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>
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/target
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.idea/
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# 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
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`viberogue` is a roguelike game written in Rust (edition 2024). It is in early development with no dependencies yet.
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## Commands
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```bash
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cargo build # compile
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cargo run # build and run
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cargo test # run all tests
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cargo test <name> # run a single test by name (substring match)
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cargo clippy # lint
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cargo fmt # format
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```
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## Architecture
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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.
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`update` is structured in two panels:
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- `egui::TopBottomPanel::top` — menu bar (File → Exit)
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- `egui::CentralPanel::default` — game viewport; use `ui.painter()` to draw directly
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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`.
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eframe runs on its own event loop thread; do not assume single-threaded execution.
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[package]
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name = "viberogue"
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version = "0.1.0"
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edition = "2024"
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[dependencies]
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eframe = "0.33.3"
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rhai = "1"
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use eframe::egui;
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fn main() -> eframe::Result<()> {
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let options = eframe::NativeOptions::default();
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eframe::run_native(
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"Viberogue",
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options,
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Box::new(|_cc| Ok(Box::new(App::default()))),
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)
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}
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#[derive(Default)]
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struct App;
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impl eframe::App for App {
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fn update(&mut self, ctx: &egui::Context, _frame: &mut eframe::Frame) {
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egui::TopBottomPanel::top("menu_bar").show(ctx, |ui| {
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egui::MenuBar::new().ui(ui, |ui| {
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ui.menu_button("File", |ui| {
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if ui.button("Exit").clicked() {
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ctx.send_viewport_cmd(egui::ViewportCommand::Close);
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}
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});
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});
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});
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egui::CentralPanel::default().show(ctx, |ui| {
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let rect = ui.available_rect_before_wrap();
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let center = rect.center();
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let square = egui::Rect::from_center_size(center, egui::vec2(200.0, 200.0));
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ui.painter().rect_filled(square, 0.0, egui::Color32::BLUE);
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});
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}
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}
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