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root 50ccfd9c69 docs: update README and CLAUDE.md for portrait panel feature and Traefik deployment
- Document follow mode panel feature and controls
- Add Traefik reverse proxy deployment instructions
- Add security note about vite dev vs production serving
- Update CLAUDE.md with new entry points, test count, and conventions

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-07 05:07:51 +00:00

2.5 KiB

CLAUDE.md

Project

Multiplayer NPC simulation game (Dwarf Fortress-inspired). Server-authoritative ECS architecture.

Structure

  • shared/ -- Types and constants (no runtime code)
  • server/ -- Node.js + Socket.io game server with ECS
  • client/ -- Phaser 3 + TypeScript renderer
  • chars/ -- Character sprite assets (do not modify)
  • docs/plans/ -- Design and implementation docs

Commands

  • npm install -- install all workspace dependencies
  • npm -w server run dev -- start server (port 3001)
  • npm -w server run test -- run server tests (29 tests)
  • npm -w server run test:watch -- run server tests in watch mode
  • npm -w client run dev -- start client dev server (port 3000)
  • npm -w client run build -- build client for production

Tooling

  • ESM modules throughout ("type": "module")
  • Server: tsx (runtime), vitest (tests)
  • Client: vite (bundler), Phaser 3
  • Shared: compiled to shared/dist/ (auto-built)

Key Entry Points

  • server/src/main.ts -- server startup
  • server/src/game/GameLoop.ts -- tick loop orchestration
  • server/src/spawner/appearanceGenerator.ts -- NPC appearance + portrait feature generation
  • server/src/spawner/nameGenerator.ts -- NPC name generation
  • client/src/main.ts -- Phaser game bootstrap
  • client/src/scenes/GameScene.ts -- main game scene (camera/avatar/follow modes)
  • client/src/sprites/CharacterCompositor.ts -- sprite layer compositing
  • client/src/sprites/PortraitCompositor.ts -- portrait layer compositing (data URL output)
  • client/src/ui/NpcInfoPanel.ts -- follow-mode NPC info panel (HTML/CSS overlay)
  • shared/src/types.ts -- protocol types
  • shared/src/constants.ts -- game constants (incl. portrait slots, folder mapping)

Key Conventions

  • ECS components are plain data objects, systems are pure functions
  • Server owns all game state; clients are renderers
  • Character sprites are 48x48 per frame, 6 cols x 4 rows spritesheet layout
  • Compositing: skins + accessories layered in z-order, cached as single textures
  • Portraits: skin-specific layers composited client-side, exported as data URLs for HTML panel
  • Portrait assets are in chars/baseman/accessories/portraits/ organized by skin folder (skin01-07)
  • Sprite skin shape00_skinXX maps to portrait folder skin{XX+1}, base file skin{XX}.png
  • Shared types ensure client/server protocol agreement
  • Systems run in order: needsDecay -> npcBrain -> movement -> broadcast
  • Follow mode shows EarthBound-styled NPC info panel with live-updating needs bars