Add rustdoc and inline comments throughout; update CLAUDE.md style guide

All public types, fields, and functions in game.rs and map_file.rs now
have /// doc comments. main.rs has /// on App and draw_glyph plus inline
comments explaining the input/render pipeline. CLAUDE.md records the
expectation that generated code includes comments.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
This commit is contained in:
2026-05-17 12:48:52 -05:00
parent 176c70de6b
commit 453c7baf4e
4 changed files with 237 additions and 1 deletions
+6
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@@ -6,6 +6,12 @@ This file provides guidance to Claude Code (claude.ai/code) when working with co
`viberogue` is a ZZT-inspired game-making system written in Rust (edition 2024). The goal is a system where players can create games using a scripting language, similar to the classic DOS game ZZT. It uses **Rhai** for scripting (WASM-compatible, sandboxed, pure Rust).
## Code style
- Add `///` rustdoc comments to every `pub` type, field, and function. The user reads rustdoc in their IDE to understand the code while making changes.
- Add inline `//` comments inside non-trivial function bodies to explain the *why* of each logical step — especially in `update` loops, rendering math, and conversion logic.
- Keep comments accurate: update them when the code they describe changes.
## Commands
```bash
+120 -1
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@@ -1,57 +1,152 @@
use eframe::egui::Color32;
use serde::Deserialize;
/// The visual representation of a single board cell.
///
/// `Glyph` holds everything needed to draw one cell on screen: which character
/// to display and what colors to use. It is stored per-cell (not per element
/// type), so individual cells can vary their appearance independently — for
/// example, a field of "fire" tiles where each flame has a slightly different
/// color while all sharing the same [`Element`] behavior.
///
/// `Glyph` values come from the map file palette and are set at load time.
/// The player is the only entity whose glyph is hardcoded at runtime
/// (see [`Glyph::player`]).
#[derive(Clone, Copy)]
pub struct Glyph {
/// The character to display in this cell.
pub ch: char,
/// Foreground (text) color.
pub fg: Color32,
/// Background color, drawn as a filled rectangle behind the character.
pub bg: Color32,
}
impl Glyph {
/// Returns the glyph used to render the player: `@` in light blue on black.
///
/// This is the only hardcoded glyph; all other glyphs come from the map
/// file palette. It will be removed once the player becomes a scripted
/// object with its own palette entry.
pub fn player() -> Self {
Self { ch: '@', fg: Color32::LIGHT_BLUE, bg: Color32::BLACK }
}
}
/// The behavioral definition of a tile type.
///
/// `Element` describes how a tile *behaves*, independent of how it looks.
/// Behavior is shared: many cells on the board can reference the same
/// `Element` by index (see [`Board::elements`]), so changing one `Element`
/// affects all cells that use it.
///
/// The visual side is handled separately by [`Glyph`], which is stored
/// per-cell and can vary even among cells of the same element type.
pub struct Element {
/// Whether the player (or other entities) can walk onto this tile.
pub passable: bool,
}
/// A scripted object placed on the board, loaded from a map file.
///
/// `ObjectDef` represents a tile that has Rhai script attached to it.
/// Scripts can respond to events like the player touching or shooting the
/// tile. Objects are parsed from `[[objects]]` entries in `.toml` map files
/// and stored on [`Board`].
///
/// **Not yet runtime-wired.** Objects are loaded and stored but their scripts
/// are not yet executed. Scripting dispatch is a future feature.
#[derive(Deserialize)]
#[allow(dead_code)]
pub struct ObjectDef {
/// Column of this object on the board (0-indexed).
pub x: usize,
/// Row of this object on the board (0-indexed).
pub y: usize,
/// The Rhai script source for this object.
pub script: String,
}
/// A portal that teleports the player to a named entry point on another board.
///
/// Portals are loaded from `[[portals]]` entries in `.toml` map files and
/// stored on [`Board`]. When the player steps onto a portal's cell, they
/// should be moved to `target_entry` on the board named by `target_map`.
///
/// **Not yet runtime-wired.** Portal navigation (multi-board loading and
/// switching) is a future feature.
#[derive(Deserialize)]
#[allow(dead_code)]
pub struct PortalDef {
/// Column of this portal on the board (0-indexed).
pub x: usize,
/// Row of this portal on the board (0-indexed).
pub y: usize,
/// File name (without extension) of the target board, e.g. `"cave"`.
pub target_map: String,
/// Named entry point on the target board where the player arrives.
pub target_entry: String,
}
/// The player's current position on the board.
///
/// The player is currently a special entity rendered on top of the board
/// rather than being stored as a board cell. This is expected to change:
/// the player will eventually become a scripted object that responds to
/// input events, at which point this struct may be removed or made optional.
/// See `ARCHITECTURE.md` for details.
pub struct Player {
/// Column position (0-indexed, increasing rightward).
pub x: i32,
/// Row position (0-indexed, increasing downward).
pub y: i32,
}
/// The complete state of one game board (a single room or screen).
///
/// `Board` is the central data structure of the engine, equivalent to a
/// "board" in ZZT. It contains everything needed to represent and run one
/// self-contained area of the game world:
///
/// - A grid of cells, each with a visual ([`Glyph`]) and a behavior index
/// - A palette of [`Element`] behavior definitions shared across cells
/// - The current player position
/// - Scripted objects and portals (loaded but not yet active)
///
/// ## Cell storage
///
/// Cells are stored as `(Glyph, usize)` tuples in a row-major `Vec`. The
/// `usize` is an index into [`Board::elements`]. It is an anonymous tuple
/// field intentionally — the index has no meaning outside the context of
/// a specific `Board`'s element palette, so it cannot be accidentally
/// detached and misused.
///
/// Access cells with [`Board::get`] and [`Board::get_mut`] using `(x, y)`
/// coordinates. Use [`Board::is_passable`] for collision checks.
#[allow(dead_code)]
pub struct Board {
/// Width of the board in cells.
pub width: usize,
/// Height of the board in cells.
pub height: usize,
/// Palette of element behavior definitions. Cells reference these by index.
pub elements: Vec<Element>,
/// Row-major grid of `(Glyph, element_index)` pairs. Use [`Board::get`]
/// to access by coordinates.
pub(crate) cells: Vec<(Glyph, usize)>,
/// Current player position. See [`Player`] for caveats about its future.
pub player: Player,
/// Scripted objects on this board. Parsed from the map file; not yet active.
pub objects: Vec<ObjectDef>,
/// Portals on this board. Parsed from the map file; not yet active.
pub portals: Vec<PortalDef>,
}
impl Board {
/// Adds an element to this board's palette and returns its index.
///
/// The returned index can be used as the second field of a cell tuple.
/// Indices are stable for the lifetime of the board.
#[allow(dead_code)]
pub fn add_element(&mut self, element: Element) -> usize {
let idx = self.elements.len();
@@ -59,30 +154,54 @@ impl Board {
idx
}
/// Returns a reference to the cell at `(x, y)`.
///
/// The cell is a `(Glyph, usize)` tuple where the `usize` is an index
/// into [`Board::elements`]. Panics if `x` or `y` are out of bounds.
pub fn get(&self, x: usize, y: usize) -> &(Glyph, usize) {
&self.cells[y * self.width + x]
}
/// Returns a mutable reference to the cell at `(x, y)`.
///
/// Panics if `x` or `y` are out of bounds.
#[allow(dead_code)]
pub fn get_mut(&mut self, x: usize, y: usize) -> &mut (Glyph, usize) {
&mut self.cells[y * self.width + x]
}
/// Returns `true` if the element at `(x, y)` is passable.
///
/// Panics if `x` or `y` are out of bounds.
pub fn is_passable(&self, x: usize, y: usize) -> bool {
let (_, elem_idx) = self.get(x, y);
self.elements[*elem_idx].passable
}
}
/// Holds the active game board and provides game-logic operations.
///
/// `GameState` is the boundary between the engine (rendering, input) and the
/// game data ([`Board`]). It owns the current board and exposes methods for
/// actions that involve game rules — currently just player movement.
///
/// As scripting and event dispatch are added, `GameState` will grow to handle
/// routing input events to the appropriate Rhai scripts.
pub struct GameState {
/// The currently active board.
pub board: Board,
}
impl GameState {
/// Creates a `GameState` from a pre-loaded [`Board`].
pub fn new(board: Board) -> Self {
Self { board }
}
/// Attempts to move the player by `(dx, dy)` cells.
///
/// The move is ignored if the target cell is out of bounds or its element
/// is not passable. No-ops silently (the caller does not need to check).
pub fn try_move(&mut self, dx: i32, dy: i32) {
let nx = self.board.player.x + dx;
let ny = self.board.player.y + dy;
@@ -95,4 +214,4 @@ impl GameState {
}
}
}
}
}
+38
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@@ -5,13 +5,20 @@ mod game;
mod map_file;
use game::{GameState, Glyph};
/// Width of one board cell in pixels.
const CELL_W: f32 = 14.0;
/// Height of one board cell in pixels.
const CELL_H: f32 = 20.0;
/// Approximate height of the egui menu bar in pixels, used for window sizing.
const MENU_H: f32 = 24.0;
/// Default inner margin that egui's CentralPanel adds on all sides, in pixels.
/// The minimum window size accounts for this so the board fits without clipping.
const PANEL_MARGIN: f32 = 8.0;
fn main() -> eframe::Result<()> {
// Load the board before creating the window so its dimensions can drive
// the initial and minimum window size.
let board = map_file::load("maps/start.toml").expect("failed to load maps/start.toml");
let board_px_w = board.width as f32 * CELL_W + 2.0 * PANEL_MARGIN;
let board_px_h = board.height as f32 * CELL_H + MENU_H + 2.0 * PANEL_MARGIN;
@@ -29,6 +36,10 @@ fn main() -> eframe::Result<()> {
)
}
/// The eframe application. Owns the game state and drives the frame loop.
///
/// eframe calls [`App::update`] every frame. All input handling, game logic
/// updates, and rendering happen there. There is no separate game loop thread.
struct App {
state: GameState,
}
@@ -41,6 +52,9 @@ impl App {
impl eframe::App for App {
fn update(&mut self, ctx: &egui::Context, _frame: &mut eframe::Frame) {
// --- Input ---
// Arrow keys are read before any panel is drawn. egui accumulates
// key events between frames; key_pressed returns true once per press.
ctx.input(|i| {
if i.key_pressed(Key::ArrowUp) { self.state.try_move( 0, -1); }
if i.key_pressed(Key::ArrowDown) { self.state.try_move( 0, 1); }
@@ -48,6 +62,7 @@ impl eframe::App for App {
if i.key_pressed(Key::ArrowRight) { self.state.try_move( 1, 0); }
});
// --- Menu bar ---
egui::TopBottomPanel::top("menu_bar").show(ctx, |ui| {
egui::MenuBar::new().ui(ui, |ui| {
ui.menu_button("File", |ui| {
@@ -58,14 +73,23 @@ impl eframe::App for App {
});
});
// --- Board rendering ---
// The board is drawn using the egui Painter API (direct 2D drawing),
// not egui widgets. This gives pixel-level control over placement.
egui::CentralPanel::default().show(ctx, |ui| {
let board = &self.state.board;
let available = ui.available_rect_before_wrap();
// Center the board within the panel. If the window is at minimum
// size the offset is zero; if the window is larger the board floats
// in the middle.
let board_px = vec2(board.width as f32 * CELL_W, board.height as f32 * CELL_H);
let offset = ((available.size() - board_px) / 2.0).max(egui::Vec2::ZERO);
let origin = available.min + offset;
let painter = ui.painter();
// Draw each board cell: filled background rect, then the character.
for y in 0..board.height {
for x in 0..board.width {
let (glyph, _) = board.get(x, y);
@@ -73,6 +97,9 @@ impl eframe::App for App {
}
}
// Draw the player on top of the board. The player is not stored as
// a board cell, so it is rendered as a separate overlay. This will
// change once the player becomes a scripted object.
let player_glyph = Glyph::player();
draw_glyph(
painter,
@@ -83,10 +110,21 @@ impl eframe::App for App {
);
});
// Force a repaint every frame so input is processed continuously.
// Remove this if the game becomes purely event-driven.
ctx.request_repaint();
}
}
/// Draws a single cell at grid position `(x, y)` using the given glyph.
///
/// Each cell is rendered as two layers:
/// 1. A filled rectangle in `glyph.bg` covering the full cell area.
/// 2. A monospace character (`glyph.ch`) in `glyph.fg`, centered in the cell.
///
/// `origin` is the pixel position of cell `(0, 0)` — the top-left corner of
/// the board within the panel. Cell positions are computed from `origin` using
/// [`CELL_W`] and [`CELL_H`].
fn draw_glyph(painter: &egui::Painter, origin: Pos2, x: usize, y: usize, glyph: &Glyph) {
let tl = origin + vec2(x as f32 * CELL_W, y as f32 * CELL_H);
let rect = Rect::from_min_size(tl, vec2(CELL_W, CELL_H));
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@@ -3,39 +3,88 @@ use serde::Deserialize;
use eframe::egui::Color32;
use crate::game::{Board, Element, Glyph, ObjectDef, Player, PortalDef};
/// The top-level deserialization type for a `.toml` map file.
///
/// This struct mirrors the TOML file structure exactly and is used only
/// during loading — it is immediately converted into a [`Board`] via
/// [`From<MapFile>`] and then discarded. It is never used at runtime.
///
/// See `maps/start.toml` for a complete example of the file format.
#[derive(Deserialize)]
pub struct MapFile {
/// The `[map]` section: name, dimensions, player start position.
pub map: MapHeader,
/// The `[palette]` section: maps single-character keys to tile definitions.
/// Each entry defines both the visual ([`Glyph`]) and behavior ([`Element`])
/// for all cells that use that character in the grid.
pub palette: HashMap<String, PaletteEntry>,
/// The `[grid]` section: the multi-line string that defines cell layout.
pub grid: GridData,
/// Any `[[objects]]` entries. Optional; defaults to empty.
#[serde(default)]
pub objects: Vec<ObjectDef>,
/// Any `[[portals]]` entries. Optional; defaults to empty.
#[serde(default)]
pub portals: Vec<PortalDef>,
}
/// The `[map]` header section of a map file.
#[derive(Deserialize)]
pub struct MapHeader {
/// Human-readable name for this board, e.g. `"Opening Room"`.
/// Not yet displayed anywhere at runtime.
#[allow(dead_code)]
pub name: String,
/// Width of the board in cells. Must match the length of every row in
/// `[grid] content`.
pub width: usize,
/// Height of the board in cells. Must match the number of rows in
/// `[grid] content`.
pub height: usize,
/// Starting position of the player as `[x, y]` (0-indexed, origin
/// top-left). This field will become optional once the player is a
/// scripted object rather than a hardcoded entity.
pub player_start: [i32; 2],
}
/// One entry in the `[palette]` table.
///
/// Each palette entry is keyed by a single character (e.g. `"#"` or `" "`).
/// That character is used in the `[grid]` content string to place tiles.
/// The entry defines both how the tile looks (`ch`, `fg`, `bg`) and how it
/// behaves (`passable`).
///
/// Note that `ch` (the display character) does not have to match the palette
/// key. The key is just a label for the grid; `ch` is what actually gets
/// rendered. This allows, for example, using `"W"` as the palette key for a
/// wall tile that displays as `#`.
#[derive(Deserialize)]
pub struct PaletteEntry {
/// Whether entities can walk onto this tile.
pub passable: bool,
/// The character displayed in this cell.
pub ch: char,
/// Foreground color as an `"#RRGGBB"` hex string.
pub fg: String,
/// Background color as an `"#RRGGBB"` hex string.
pub bg: String,
}
/// The `[grid]` section of a map file.
///
/// `content` is a TOML multi-line string. Each line is one row of the board;
/// each character in a line is looked up in the palette to determine the
/// tile for that cell. TOML automatically strips the newline immediately
/// following the opening `"""`, so no special handling is needed for a
/// leading blank line.
#[derive(Deserialize)]
pub struct GridData {
/// The raw grid content. Split by [`str::lines`] during loading.
pub content: String,
}
/// Parses an `"#RRGGBB"` hex color string into a [`Color32`].
/// Returns black on any parse failure.
fn parse_color(hex: &str) -> Color32 {
let hex = hex.trim_start_matches('#');
if hex.len() != 6 {
@@ -47,11 +96,26 @@ fn parse_color(hex: &str) -> Color32 {
Color32::from_rgb(r, g, b)
}
/// Converts a parsed map file into a runtime [`Board`].
///
/// The conversion proceeds in two passes:
///
/// 1. **Palette pass** — each palette entry becomes an [`Element`] (pushed
/// into `elements`) and a [`Glyph`] (stored in a temporary `HashMap`
/// keyed by the palette character). The element index is recorded
/// alongside the glyph so cells can reference it.
///
/// 2. **Grid pass** — `grid.content` is split into lines; each character
/// is looked up in the palette map. Unknown characters are silently
/// skipped (they produce no cell), so a malformed grid will result in
/// a `cells` vec shorter than `width * height`. No explicit validation
/// is done here yet.
impl From<MapFile> for Board {
fn from(mf: MapFile) -> Self {
let w = mf.map.width;
let h = mf.map.height;
// Pass 1: build the element palette and a char→(Glyph, idx) lookup.
let mut elements: Vec<Element> = Vec::new();
let mut palette: HashMap<char, (Glyph, usize)> = HashMap::new();
@@ -66,6 +130,7 @@ impl From<MapFile> for Board {
}, idx));
}
// Pass 2: walk the grid string and build cells.
let mut cells: Vec<(Glyph, usize)> = Vec::with_capacity(w * h);
for line in mf.grid.content.lines() {
for ch in line.chars() {
@@ -90,6 +155,14 @@ impl From<MapFile> for Board {
}
}
/// Loads a map file from disk and returns a ready-to-use [`Board`].
///
/// Reads the file at `path`, deserializes it as TOML into a [`MapFile`],
/// then converts it via [`From<MapFile>`]. Propagates both I/O errors and
/// TOML parse errors through the `Box<dyn Error>` return.
///
/// Called from `main()` before the window is created so that board
/// dimensions are available for window sizing.
pub fn load(path: &str) -> Result<Board, Box<dyn std::error::Error>> {
let content = std::fs::read_to_string(path)?;
let map_file: MapFile = toml::from_str(&content)?;