WorldSystem.ts utils/ noise.ts # Simplex noise helpers pathfinding.ts # A* or similar pathfinding ``` ## Dev Commands ```bash npm run dev # Start Vite dev server npm run build # TypeScript check + production build npm run preview # Preview production build locally ``` ## Code Conventions - Every method/function gets a JSDoc comment (what it does, params, return) - Comments in English - Meaningful names — no abbreviations outside of obvious loop vars - Systems are self-contained classes registered in GameScene - Shared types live in `types.ts`; avoid inline type literals in system files ## Architecture Notes - **StateManager** is the single source of truth for game state - **Systems** read/write state and are updated each game tick via Phaser's `update()` - **Scenes** are thin orchestrators — logic belongs in systems, not scenes - **NetworkAdapter** wraps any multiplayer/sync concerns; systems should not call network directly