fixes for gameplay
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12
CLAUDE.md
12
CLAUDE.md
@@ -16,7 +16,7 @@ This file provides guidance to Claude Code (claude.ai/code) when working with co
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After install with 'make', just run 'cell' and point it at the actor you want to launch. "cell tests/toml" runs the actor "tests/toml.js"
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## Scripting language
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This is called "cell", but it is is a variant of javascript and extremely similar.
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This is called "cell", a variant of JavaScript with important differences. See docs/cell.md for detailed language documentation.
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### Common development commands
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- `meson setup build_<variant>` - Configure build directory
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@@ -34,12 +34,16 @@ Prosperon is an actor-based game engine inspired by Douglas Crockford's Misty sy
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- Hierarchical actor system with spawning/killing
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- Actor lifecycle: awake, update, draw, garbage collection
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### JavaScript Style Guide
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### Cell Language Style Guide
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- Use `use()` function for imports (Misty-style, not ES6 import/export)
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- Prefer closures and javascript objects and prototypes over ES6 style classes
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- Follow existing JavaScript patterns in the codebase
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- Functions as first-class citizens
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- Do not use const or let; only var
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- Use `def` for constants (not const)
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- Use `var` for variables (block-scoped like let)
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- Check for null with `== null` (no undefined in Cell)
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- Use `==` for equality (always strict, no `===`)
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- See docs/cell.md for complete language reference
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### Core Systems
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1. **Actor System** (scripts/core/engine.js)
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@@ -99,7 +103,7 @@ cd examples/chess
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- Documentation is found in docs
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- Documentation for the JS modules loaded with 'use' is docs/api/modules
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- .md files directly in docs gives a high level overview
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- docs/dull is what this specific Javascript system is (including alterations from quickjs/es6)
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- docs/cell.md documents the Cell language (JavaScript variant used in Prosperon)
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### Shader Development
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- Shaders are in `shaders/` directory as HLSL
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