68 lines
2.9 KiB
Markdown
68 lines
2.9 KiB
Markdown
# 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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## Development Commands
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This is a client-side JavaScript application that runs directly in the browser:
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- **Run the application**: Open `index.html` in a web browser
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- **No build process**: The application uses vanilla JavaScript with no build tools
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- **No package manager**: No npm/yarn dependencies, all code is self-contained
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## Project Architecture
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### Core Architecture Pattern
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The project uses an **Entity-Component-System (ECS)** pattern with event-driven communication:
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- **Entities**: `Player` and `Puck` classes represent game objects
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- **Systems**: Modular systems handle specific concerns (rendering, physics, AI, rules, audio)
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- **Game Engine**: Central orchestrator that manages all systems and entities
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- **Game State**: Centralized state management for scores, time, penalties, etc.
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### System Dependencies
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The application loads scripts in a specific order due to class dependencies:
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1. **Utilities**: `vector.js`, `physics.js` (foundational math/physics)
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2. **Entities**: `player.js`, `puck.js` (game objects)
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3. **Systems**: `renderer.js`, `physics-system.js`, `ai-system.js`, `rules-system.js`, `audio-system.js`
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4. **Engine**: `game-state.js`, `game-engine.js`, `main.js` (orchestration)
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### Key Classes and Responsibilities
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- **HockeyManager** (`main.js`): Application lifecycle, canvas setup, global events
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- **GameEngine** (`game-engine.js`): 60 FPS game loop, system coordination, player/puck management
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- **GameState** (`game-state.js`): Score tracking, time management, penalty system
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- **Player** (`player.js`): Hockey player with AI, physics, and role-based behavior
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- **Puck** (`puck.js`): Physics-based puck with collision detection
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- **Renderer** (`renderer.js`): 2D canvas rendering with camera system
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- **AISystem** (`ai-system.js`): Team formations and strategic AI behaviors
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- **RulesSystem** (`rules-system.js`): Hockey rule enforcement (offside, icing, penalties)
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### Game Loop Architecture
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The engine runs at 60 FPS using `requestAnimationFrame` with these phases:
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1. Input processing
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2. Physics simulation
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3. AI decision making
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4. Rules enforcement
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5. Rendering
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6. Audio updates
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### Hockey-Specific Features
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- **12 players** (6 per team) with distinct roles: Center (C), Left/Right Wing (LW/RW), Left/Right Defense (LD/RD), Goalie (G)
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- **Formation system** with offensive/defensive positioning
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- **Rule enforcement**: Offside detection, icing calls, penalty system
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- **Realistic physics**: Collision detection, momentum conservation, board bouncing
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## Controls Reference
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- `SPACE` - Pause/Resume game
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- `D` - Toggle debug information
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- `R` - Reset game
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- `F11` - Toggle fullscreen
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- `Mouse Wheel` - Camera zoom
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## File Structure Notes
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- All code is vanilla JavaScript (ES6 classes)
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- No modules or imports - everything is global
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- Canvas-based 2D rendering
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- Self-contained with no external dependencies |