# CLAUDE.md This file provides guidance to Claude Code (claude.ai/code) when working with code in this repository. ## Project `kiln` 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. ## Finishing an epic When the user says **"finish the epic"**, do all of the following in order: 1. Update `CLAUDE.md` to reflect any new modules, types, or behaviors added during the session. 2. Update `ARCHITECTURE.md` to reflect the same. 3. Run the `/simplify` skill on changed code. 4. Commit everything with a summary message. ## Commands ```bash cargo build # compile cargo run # build and run (loads maps/start.toml) cargo test # run all tests cargo test # 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 phases: - Input handling — arrow keys move the player (Play mode only) - `egui::TopBottomPanel::top` — menu bar (File → Exit, Play/Edit mode toggle) - `editor::show_editor_panel` — archetype palette panel (Edit mode only; declared before CentralPanel) - `egui::CentralPanel::default` — game viewport; rendered with `render::draw_board`; click-to-paint in Edit mode - `glyph_picker::show` — floating picker dialog (Edit mode only, when open) ### Modules **`src/game.rs`** — all core game types: - `Glyph` (`Copy`, `Eq`, `Hash`) — per-cell visual: `tile: u32` (tilesheet index), `fg/bg: Color32`. `Glyph::player()` is a `const fn`; all other glyphs come from the map file. Derives `Hash` so boards can deduplicate glyphs into a palette. - `FontSpec` — optional per-board bitmap font override: `path: String`, `tile_w: u32`, `tile_h: u32`. When `None`, the app default font is used. - `Behavior` — plain data struct of runtime behavioral properties: `passable: bool`, `opaque: bool`. Returned by `Archetype::behavior()`; new properties added here require no match arms elsewhere. - `Archetype` (`Copy`, `PartialEq`) — enum of named element types: `Empty`, `Wall`, `ErrorBlock`. Each variant provides `behavior()`, `name()` (used in map files), and `default_glyph()` (used by the editor when stamping a cell). `ErrorBlock` is a sentinel for unknown archetype names — renders as yellow `?` on red. - `ALL_ARCHETYPES: &[Archetype]` — ordered list of valid editor choices (excludes `ErrorBlock`). - `Board` — the complete game unit (ZZT-style "board"): `width`, `height`, `cells: Vec<(Glyph, Archetype)>` (row-major; each cell owns its visual and behavioral class directly), `player: Player`, `objects: Vec`, `portals: Vec`, `font: Option`. `cells` is `pub(crate)`. `is_passable(x, y)` checks objects before the grid cell: an impassable object blocks even over a passable floor tile. - `Player` — `x: i32, y: i32` - `ObjectDef` — scripted object placed on the board: `x`, `y`, `glyph: Glyph`, `passable: bool`, `opaque: bool`, `script_name: Option`. `passable` defaults `false` and `opaque` defaults `true` in map files. Scripts not yet runtime-wired. - `PortalDef` — parsed from map files, stored on Board; not yet runtime-wired - `GameState` — holds `board: Board`; `try_move(dx, dy)` checks passability before moving the player **`src/font.rs`** — bitmap font loading and UV mapping: - `BitmapFont` — wraps an egui `TextureHandle` (preprocessed to opaque-white / transparent) plus tile dimensions. The top-left pixel of the source PNG defines the "background" color; those pixels become `TRANSPARENT`, all others become `WHITE`. At render time, `painter.image(…, tile_uv, fg_color)` tints white pixels to `fg` and transparent pixels reveal the `bg` fill behind. - `BitmapFont::load(ctx, path, tile_w, tile_h)` — loads from disk - `BitmapFont::from_bytes(ctx, bytes, tile_w, tile_h, label)` — loads from embedded bytes - `BitmapFont::create_placeholder(ctx)` — 16×16 grid of 8×8 procedural tiles (bit-pattern bars), used as fallback when no font file is present - `BitmapFont::tile_uv(tile)` — returns a UV `Rect` for the given tile index (left-to-right, top-to-bottom). Unit-tested via `compute_tile_uv`. - `BitmapFont::tile_cols()`, `tile_count()`, `img_w()`, `img_h()` — geometry helpers used by the glyph picker and font dialog **`src/font_dialog.rs`** — font picker dialog: - `FontDialogState` — in-progress edit: `path: String`, `tile_w/tile_h: u32`, `preview: Option` - `FontDialogState::from_spec(spec)` — initializes from an existing `FontSpec` or defaults (8×16, empty path) - `show(ctx, open, state, font_spec)` — floating dialog with file browser (`rfd::FileDialog`), tile dimension `DragValue` controls, scrollable tilesheet preview with grid overlay, and Apply / Use default buttons. Uses a `should_close` flag to avoid the egui `.open()` borrow conflict. **`src/map_file.rs`** — map file loading: - `MapFile` and friends — serde `Deserialize` types for TOML map files - `TileIndex` — `#[serde(untagged)]` enum accepting either `Num(u32)` or `Chr(char)`; lets map files use `tile = " "` (char) or `tile = 32` (integer) interchangeably - `FontHeader` — deserializes the optional `[font]` section (`path`, `tile_w`, `tile_h`) - `impl From for Board` — converts a parsed file into a ready-to-use `Board`; unknown archetype names produce `ErrorBlock` - `pub fn load(path: &str) -> Result>` — reads and converts a `.toml` map file - `pub fn save(board: &Board, path: &Path) -> Result<(), Box>` — serializes `Board` back to TOML and writes to disk **`src/main.rs`** — app entry point and frame loop: - `AppMode` enum (`Play` | `Edit`) — gates arrow-key input; toggles the side panel and viewport mode - `App` holds `GameState`, `AppMode`, `EditorState`, `default_font: BitmapFont`, and `board_font: Option` - `App::new(board, egui_ctx)` — loads `assets/vga-font-8x16.png` as the default font (falls back to `create_placeholder`); loads per-board font from `board.font` if present - Font change detection: `font_spec_before` is snapshotted before `show_editor_panel`; if changed, `apply_font_spec` reloads `board_font` - Borrow split: `let active_font = self.board_font.as_ref().unwrap_or(&self.default_font)` is extracted before mutable borrows of `editor` and `board.font` to satisfy the borrow checker - **Play mode**: arrow keys move player; `render::board_origin` centers or player-tracks the viewport - **Edit mode**: `ScrollArea::both()` wraps the board; click-to-paint stamps `(editor.glyph, editor.selected)`; calls `editor::show_editor_panel` and `glyph_picker::show` **`src/render.rs`** — cell rendering and drawing primitives: - Window sizing constants (`DEFAULT_WINDOW_W = 840`, `DEFAULT_WINDOW_H = 524`, `MIN_WINDOW_W/H`); no fixed `CELL_W/H` — cell size comes from the active `BitmapFont` - `paint_glyph(painter, rect, glyph, font)` — `rect_filled` with `glyph.bg`, then `painter.image` tinted by `glyph.fg` - `draw_glyph(painter, origin, x, y, glyph, font)` — sizes cell from `font.tile_w/tile_h`, delegates to `paint_glyph` - `draw_board(painter, origin, board, font)` — draws all cells then player overlay - `draw_object_overlays(painter, origin, board, font, selected)` — highlights all object cells in the Objects editor tab; the selected object gets a brighter border - `board_origin(available, board_w, board_h, player, font)` — centers board or clamps to player with no empty space - `pos_to_cell(origin, pos, tile_w, tile_h) -> (i32, i32)` — pixel → cell coordinates; negatives signal out-of-bounds **`src/editor.rs`** — editor state and side panel: - `EditorTab` enum (`Palette` | `Board` | `Objects` | `World`) — which tab is active - `EditorState` — holds `selected: Archetype`, `glyph: Glyph`, `glyph_picker_open: bool`, `tab: EditorTab`, `font_dialog_open: bool`, `font_dialog_state: FontDialogState`, `selected_object: Option`, `object_glyph_picker_open: bool`, `object_editing_glyph: Glyph`, `placing_object: bool`; selecting a new archetype resets `glyph` to that archetype's default - `show_editor_panel(ctx, editor, board, active_font)` — resizable right-side panel (default 200 px); Palette tab shows archetype list and glyph preview button; Board tab shows current font path and "Font…" button; Objects tab lists all board objects with click-to-select, glyph preview, **Passable/Opaque checkboxes**, and script combobox; World tab is a placeholder **`src/glyph_picker.rs`** — floating glyph picker dialog: - `show(ctx, open, glyph, board_cells, font)` — takes `open: &mut bool` and `glyph: &mut Glyph` directly; no dependency on `EditorState` - Three sections: board palette (unique glyphs deduped via `HashSet`, click to select), FG/BG color pickers, scrollable tile grid (all tiles in the active font at `tile_w × tile_h` per cell) ### Map file format (`maps/*.toml`) XPM-inspired: a `[palette]` maps single characters to `(Glyph, Archetype)` definitions; `[grid] content` is a TOML multi-line string where each character indexes the palette. **Keep this example in sync with `map_file.rs` whenever the format changes.** ```toml [map] name = "Room Name" width = 60 height = 25 player_start = [30, 12] # Optional: override the default font for this board. [font] path = "assets/my_font.png" tile_w = 8 tile_h = 16 [palette] " " = { archetype = "empty", tile = " ", fg = "#000000", bg = "#000000" } "#" = { archetype = "wall", tile = 35, fg = "#808080", bg = "#606060" } [grid] content = """ ############################################################ # # ############################################################ """ [[objects]] # optional; parsed but not yet runtime-wired x = 10 y = 5 script = """ on_touch(|| { send_message("open"); }); """ [[portals]] # optional; parsed but not yet runtime-wired x = 59 y = 12 target_map = "cave" target_entry = "west_door" ``` Colors are `"#RRGGBB"` hex strings. `player_start` is a header field — the player is not a board cell. The `tile` field accepts either a single-character string (`tile = " "`) or an integer (`tile = 35`); both are valid and existing char-style map files continue to work. The grid multi-line string's leading newline is trimmed by TOML; trailing newline is handled correctly by `str::lines()`. Unknown archetype names produce an `ErrorBlock` cell and a logged warning. ### Key design decisions - **`Behavior` and `Archetype` are separate types** — `Archetype` is the named class of a thing (`Wall`, `Empty`, `Object`); `Behavior` is its runtime properties (`passable`, `opaque`). Adding a new property means adding a field to `Behavior`, not a match arm at every call site. - **`cells: Vec<(Glyph, Archetype)>`** — each cell owns its visual and behavioral class directly; there is no per-board element palette or integer indirection. `Archetype` is `Copy` so this is efficient. - **Archetypes are referenced by name in map files** — so `ALL_ARCHETYPES` can be reordered or extended without breaking saved games. - **`Board` is the complete unit** — grid, player, objects, and portals all live on `Board`, matching how ZZT treats a "board". No separate wrapper struct. - **Glyph (visual) and Archetype (behavior) are decoupled** — each cell has its own `Glyph` (so colors can vary per-cell, e.g. fire flickering) while sharing an `Archetype` with other cells of the same type. - **File loading happens in `main()`** before the window is created, so board dimensions are available for window sizing. eframe runs on its own event loop thread; do not assume single-threaded execution.