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