3.4 KiB
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
# 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/core/jgame) — Game loop timing: init/finalize, fixed-timestep update viaJG_ShouldUpdate() - JD8 (
source/core/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/core/jail_audio) — Custom audio mixing using SDL3 audio streams directly (OGG via stb_vorbis, WAV). Manages music and sound channels independently - JI (
source/core/jinput) — Input: keyboard state polling, key debouncing, cheat code detection - JF (
source/core/jfile) — File I/O: supports loading from filesystem folder or a packed resource file (.jrf). Currently uses folder mode (data/) - shader (
source/core/jshader) — OpenGL post-processing shader (CRT effect) applied to the back buffer
Game Modules (source/game/)
- ModuleSequence — Non-gameplay screens: intro, menu, slides, banners, credits, death screen. State machine entry point (state=1)
- ModuleGame — Core gameplay loop. Owns and orchestrates all game objects. State=0
- Sprite — Base class for animated entities (frame/animation data via
Entitat) - Prota — Player character ("Sam"), extends Sprite
- Mapa — Level map with tomb grid (16 tombs), items (treasure, keys, pharaoh, mummy, scroll, diamond), door logic
- Momia — Enemy: mummies
- Bola — Enemy: projectile ball
- Marcador — HUD/scoreboard
- info — Global game state namespace (room number, pyramid, money, diamonds, lives, etc.)
External Libraries (source/external/)
gif.h— Header-only GIF decoderstb_vorbis.h— stb single-header OGG decoder
Main Loop (source/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.oggetc.) trick.inipresence enables the secret character- Includes use absolute paths from
source/(e.g.,#include "core/jgame.hpp",#include "game/info.hpp") - Headers use
.hppextension; external third-party headers insource/external/keep.h