Files
Game-studio/references/phaser-architecture.md
Rocky aaf6656b49 Initial release: game-studio plugin for Claude Code
Repackaged from OpenAI's game-studio Codex plugin (MIT) for Claude Code.

Changes from upstream:
- Added .claude-plugin/plugin.json (Claude Code plugin manifest)
- Removed .codex-plugin/plugin.json (Codex CLI specific)
- Removed skills/*/agents/openai.yaml (Codex CLI specific)
- Added scripts/requirements.txt (Pillow dependency for sprite-pipeline)
- Added Chinese README with installation guide
2026-04-30 13:41:36 +02:00

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Markdown

# Phaser Architecture
This is the default 2D structure for the plugin.
## Recommended module split
```text
src/
game/
simulation/
state.ts
systems/
rules/
content/
encounters/
items/
maps/
input/
actions.ts
bindings.ts
assets/
manifest.ts
phaser/
boot/
scenes/
BootScene.ts
MenuScene.ts
BattleScene.ts
view/
sprites/
fx/
camera/
adapters/
sceneBridge.ts
ui/
hud/
menus/
overlays/
```
## Responsibilities
- `simulation/`: source of truth for rules and saveable state
- `content/`: authored data and encounter configuration
- `input/`: action map and physical control bindings
- `assets/`: stable manifest keys and asset metadata
- `phaser/scenes/`: scene orchestration, not game rules
- `phaser/view/`: render and effect helpers
- `ui/`: DOM HUD, menus, and narrative panels
## Rules
- Phaser scenes read from and write to the simulation through a defined bridge.
- Game state changes should not depend on sprite or tween lifetime.
- Camera behavior should be isolated from combat or movement rules.
- Use DOM for dense text and settings surfaces.