Initial project scaffold
Sets up eframe/egui app with basic menu bar and placeholder viewport. Adds Rhai scripting dependency for future game object scripting system. Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
This commit is contained in:
@@ -0,0 +1,30 @@
|
||||
# CLAUDE.md
|
||||
|
||||
This file provides guidance to Claude Code (claude.ai/code) when working with code in this repository.
|
||||
|
||||
## Project
|
||||
|
||||
`viberogue` is a roguelike game written in Rust (edition 2024). It is in early development with no dependencies yet.
|
||||
|
||||
## Commands
|
||||
|
||||
```bash
|
||||
cargo build # compile
|
||||
cargo run # build and run
|
||||
cargo test # run all tests
|
||||
cargo test <name> # run a single test by name (substring match)
|
||||
cargo clippy # lint
|
||||
cargo fmt # format
|
||||
```
|
||||
|
||||
## Architecture
|
||||
|
||||
The game is a single Rust binary using **eframe 0.33 / egui 0.33** for the GUI. eframe drives a retained-mode UI: the `App::update` method is called every frame and is responsible for both drawing and responding to input.
|
||||
|
||||
`update` is structured in two panels:
|
||||
- `egui::TopBottomPanel::top` — menu bar (File → Exit)
|
||||
- `egui::CentralPanel::default` — game viewport; use `ui.painter()` to draw directly
|
||||
|
||||
As the codebase grows, game state will live on the `App` struct and game logic will be split into modules under `src/` (map generation, entities, etc.). Keep game logic separate from the egui drawing calls in `update`.
|
||||
|
||||
eframe runs on its own event loop thread; do not assume single-threaded execution.
|
||||
Reference in New Issue
Block a user