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- Create comprehensive level editor UI with real-time configuration - Implement JSON schema validation for level configurations - Add client-side routing for game/editor views - Support manual JSON editing with validation feedback - Auto-generate 4 default levels on first load - Replace hardcoded difficulty presets with dynamic level system - Add level serializer/deserializer for import/export workflow - Enhance responsive design with high-contrast styling 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com>
144 lines
4.9 KiB
Markdown
144 lines
4.9 KiB
Markdown
# CLAUDE.md
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This file provides guidance to Claude Code (claude.ai/code) when working with code in this repository.
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## Project Overview
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This is a WebXR-based space shooter game built with BabylonJS, designed for VR headsets (primarily Meta Quest 2). Players pilot a spaceship through asteroid fields with multiple difficulty levels, using VR controllers for movement and shooting.
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## Development Commands
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```bash
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# Build the project (TypeScript compilation + Vite build)
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npm run build
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# Preview production build locally
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npm run preview
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# Copy Havok physics WASM file (needed after clean installs)
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npm run havok
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# Generate speech audio files (requires OpenAI API)
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npm run speech
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```
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**Note**: Do not run `npm run dev` per global user instructions.
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## Core Architecture
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### Scene Management Pattern
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The project uses a singleton pattern for scene access via `DefaultScene`:
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- `DefaultScene.MainScene` - Primary game scene
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- `DefaultScene.DemoScene` - Demo/attract mode scene
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- `DefaultScene.XR` - WebXR experience instance
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All game objects reference these static properties rather than passing scene instances.
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### Level System
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Levels implement the `Level` interface with:
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- `initialize()` - Setup level geometry and physics
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- `play()` - Start level gameplay
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- `dispose()` - Cleanup
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- `getReadyObservable()` - Async loading notification
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Current implementation: `Level1` with 5 difficulty modes (recruit, pilot, captain, commander, test)
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### Ship and Controller System
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The `Ship` class manages:
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- Player spaceship rendering and physics
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- VR controller input handling (Meta Quest 2 controllers)
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- Weapon firing system
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- Audio for thrust and weapons
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- Camera parent transform for VR positioning
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Controllers are added dynamically via WebXR observables when detected.
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### Physics and Collision
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- Uses Havok Physics engine (WASM-based)
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- Fixed timestep: 1/45 second with 5 sub-steps
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- Zero gravity environment
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- Collision detection for projectiles vs asteroids
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- Physics bodies use `PhysicsAggregate` pattern
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### Asteroid Factory Pattern
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`RockFactory` uses:
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- Pre-loaded mesh instances for performance
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- Particle system pooling for explosions (pool size: 10)
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- Observable pattern for score events via collision callbacks
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- Dynamic spawning based on difficulty configuration
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### Rendering Optimization
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The codebase uses rendering groups to control draw order:
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- Group 1: Particle effects (explosions)
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- Group 3: Ship cockpit and UI (always rendered on top)
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This prevents z-fighting and ensures HUD elements are always visible in VR.
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### Audio Architecture
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Uses BabylonJS AudioEngineV2:
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- Requires unlock via user interaction before VR entry
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- Spatial audio for thrust sounds
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- StaticSound for weapon fire
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- Audio engine passed to Level and Ship constructors
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### Difficulty System
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Each difficulty level configures:
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- `rockCount` - Number of asteroids to destroy
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- `forceMultiplier` - Asteroid movement speed
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- `rockSizeMin/Max` - Size range of asteroids
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- `distanceMin/Max` - Spawn distance from player
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Located in `level1.ts:getDifficultyConfig()`
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## Key Technical Constraints
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### WebXR Requirements
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- Must have `navigator.xr` support
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- Controllers are added asynchronously via observables
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- Camera must be parented to ship transform before entering VR
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- XR features enabled: LAYERS with multiview for performance
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### Asset Loading
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- 3D models: GLB format (cockpit, asteroids)
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- Particle systems: JSON format in `public/systems/`
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- Planet textures: Organized by biome in `public/planetTextures/`
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- Audio: MP3 format in public root
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### Performance Considerations
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- Hardware scaling set to match device pixel ratio
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- Particle system pooling prevents allocation during gameplay
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- Instance meshes used where possible
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- Physics sub-stepping for stability without high timestep cost
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## Project Structure
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```
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src/
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main.ts - Entry point, game initialization, WebXR setup
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defaultScene.ts - Singleton scene accessor
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level.ts - Level interface
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level1.ts - Main game level implementation
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ship.ts - Player ship, controls, weapons
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starfield.ts - Rock factory and collision handling
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scoreboard.ts - In-cockpit HUD display
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createSun.ts - Sun mesh generation
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createPlanets.ts - Procedural planet generation
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planetTextures.ts - Planet texture library
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demo.ts - Attract mode implementation
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public/
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systems/ - Particle system definitions
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planetTextures/ - Biome-based planet textures
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cockpit*.glb - Ship interior models
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asteroid*.glb - Asteroid mesh variants
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*.mp3 - Audio assets
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```
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## Important Implementation Notes
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- Never modify git config or use force push operations
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- Deploy target hostname: `space.digital-experiment.com` (from package.json)
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- TypeScript target is ES6 with ESNext modules
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- Vite handles bundling and dev server (though dev mode is disabled per user preference)
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- Inspector can be toggled with 'i' key for debugging (only in development)
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