# apps/game — Bevy/Rust Game Client

Single-player space exploration RPG built with [Bevy 0.16](https://bevyengine.org).
Crate name: `void-nav`.

This app is **independent of the pnpm/TS workspace** — no Vite, no React, no Tailwind. It builds with plain `cargo` from this directory.

## Commands

```bash
cargo run               # Build + launch the game
cargo check             # Fast typecheck (no codegen)
cargo build             # Build without running
cargo clippy            # Lint
cargo test              # Run unit tests
```

## Module Layout

```
src/
├── main.rs              # App builder: plugins, state init, system registration
├── state.rs             # AppState enum (MainMenu, Galaxy, CharacterCreation, InGame, Options)
├── camera.rs            # Camera spawn
├── ui/                  # UI screens (menus, HUD, etc.)
│   ├── mod.rs
│   └── main_menu.rs
└── gameplay/            # Non-UI gameplay systems
    ├── mod.rs
    ├── character_creation/   # Character creation scene (skeleton)
    ├── galaxy/              # Procedural galaxy inspection scene
    ├── movement/            # Ship movement (kinematic + orbital)
    ├── physics/             # Physics primitives (mass, gravity, etc.)
    └── star_map/            # Star map data + visualization
```

### When to add a file vs a folder

- **Default**: one file per feature (e.g. `main_menu.rs`).
- **Promote to a folder** when the file exceeds ~300 lines, mixes UI + logic + data, or needs shared private helpers.
- A promoted folder should expose its public API via `mod.rs` and ideally bundle its systems into a Bevy `Plugin` (see pattern below).

### Plugin pattern (recommended once a folder exists)

```rust
// src/gameplay/galaxy/mod.rs
pub struct GalaxyPlugin;

impl Plugin for GalaxyPlugin {
    fn build(&self, app: &mut App) {
        app.add_systems(OnEnter(AppState::Galaxy), setup_galaxy)
            .add_systems(OnExit(AppState::Galaxy), despawn_galaxy)
            .add_systems(Update, (
                /* update systems */
            ).run_if(in_state(AppState::Galaxy)));
    }
}
```

Then `main.rs` collapses to `app.add_plugins((..., GalaxyPlugin))`.

## Naming Conventions

Follows [Rust RFC 344](https://rust-lang.github.io/api-guidelines/naming.html). Bevy layers these additional conventions:

| Item | Convention | Example |
|---|---|---|
| Files, modules, directories | `snake_case` | `galaxy`, `main_menu` |
| Crate name | `snake_case` | `void-nav` |
| Structs, enums, enum variants | `UpperCamelCase` | `AppState`, `Galaxy` |
| Components | `UpperCamelCase` (suffix optional) | `Player`, `MainMenuUi` |
| Resources | `UpperCamelCase` | `ClearColor`, `Time` |
| States | `UpperCamelCase` + `State` suffix | `AppState`, `GameState` |
| Plugins | `UpperCamelCase` + `Plugin` suffix | `GalaxyPlugin` |
| Functions, systems, locals | `snake_case`, verb-first | `spawn_camera`, `setup_main_menu` |
| Constants, statics | `SCREAMING_SNAKE_CASE` | `MAX_HEALTH` |

## Warnings & Errors Policy

**Never suppress compiler warnings or errors.** This includes but is not limited to:

- Do **not** add `#[allow(...)]` / `#[allow(dead_code)]` / `#[allow(unused)]` / `#[allow(unused_variables)]` or any other lint suppression attribute.
- Do **not** prefix unused variables with `_` to silence warnings (e.g. `_unused_var`).
- Do **not** use `let _ = ...` to discard results that might carry meaningful errors.
- Do **not** add `#[cfg_attr(..., allow(...))]` or equivalent conditional suppressions.
- Do **not** use `#![allow(...)]` at the crate or module level.

If a warning or error fires, **fix the underlying issue** — remove dead code, use the variable, handle the error properly, or restructure the code. Suppressing warnings hides real problems and is not an acceptable fix.

## Architecture Notes

- **State machine driven**: each `AppState` variant has its own UI/systems wired via `OnEnter` / `OnExit` / `Update` (latter guarded by `in_state`).
- **Persistence**: SpacetimeDB will be the authoritative backend (via the Rust SDK, not the TS bindings). Not yet wired up.
- **No `module_bindings/` here**: TS bindings live in the TS workspace and are consumed by the docs prototype.
