forked from jaildesigner-jailgames/jaildoctors_dilemma
mogut GlobalEvenets a core/system
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CLAUDE.md
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CLAUDE.md
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# CLAUDE.md
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This file provides guidance to Claude Code (claude.ai/code) when working with code in this repository.
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---
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# JailDoctor's Dilemma - Codebase Architecture Guide
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## Overview
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**JailDoctor's Dilemma** is a retro-style 2D puzzle platformer game built in C++20 using SDL3 for graphics and audio. The game features 60+ rooms, collectible items, enemies, and an achievement system. It targets multiple platforms (Windows, macOS, Linux) with a focus on retro aesthetics and precise collision detection.
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**Language:** C++20
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**Graphics:** SDL3, OpenGL
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**Audio:** SDL3 + custom jail_audio library
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**Build:** CMake 3.10+
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**Game Canvas:** 256x192 pixels (retro resolution)
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---
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## Build Commands
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### Initial Setup & Build
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```bash
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# From project root
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mkdir -p build
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cd build
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cmake ..
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cmake --build .
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```
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### Rebuild After Changes
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```bash
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# From build directory
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cmake --build .
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# Or from project root
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cmake --build build
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```
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### Clean Build
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```bash
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# From build directory
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cmake --build . --clean-first
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# Or from project root
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cmake --build build --clean-first
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```
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### Run the Game
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```bash
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# Executable is placed in project root
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./jaildoctors_dilemma
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```
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**Important:** The build directory is `/Users/sergio/Gitea/jaildoctors_dilemma/build` and the output executable is placed in the project root directory.
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---
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## 1. High-Level Architecture Overview
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The architecture follows a **layered, modular design** with clear separation of concerns:
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```
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┌─────────────────────────────────────┐
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│ Application Layer │
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│ (Director, Scene Manager) │
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└─────────────────────────────────────┘
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↓
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┌─────────────────────────────────────┐
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│ Game Logic Layer │
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│ (Game Scene, Entities, Gameplay) │
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└─────────────────────────────────────┘
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↓
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┌─────────────────────────────────────┐
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│ Core Systems Layer │
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│ (Rendering, Audio, Input, Resources)│
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└─────────────────────────────────────┘
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↓
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┌─────────────────────────────────────┐
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│ SDL3 & External Libraries │
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│ (jail_audio, stb_image, stb_vorbis) │
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└─────────────────────────────────────┘
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```
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### Key Design Principles
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- **Singleton Pattern:** Core systems (Director, Screen, Audio, Input, Resource, Asset) use singleton pattern for global access
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- **Scene-Based Architecture:** Game flow managed through discrete scenes (Logo, Title, Loading, Game, Ending, etc.)
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- **Component-Based Entities:** Player, enemies, and items are discrete entities with render/update patterns
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- **Resource Management:** All assets (textures, sounds, animations, tilemaps) cached through Resource singleton
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- **Delta Time:** Frame-rate independent physics using DeltaTimer class
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---
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## 2. Directory Structure
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```
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source/
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├── core/ # Core engine systems
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│ ├── audio/ # Audio management
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│ │ └── audio.hpp/cpp # Audio singleton (music, sounds, volumes)
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│ ├── input/ # Input handling
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│ │ ├── input.hpp/cpp # Input manager (keyboard, gamepad)
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│ │ ├── global_inputs.hpp # Global input state
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│ │ └── mouse.hpp # Mouse input
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│ ├── rendering/ # Graphics rendering
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│ │ ├── screen.hpp/cpp # Screen/window singleton, SDL renderer
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│ │ ├── surface.hpp/cpp # 8-bit indexed color surface abstraction
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│ │ ├── surface_sprite.hpp # Static sprite rendering
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│ │ ├── surface_animated_sprite.hpp # Animated sprite with frame data
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│ │ ├── surface_moving_sprite.hpp # Moving sprite with velocity
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│ │ ├── texture.hpp/cpp # SDL texture wrapper
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│ │ ├── text.hpp/cpp # Text rendering system
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│ │ ├── gif.hpp/cpp # GIF image loader
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│ │ ├── opengl/ # OpenGL shader backend
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│ │ │ └── opengl_shader.hpp/cpp # CRT shader effects
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│ │ └── shader_backend.hpp # Abstract shader interface
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│ ├── resources/ # Asset & Resource management
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│ │ ├── asset.hpp/cpp # Asset registry (file path mapping)
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│ │ └── resource.hpp/cpp # Resource singleton (loads/caches assets)
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│ └── system/ # System management
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│ ├── director.hpp/cpp # Main application controller
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│ ├── debug.hpp/cpp # Debug info overlay
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│ └── global_events.hpp/cpp # Global event broadcasting
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├── game/ # Game-specific logic
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│ ├── entities/ # Game objects
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│ │ ├── player.hpp/cpp # Player entity with physics
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│ │ ├── enemy.hpp/cpp # Enemy entities
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│ │ └── item.hpp/cpp # Collectible items
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│ ├── gameplay/ # Core gameplay systems
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│ │ ├── room.hpp/cpp # Room/level logic, tilemap, collision
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│ │ ├── room_tracker.hpp/cpp # Tracks visited rooms
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│ │ ├── scoreboard.hpp/cpp # Score display & data
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│ │ ├── item_tracker.hpp/cpp # Tracks collected items
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│ │ ├── stats.hpp/cpp # Game statistics
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│ │ └── cheevos.hpp/cpp # Achievement system
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│ ├── scenes/ # Game scenes (flow states)
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│ │ ├── logo.hpp/cpp # JailGames logo screen
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│ │ ├── loading_screen.hpp/cpp # Resource loading progress
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│ │ ├── title.hpp/cpp # Title screen & menus
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│ │ ├── game.hpp/cpp # Main gameplay loop
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│ │ ├── game_over.hpp/cpp # Game over screen
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│ │ ├── ending.hpp/cpp # Ending sequence 1
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│ │ ├── ending2.hpp/cpp # Ending sequence 2
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│ │ └── credits.hpp/cpp # Credits screen
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│ ├── ui/ # User interface
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│ │ └── notifier.hpp/cpp # Achievement/notification display
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│ ├── options.hpp/cpp # Game configuration/options
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│ ├── scene_manager.hpp # Scene flow state machine
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│ ├── defaults.hpp # Game defaults constants
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│ └── gameplay.hpp # Gameplay constants
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├── external/ # Third-party libraries
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│ ├── jail_audio.hpp/cpp # Custom audio library
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│ ├── jail_audio.h # C interface for jail_audio
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│ ├── stb_image.h # Image loading library
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│ └── stb_vorbis.h # OGG Vorbis audio decoding
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├── utils/ # Utility code
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│ ├── delta_timer.hpp/cpp # Frame-rate independent timing
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│ ├── defines.hpp # Game constants (resolutions, block sizes)
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│ └── utils.hpp/cpp # Helper functions (colors, math)
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└── main.cpp # Application entry point
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data/ # Game assets
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├── font/ # Bitmap fonts + descriptors
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├── palette/ # Color palettes (.pal files)
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├── shaders/ # GLSL vertex/fragment shaders
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├── room/ # Tilemaps & room definitions (01.tmx-60.tmx)
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├── tilesets/ # Tileset graphics
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├── enemies/ # Enemy sprites & animations
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├── player/ # Player sprites & animations
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├── items/ # Item sprite sheets
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├── music/ # Background music (OGG)
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├── sound/ # Sound effects (WAV)
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├── logo/ # Logo images
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├── loading/ # Loading screen graphics
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├── title/ # Title screen graphics
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├── ending/ # Ending sequence images
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└── credits/ # Credits screen assets
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```
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---
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## 3. Key Architectural Patterns
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### 3.1 Singleton Pattern (Core Systems)
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Most core systems use thread-safe singleton pattern:
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```cpp
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class Screen {
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private:
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static Screen* screen_; // Singleton instance
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Screen(); // Private constructor
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~Screen();
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public:
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static void init(); // Creates singleton
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static void destroy(); // Destroys singleton
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static Screen* get(); // Accesses singleton
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};
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```
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**Singleton Systems:**
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- `Screen` - Rendering, window management, palette/shader effects
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- `Input` - Keyboard & gamepad input binding and checking
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- `Audio` - Music and sound effect playback
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- `Resource` - Asset loading, caching, streaming
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- `Asset` - Asset path registry and verification
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- `Director` - Main application controller
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- `Cheevos` - Achievement state management
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- `Debug` - Debug information overlay
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### 3.2 Scene-Based State Machine
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The game uses a scene manager to control application flow:
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```cpp
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// namespace SceneManager
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enum class Scene {
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LOGO, LOADING_SCREEN, TITLE, CREDITS, GAME, DEMO,
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GAME_OVER, ENDING, ENDING2, QUIT
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};
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inline Scene current = Scene::LOGO; // Global scene state
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inline Options options = ...; // Transition options
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```
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**Scene Hierarchy:**
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- Each scene runs its own update/render loop
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- `Director` switches between scenes based on `SceneManager::current`
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- Scenes can request transitions via `SceneManager::current` assignment
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### 3.3 Entity-Component Pattern (Simplified)
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Entities (Player, Enemies, Items) have:
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- **Update** - Logic, physics, animation
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- **Render** - Draw to screen surface
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- **Collision** - Hit detection (player collides with room, enemies, items)
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### 3.4 Surface-Based Rendering Pipeline
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The rendering system uses a **8-bit indexed color** pipeline:
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```
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SurfaceData (pixel buffer)
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↓
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Surface (palette + rendering operations)
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↓
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SDL_Texture (GPU texture)
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↓
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SDL_Renderer (to SDL_Window)
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↓
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Display
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```
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**Key Components:**
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- `Surface` - 8-bit indexed pixel buffer with palette support
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- `SurfaceSprite` - Renders a fixed region of a surface
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- `SurfaceAnimatedSprite` - Frame-based animation on top of sprite
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- `SurfaceMovingSprite` - Adds velocity/position to animated sprite
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- Supports color replacement, palette swapping, and shader effects (CRT)
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### 3.5 Tile-Based Collision System
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Rooms use a sophisticated collision detection system:
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```cpp
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class Room {
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std::vector<LineHorizontal> bottom_floors_; // Ground surfaces
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std::vector<LineHorizontal> top_floors_; // Ceiling surfaces
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std::vector<LineVertical> left_walls_; // Left walls
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std::vector<LineVertical> right_walls_; // Right walls
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std::vector<LineDiagonal> left_slopes_; // Ramps going left
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std::vector<LineDiagonal> right_slopes_; // Ramps going right
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std::vector<LineHorizontal> conveyor_belt_floors_; // Moving platforms
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};
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```
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**Collision Detection:**
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- Player has collision points and "feet" points for fine-grained detection
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- Room provides `check*Surfaces()` methods for collision resolution
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- Supports ramps, slopes, conveyor belts, and auto-surfaces
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- Enemies have axis-aligned bounding boxes
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### 3.6 Sprite Animation System
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Animation is data-driven:
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```cpp
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struct AnimationData {
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std::string name;
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std::vector<SDL_FRect> frames; // Frame rectangles
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int speed; // Milliseconds per frame
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int loop; // Frame to return to (-1 = no loop)
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bool completed;
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int current_frame;
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int counter;
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};
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// Loaded from .ani files (list of animation names)
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// Rendered with SurfaceAnimatedSprite
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```
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---
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## 4. System Interactions & Data Flow
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### 4.1 Application Lifecycle
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```
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main()
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↓
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Director::Director() [Initialization]
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├─ Options::init() - Load game configuration
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├─ Asset::init() - Register asset paths
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├─ Screen::init() - Create window, SDL renderer
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├─ Audio::init() - Initialize SDL audio
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├─ Input::init() - Bind keyboard/gamepad controls
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├─ Resource::init() - Load all game resources
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└─ Cheevos::init() - Load achievement state
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Director::run() [Main loop]
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├─ while (SceneManager::current != QUIT)
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│ ├─ Logo::run()
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│ ├─ LoadingScreen::run()
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│ ├─ Title::run()
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│ ├─ Game::run()
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│ ├─ Ending::run()
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│ └─ ...
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└─ return 0
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Director::~Director() [Cleanup]
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├─ Options::saveToFile() - Save game settings
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├─ Resource::destroy()
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├─ Audio::destroy()
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├─ Input::destroy()
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├─ Screen::destroy()
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└─ Asset::destroy()
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```
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### 4.2 Game Scene Flow (Core Gameplay Loop)
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```cpp
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Game::run() {
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while (game is running) {
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// Update
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Input::checkInput() - Get player commands
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Player::update() - Physics, animation, collision
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Room::update() - Enemy AI, animated tiles
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checkCollisions() - Player vs enemies, items, room
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checkGameOver() - Win/lose conditions
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// Render
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Screen::start() - Prepare for drawing
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Room::renderMap() - Draw tilemap
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Room::renderEnemies() - Draw enemy sprites
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Room::renderItems() - Draw item sprites
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Player::render() - Draw player sprite
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renderScoreboard() - Draw HUD
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Screen::render() - Flush to GPU
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}
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}
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```
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### 4.3 Resource Loading & Caching
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```
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Director::setFileList()
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├─ Asset::add(file, type) - Register all assets
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└─ Asset::check() - Verify files exist
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Game Scene initialization
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└─ Resource::init() - Loads all resources
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├─ loadSounds() - WAV files
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├─ loadMusics() - OGG files
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├─ loadSurfaces() - GIF/PNG images
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├─ loadAnimations() - .ani animation definitions
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├─ loadTileMaps() - .room tilemap data
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└─ loadRooms() - Room metadata
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|
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During gameplay
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└─ Resource::get*(name) - Return cached resource
|
||||
```
|
||||
|
||||
### 4.4 Input Flow
|
||||
|
||||
```
|
||||
SDL_Event (from OS)
|
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↓
|
||||
Input::checkInput(action)
|
||||
├─ Check keyboard bindings - SDL_Scancode → InputAction
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├─ Check gamepad bindings - SDL_GamepadButton → InputAction
|
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└─ Return true if action active
|
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|
||||
Game logic uses checked inputs
|
||||
└─ Player responds to actions
|
||||
```
|
||||
|
||||
### 4.5 Audio Control Flow
|
||||
|
||||
```
|
||||
Game code
|
||||
├─ Audio::playMusic(name, loop)
|
||||
├─ Audio::playSound(name, group)
|
||||
└─ Audio::stopMusic()
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||||
↓
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||||
Audio [wrapper/manager]
|
||||
├─ Resource::getMusic(name)
|
||||
├─ Resource::getSound(name)
|
||||
└─ jail_audio C library
|
||||
└─ SDL3 Audio device
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## 5. Important Design Patterns & Conventions
|
||||
|
||||
### 5.1 Naming Conventions
|
||||
|
||||
**Classes:**
|
||||
- `PascalCase` for classes: `Player`, `Room`, `Screen`, `Director`
|
||||
- Suffix `Sprite` for sprite classes: `SurfaceSprite`, `SurfaceAnimatedSprite`
|
||||
|
||||
**Methods:**
|
||||
- `get*()` for getters: `getWidth()`, `getRect()`
|
||||
- `set*()` for setters: `setColor()`, `setPos()`
|
||||
- `check*()` for boolean checks: `checkInput()`, `checkCollision()`
|
||||
- `update()` for game logic updates
|
||||
- `render()` for drawing
|
||||
|
||||
**Variables:**
|
||||
- `snake_case` for member variables with `_` suffix: `x_`, `y_`, `sprite_`
|
||||
- `UPPER_CASE` for constants: `BLOCK`, `MAX_VY_`, `WIDTH_`
|
||||
- Private members: `private_member_`
|
||||
|
||||
**Structs for Data:**
|
||||
- `XxxData` suffix: `PlayerData`, `RoomData`, `AnimationData`
|
||||
- Used as initialization structures passed to constructors
|
||||
|
||||
### 5.2 Memory Management
|
||||
|
||||
- **Smart Pointers:** Uses `std::shared_ptr` for shared ownership (Surfaces, Sprites, Rooms)
|
||||
- **Unique Pointers:** Uses `std::unique_ptr` for sole ownership (Director, local objects)
|
||||
- **Raw Pointers:** Minimal use, mainly for singleton access or SDL objects
|
||||
- **Static Allocation:** Singletons use static pointer pattern for RAII
|
||||
|
||||
### 5.3 Frame-Independent Physics
|
||||
|
||||
Uses `DeltaTimer` for delta time calculation:
|
||||
|
||||
```cpp
|
||||
// In game loop
|
||||
float delta = deltaTimer.tick(); // Get seconds since last frame
|
||||
|
||||
// Apply to physics
|
||||
player.vy_ += gravity * delta;
|
||||
player.y_ += player.vy_ * delta;
|
||||
```
|
||||
|
||||
Provides **time scaling** for slow-motion effects.
|
||||
|
||||
### 5.4 Palette System
|
||||
|
||||
- 8-bit indexed color (256 colors per palette)
|
||||
- Multiple palettes can be loaded and swapped
|
||||
- `Surface::setPalette()` changes rendering colors
|
||||
- Supports color replacement per-render: `renderWithColorReplace()`
|
||||
- CRT shader effects can modify colors in real-time
|
||||
|
||||
### 5.5 Configuration System
|
||||
|
||||
Game settings stored in configuration file:
|
||||
|
||||
```cpp
|
||||
namespace Options {
|
||||
inline Video video{}; // Screen resolution, fullscreen, etc.
|
||||
inline Audio audio{}; // Music/sound volumes
|
||||
inline Notification notifications{};
|
||||
inline Cheat cheats{}; // Cheat codes
|
||||
inline ControlScheme keys{}; // Control mapping
|
||||
inline Stats stats{}; // Game statistics
|
||||
}
|
||||
|
||||
Options::loadFromFile(path); // Load from config.txt
|
||||
Options::saveToFile(path); // Save on exit
|
||||
```
|
||||
|
||||
### 5.6 Achievement System
|
||||
|
||||
```cpp
|
||||
struct Achievement {
|
||||
int id;
|
||||
std::string caption;
|
||||
std::string description;
|
||||
int icon;
|
||||
bool completed;
|
||||
bool obtainable;
|
||||
};
|
||||
|
||||
Cheevos::unlock(id); // Unlock achievement
|
||||
Cheevos::setUnobtainable(id); // Lock achievement
|
||||
Cheevos::saveToFile(); // Persist state
|
||||
```
|
||||
|
||||
Achievements trigger notifications on unlock.
|
||||
|
||||
---
|
||||
|
||||
## 6. Technology Stack
|
||||
|
||||
### Core Technologies
|
||||
|
||||
| Component | Technology | Version | Role |
|
||||
|-----------|-----------|---------|------|
|
||||
| **Graphics** | SDL3 | Latest | Window, rendering, input |
|
||||
| **GPU Rendering** | OpenGL | 3.2+ | Shader effects (CRT) |
|
||||
| **Audio** | SDL3 Audio | Latest | Audio device, mixing |
|
||||
| **Audio Decoding** | jail_audio (custom) | 1.x | OGG/WAV playback |
|
||||
| **Image Loading** | stb_image | v2.x | PNG/GIF image loading |
|
||||
| **Audio Decoding** | stb_vorbis | v1.x | OGG Vorbis support |
|
||||
| **Language** | C++ | C++20 | Standard library features |
|
||||
| **Build System** | CMake | 3.10+ | Cross-platform building |
|
||||
|
||||
### C++ Features Used
|
||||
|
||||
- **Smart Pointers:** `std::shared_ptr`, `std::unique_ptr`
|
||||
- **Standard Containers:** `std::vector`, `std::array`
|
||||
- **Modern Features:** `std::move`, lambda functions, constexpr
|
||||
- **Namespaces:** Extensive use for organization
|
||||
- **Inline Variables:** C++17 `inline` for global game state
|
||||
|
||||
### Platform Support
|
||||
|
||||
- **Windows:** MinGW/MSVC with SDL3
|
||||
- **macOS:** Apple Clang, arm64 architecture, OpenGL
|
||||
- **Linux:** GCC with SDL3 and OpenGL
|
||||
|
||||
---
|
||||
|
||||
## 7. Key Classes & Their Responsibilities
|
||||
|
||||
### Core System Classes
|
||||
|
||||
| Class | Purpose | Pattern |
|
||||
|-------|---------|---------|
|
||||
| `Director` | Main application controller, scene manager | Singleton |
|
||||
| `Screen` | Rendering, window, palette management | Singleton |
|
||||
| `Input` | Keyboard & gamepad input | Singleton |
|
||||
| `Audio` | Music and SFX playback | Singleton |
|
||||
| `Resource` | Asset caching and loading | Singleton |
|
||||
| `Asset` | Asset path registry | Singleton |
|
||||
| `Debug` | Debug overlay information | Singleton |
|
||||
| `globalEvents` | Global SDL event handling (quit, device reset, mouse) | Namespace |
|
||||
|
||||
### Game Logic Classes
|
||||
|
||||
| Class | Purpose |
|
||||
|-------|---------|
|
||||
| `Game` | Main gameplay scene, orchestrates update/render |
|
||||
| `Player` | Player entity with physics and animation |
|
||||
| `Room` | Level data, collision detection, tilemap rendering |
|
||||
| `Enemy` | Enemy entity behavior and rendering |
|
||||
| `Item` | Collectible items |
|
||||
| `Scoreboard` | HUD display data |
|
||||
| `Cheevos` | Achievement unlock and state |
|
||||
| `ItemTracker` | Tracks collected items |
|
||||
| `RoomTracker` | Tracks visited rooms |
|
||||
|
||||
### Rendering Classes
|
||||
|
||||
| Class | Purpose |
|
||||
|-------|---------|
|
||||
| `Surface` | 8-bit indexed color pixel buffer with palette |
|
||||
| `SurfaceSprite` | Renders a sprite region |
|
||||
| `SurfaceAnimatedSprite` | Frame-based animation rendering |
|
||||
| `SurfaceMovingSprite` | Sprite with velocity/position |
|
||||
| `Text` | Text rendering system |
|
||||
| `OpenGLShader` | Shader compilation and effects |
|
||||
|
||||
### Utility Classes
|
||||
|
||||
| Class | Purpose |
|
||||
|-------|---------|
|
||||
| `DeltaTimer` | Frame-rate independent timing |
|
||||
|
||||
---
|
||||
|
||||
## 8. Common Development Workflows
|
||||
|
||||
### Adding a New Input Action
|
||||
|
||||
1. Add to `InputAction` enum in `core/input/input.hpp`
|
||||
2. Bind in `Director::initInput()`:
|
||||
```cpp
|
||||
Input::get()->bindKey(InputAction::NEW_ACTION, SDL_SCANCODE_X);
|
||||
```
|
||||
3. Check in game code:
|
||||
```cpp
|
||||
if (Input::get()->checkInput(InputAction::NEW_ACTION)) {
|
||||
// Handle action
|
||||
}
|
||||
```
|
||||
|
||||
### Adding a New Scene
|
||||
|
||||
1. Create class inheriting appropriate base (usually standalone `run()` method)
|
||||
2. Add to `SceneManager::Scene` enum
|
||||
3. Implement in `Director::run()` switch statement
|
||||
4. Set `SceneManager::current` to transition
|
||||
|
||||
### Adding Game Assets
|
||||
|
||||
1. Place file in `data/` directory
|
||||
2. Register in `Director::setFileList()`:
|
||||
```cpp
|
||||
Asset::get()->add("/data/path/file.ext", AssetType::TYPE);
|
||||
```
|
||||
3. Resource loads automatically during `Resource::init()`
|
||||
4. Access via: `Resource::get()->getSurface("name")`
|
||||
|
||||
### Modifying Collision Detection
|
||||
|
||||
1. Update `Room::setBottomSurfaces()`, `setLeftSlopes()`, etc.
|
||||
2. Modify Player collision point generation in `Player::updateColliderPoints()`
|
||||
3. Adjust tile classification in `TileType` enum
|
||||
4. Test with debug visualization (F12 key)
|
||||
|
||||
---
|
||||
|
||||
## 9. Debug Features
|
||||
|
||||
### Available at Runtime
|
||||
|
||||
- **F12** - Toggle debug info overlay (FPS, player position, collision points)
|
||||
- **F1/F2** - Decrease/increase window zoom
|
||||
- **F3** - Toggle fullscreen mode
|
||||
- **F4** - Toggle shader effects
|
||||
- **F5/F6** - Next/previous palette
|
||||
- **F7** - Toggle integer scaling
|
||||
- **M** - Toggle music
|
||||
- **B** - Toggle border display
|
||||
- **P** - Pause game
|
||||
|
||||
### Debug Mode Compilation
|
||||
|
||||
In debug builds (`#ifdef DEBUG`), renders:
|
||||
- Player collision boxes
|
||||
- Collision point visualization
|
||||
- Debug information overlay
|
||||
- Special debug event handling
|
||||
|
||||
---
|
||||
|
||||
## 10. Performance Considerations
|
||||
|
||||
### Optimization Points
|
||||
|
||||
1. **Rendering:** Uses indexed color (8-bit) to reduce memory bandwidth
|
||||
2. **Surfaces:** Shared smart pointers reduce copying
|
||||
3. **Collision:** Pre-computed tile surface lists avoid per-frame searches
|
||||
4. **Animation:** Frame-based animation reduces computation vs. bone systems
|
||||
5. **Audio:** Cached music and sound effects, no runtime decoding
|
||||
6. **Delta Time:** Frame-rate independent logic for smooth gameplay
|
||||
|
||||
### Known Limitations
|
||||
|
||||
- Single-threaded architecture (SDL3 requires single-thread rendering)
|
||||
- Surfaces stored entirely in CPU memory (not GPU-side textures)
|
||||
- Palette system requires full surface redraw when changing colors
|
||||
|
||||
---
|
||||
|
||||
## 11. File Format Reference
|
||||
|
||||
### Animation Files (.ani)
|
||||
List of animation names, one per line:
|
||||
```
|
||||
default
|
||||
jump
|
||||
run
|
||||
fall
|
||||
```
|
||||
|
||||
### Room Data Files (.room)
|
||||
Key-value pairs defining room properties:
|
||||
```
|
||||
number=01
|
||||
name=Starting Room
|
||||
bg_color=0x000000
|
||||
border_color=0xFF00FF
|
||||
...
|
||||
```
|
||||
|
||||
### Tilemap Files (.tmx)
|
||||
Tiled map format with tileset and collision data.
|
||||
|
||||
### Palette Files (.pal)
|
||||
Binary 256-color palette format (256 × 4 bytes RGBA).
|
||||
|
||||
---
|
||||
|
||||
## 12. Quick Reference: Main Entry Points
|
||||
|
||||
### For Graphics Issues
|
||||
- `Screen::render()` - Main rendering method
|
||||
- `Screen::setPalete()` - Palette application
|
||||
- `Surface` class - Pixel buffer operations
|
||||
|
||||
### For Input Issues
|
||||
- `Input::checkInput()` - Input state checking
|
||||
- `Director::initInput()` - Binding configuration
|
||||
|
||||
### For Audio Issues
|
||||
- `Audio::playMusic()` - Music playback
|
||||
- `Audio::playSound()` - SFX playback
|
||||
- `jail_audio` library - Low-level audio operations
|
||||
|
||||
### For Game Logic
|
||||
- `Game::run()` - Main game loop
|
||||
- `Room` class - Collision and level logic
|
||||
- `Player::update()` - Physics and movement
|
||||
|
||||
### For Asset Management
|
||||
- `Asset::add()` - Asset registration
|
||||
- `Resource::load()` - Asset loading
|
||||
- `Director::setFileList()` - Complete asset registry
|
||||
|
||||
---
|
||||
|
||||
## 13. Future Enhancement Points
|
||||
|
||||
### Identified Areas for Expansion
|
||||
|
||||
1. **Network Play:** Stats upload to online service
|
||||
2. **More Scenes:** Additional game modes
|
||||
3. **Custom Rooms:** Level editor integration
|
||||
4. **Audio Streaming:** Background music without loading entire file
|
||||
5. **Particle System:** Visual effects for pickups/collisions
|
||||
6. **Controller Feedback:** Haptic feedback for game events
|
||||
7. **Accessibility:** Font scaling, color-blind modes, key remapping UI
|
||||
|
||||
---
|
||||
|
||||
## Development Notes
|
||||
|
||||
- **Language:** All code comments and some variable names are in Spanish (maintaining original author style)
|
||||
- **Compilation:** Use CMake - automatically handles platform differences
|
||||
- **Performance Profiling:** Use debug overlay (F12) for basic metrics; consider external profilers for deeper analysis
|
||||
- **Common Warnings:** The codebase has been cleaned of the `struct`/`class` forward declaration inconsistency warnings that previously appeared
|
||||
|
||||
### Important Code Consistency Rules
|
||||
|
||||
1. **Forward Declarations:** Always use `class` for forward declarations of classes defined with `class` (not `struct`). The `Surface` class is defined as `class Surface` in `surface.hpp:57`, so all forward declarations must use `class Surface;`
|
||||
|
||||
2. **Singleton Pattern:** When creating new singletons, follow the existing pattern:
|
||||
- Private static instance pointer
|
||||
- Private constructor/destructor
|
||||
- Public `init()`, `destroy()`, and `get()` methods
|
||||
|
||||
3. **Delta Time:** Always use `DeltaTimer` for frame-rate independent physics calculations
|
||||
|
||||
4. **Memory Management:** Prefer `std::shared_ptr` for shared resources (Surfaces, Sprites) and `std::unique_ptr` for sole ownership
|
||||
|
||||
---
|
||||
|
||||
**Last Updated:** November 2022 (per README)
|
||||
**Original Author:** JailDesigner
|
||||
**Repository:** Gitea (internal)
|
||||
Reference in New Issue
Block a user