Files
kaltaquise-gamification/sys_digger/CLAUDE.md
2026-04-21 10:38:04 +02:00

60 lines
3.1 KiB
Markdown

# CLAUDE.md
This file provides guidance to Claude Code (claude.ai/code) when working with code in this repository.
## Running the game
Open `index.html` directly in a browser — no build step, no server required.
```bash
open index.html
```
There are no tests, no linter, and no package manager.
## Architecture
Pure vanilla JS/HTML/CSS game. No frameworks, no modules — all files are loaded as classic `<script>` tags and share a single global scope. **Load order matters**:
```
constants.js → atom.js → render.js → game.js
```
### File responsibilities
| File | Role |
|---|---|
| `constants.js` | Single source of truth for every tunable value (speeds, counts, radii, timing). Edit here first when tweaking gameplay feel. |
| `atom.js` | `IncomingAtom` class — construction, per-frame movement, docking logic, self-draw. Reads globals from `game.js` (`canvas`, `CX`, `CY`, `anchorPoints`, `docks`, `gameOver`) and calls `burst()`, `updateCystinstein()`, `triggerGameOver()` from `render.js`/`game.js`. |
| `render.js` | All canvas drawing: background, central molecule, anchor points, particles, click effects, and the Cystinstein side-panel. Also owns `burst()` (particle spawner) and `updateCystinstein()`. Reads `ctx`, `cysCtx`, `CX`, `CY`, `anchorPoints`, `particles`, `clickEffects`, `docks` from `game.js`. |
| `game.js` | Game state, `requestAnimationFrame` loop, input handling, leaderboard (localStorage), screen transitions (intro → game → game-over → intro). Declares all shared mutable globals consumed by the other files. |
| `index.html` | CSS + HTML structure only. Houses the intro screen, attract screen, game-over overlay, leaderboard table, and the kidney-shaped Cystinstein side panel (inline SVG border). |
### Global state (declared in `game.js`, used everywhere)
`canvas`, `ctx`, `cysCanvas`, `cysCtx`, `CX`, `CY`, `score`, `docks`, `gameOver`, `gameStarted`, `incomingAtoms`, `anchorPoints`, `particles`, `clickEffects`, `stars`.
### Screen flow
```
Boot → Intro ──(30 s idle)──→ Attract (highscore)
←─(any key/click)─
└─(START clicked)──→ Game loop
(6 docks)──→ Game-over overlay
(Play Again)──→ Intro
```
### Leaderboard persistence
Stored in `localStorage` under key `sysdigger_leaderboard` as a JSON array of `{name, score}` objects, capped at 10 entries, sorted descending by score.
### Key design constraints
- Anchor points activate (turn red) only when the incoming atom **enters the visible viewport**, not at spawn time — see `IncomingAtom.update()` in `atom.js`.
- Difficulty ramps automatically: `spawnInterval` decreases by `SPAWN_DIFFICULTY_STEP` each spawn, floored at `SPAWN_INTERVAL_MIN`.
- The custom cursor is a data-URL SVG pill embedded directly in CSS on the `canvas` selector.
- The Cystinstein side panel uses an inline SVG with a bezier kidney path for its border; the interior atom-cluster is drawn on a separate `<canvas id="cystinstein-canvas">` by `updateCystinstein()` in `render.js`.