Files
Space-Game/apps/game/AGENTS.md
francy51 a7796a1394 Split Rust game src into modules; update AGENTS.md for dual toolchain
- Refactor apps/game/src/main.rs into modules: state.rs, camera.rs, ui/, gameplay/
- Add gameplay/galaxy_creation.rs scaffold (stubs only, no new logic)
- Update root AGENTS.md: separate TS workspace vs Rust game commands
- Update apps/AGENTS.md: docs/game/site use two toolchains, not one
- Add apps/game/AGENTS.md: build commands, module layout, naming conventions, Plugin pattern
2026-06-04 10:00:43 -04:00

3.2 KiB

apps/game — Bevy/Rust Game Client

Single-player space exploration RPG built with Bevy 0.16. 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

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, GalaxyCreation, 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
    └── galaxy_creation.rs

When to add a file vs a folder

  • Default: one file per feature (e.g. main_menu.rs, galaxy_creation.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).
// src/gameplay/galaxy_creation/mod.rs
pub struct GalaxyCreationPlugin;

impl Plugin for GalaxyCreationPlugin {
    fn build(&self, app: &mut App) {
        app.add_systems(OnEnter(AppState::GalaxyCreation), setup_galaxy_creation)
            .add_systems(OnExit(AppState::GalaxyCreation), despawn_galaxy_creation)
            .add_systems(Update, (
                /* update systems */
            ).run_if(in_state(AppState::GalaxyCreation)));
    }
}

Then main.rs collapses to app.add_plugins((..., GalaxyCreationPlugin)).

Naming Conventions

Follows Rust RFC 344. Bevy layers these additional conventions:

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

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.