Files
Space-Game/apps/game/AGENTS.md
francy51 75f58bcd54 Rename galaxy_creation to galaxy; add character creation skeleton
- Rename GalaxyCreationPlugin -> GalaxyPlugin, AppState::GalaxyCreation
  -> AppState::Galaxy, module path galaxy_creation -> galaxy (folder
  rename preserves git history via git mv).
- Rename GalaxyCreationSpawned -> GalaxySpawned, despawn_galaxy_creation
  -> despawn_galaxy.
- Update AGENTS.md module layout, plugin pattern example, and naming
  table for the new names.
- Add apps/game/src/gameplay/character_creation/ skeleton: placeholder
  UI with Confirm (-> InGame) and Back (-> Galaxy) buttons plus Escape
  shortcut. Wired into main.rs via CharacterCreationPlugin.
2026-06-07 17:11:56 -04:00

83 lines
3.4 KiB
Markdown

# 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` |
## 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.