pasada la granera per la carpeta

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# CLAUDE.md
This file provides guidance to Claude Code (claude.ai/code) when working with code in this repository.
## Project Overview
**Aventures En Egipte (AEE)** — a retro-style 2D game written in C++ using SDL3. The game uses a software-rendered 8-bit paletted graphics engine (320x200, 256 colors) with an OpenGL CRT shader pass, custom audio (JailAudio replacing SDL_Mixer), and GIF-based assets. The codebase and commit messages are in Valencian/Catalan.
## Build
```bash
# Linux
cmake -B build
cmake --build build
# Windows (MinGW)
cmake -B build -G "MinGW Makefiles"
cmake --build build
```
Dependencies: SDL3, OpenGL. Uses CMake (minimum 3.10) with C++20.
The executable is output to the project root. The `data/` folder contains runtime assets (GIF images, OGG music, GLSL shader) and must be in the working directory at runtime.
## Architecture
### Custom "Jail" Engine Libraries (prefix: J)
All engine modules are flat C-style APIs (no classes), prefixed by subsystem:
- **JG** (`source/jgame`) — Game loop timing: init/finalize, fixed-timestep update via `JG_ShouldUpdate()`
- **JD8** (`source/jdraw8`) — 8-bit paletted software renderer. 320x200 screen buffer (`JD8_Surface` = `Uint8*`), palette-indexed blitting with color-key transparency, fade effects. `JD8_Flip()` converts the indexed buffer to ARGB, uploads to SDL texture, and renders through the CRT shader
- **JA** (`source/jail_audio`) — Custom audio mixing using SDL3 audio streams directly (OGG via stb_vorbis, WAV). Manages music and sound channels independently
- **JI** (`source/jinput`) — Input: keyboard state polling, key debouncing, cheat code detection
- **JF** (`source/jfile`) — File I/O: supports loading from filesystem folder or a packed resource file (`.jrf`). Currently uses folder mode (`data/`)
- **shader** (`source/jshader`) — OpenGL post-processing shader (CRT effect) applied to the back buffer
### Game Modules
- **ModuleSequence** (`modulesequence.cpp/h`) — Non-gameplay screens: intro, menu, slides, banners, credits, death screen. State machine entry point (state=1)
- **ModuleGame** (`modulegame.cpp/h`) — Core gameplay loop. Owns and orchestrates all game objects. State=0
- **Sprite** (`sprite.cpp/h`) — Base class for animated entities (frame/animation data via `Entitat`)
- **Prota** (`prota.cpp/h`) — Player character ("Sam"), extends Sprite
- **Mapa** (`mapa.cpp/h`) — Level map with tomb grid (16 tombs), items (treasure, keys, pharaoh, mummy, scroll, diamond), door logic
- **Momia** (`momia.cpp/h`) — Enemy: mummies
- **Bola** (`bola.cpp/h`) — Enemy: projectile ball
- **Marcador** (`marcador.cpp/h`) — HUD/scoreboard
- **info** (`info.cpp/h`) — Global game state namespace (room number, pyramid, money, diamonds, lives, etc.)
### Main Loop (`main.cpp`)
A state machine alternates between `ModuleSequence` (state 1) and `ModuleGame` (state 0). Each module's `Go()` returns the next state (-1 to quit). Modules are allocated/freed each transition.
### Key Conventions
- All surfaces are 320x200 = 64000 bytes. Pixel coordinates assume this fixed resolution
- Graphics loaded from GIF files, palettes extracted from GIF headers
- Music files are numbered OGG files (`00000001.ogg` etc.)
- `trick.ini` presence enables the secret character
- The `gif.h` is a header-only GIF decoder; `stb_vorbis.h` is the stb single-header OGG decoder