# 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