chore: add code formatting config and pre-commit hooks (#450)

This commit is contained in:
manjaroblack
2025-08-16 19:08:39 -05:00
committed by GitHub
parent 51284d6ecf
commit ed539432fb
130 changed files with 11886 additions and 10939 deletions

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@@ -197,8 +197,8 @@ template:
version: 2.0
output:
format: markdown
filename: "docs/{{game_name}}-game-architecture.md"
title: "{{game_title}} Game Architecture Document"
filename: 'docs/{{game_name}}-game-architecture.md'
title: '{{game_title}} Game Architecture Document'
workflow:
mode: interactive
@@ -207,7 +207,7 @@ sections:
- id: initial-setup
instruction: |
This template creates a comprehensive game architecture document specifically for Phaser 3 + TypeScript projects. This should provide the technical foundation for all game development stories and epics.
If available, review any provided documents: Game Design Document (GDD), Technical Preferences. This architecture should support all game mechanics defined in the GDD.
- id: introduction
@@ -215,7 +215,7 @@ sections:
instruction: Establish the document's purpose and scope for game development
content: |
This document outlines the complete technical architecture for {{game_title}}, a 2D game built with Phaser 3 and TypeScript. It serves as the technical foundation for AI-driven game development, ensuring consistency and scalability across all game systems.
This architecture is designed to support the gameplay mechanics defined in the Game Design Document while maintaining 60 FPS performance and cross-platform compatibility.
sections:
- id: change-log
@@ -234,7 +234,7 @@ sections:
title: Architecture Summary
instruction: |
Provide a comprehensive overview covering:
- Game engine choice and configuration
- Project structure and organization
- Key systems and their interactions
@@ -322,23 +322,23 @@ sections:
title: Scene Management System
template: |
**Purpose:** Handle game flow and scene transitions
**Key Components:**
- Scene loading and unloading
- Data passing between scenes
- Transition effects
- Memory management
**Implementation Requirements:**
- Preload scene for asset loading
- Menu system with navigation
- Gameplay scenes with state management
- Pause/resume functionality
**Files to Create:**
- `src/scenes/BootScene.ts`
- `src/scenes/PreloadScene.ts`
- `src/scenes/MenuScene.ts`
@@ -348,23 +348,23 @@ sections:
title: Game State Management
template: |
**Purpose:** Track player progress and game status
**State Categories:**
- Player progress (levels, unlocks)
- Game settings (audio, controls)
- Session data (current level, score)
- Persistent data (achievements, statistics)
**Implementation Requirements:**
- Save/load system with localStorage
- State validation and error recovery
- Cross-session data persistence
- Settings management
**Files to Create:**
- `src/systems/GameState.ts`
- `src/systems/SaveManager.ts`
- `src/types/GameData.ts`
@@ -372,23 +372,23 @@ sections:
title: Asset Management System
template: |
**Purpose:** Efficient loading and management of game assets
**Asset Categories:**
- Sprite sheets and animations
- Audio files and music
- Level data and configurations
- UI assets and fonts
**Implementation Requirements:**
- Progressive loading strategy
- Asset caching and optimization
- Error handling for failed loads
- Memory management for large assets
**Files to Create:**
- `src/systems/AssetManager.ts`
- `src/config/AssetConfig.ts`
- `src/utils/AssetLoader.ts`
@@ -396,23 +396,23 @@ sections:
title: Input Management System
template: |
**Purpose:** Handle all player input across platforms
**Input Types:**
- Keyboard controls
- Mouse/pointer interaction
- Touch gestures (mobile)
- Gamepad support (optional)
**Implementation Requirements:**
- Input mapping and configuration
- Touch-friendly mobile controls
- Input buffering for responsive gameplay
- Customizable control schemes
**Files to Create:**
- `src/systems/InputManager.ts`
- `src/utils/TouchControls.ts`
- `src/types/InputTypes.ts`
@@ -422,22 +422,22 @@ sections:
repeatable: true
sections:
- id: mechanic-system
title: "{{mechanic_name}} System"
title: '{{mechanic_name}} System'
template: |
**Purpose:** {{system_purpose}}
**Core Functionality:**
- {{feature_1}}
- {{feature_2}}
- {{feature_3}}
**Dependencies:** {{required_systems}}
**Performance Considerations:** {{optimization_notes}}
**Files to Create:**
- `src/systems/{{system_name}}.ts`
- `src/gameObjects/{{related_object}}.ts`
- `src/types/{{system_types}}.ts`
@@ -445,65 +445,65 @@ sections:
title: Physics & Collision System
template: |
**Physics Engine:** {{physics_choice}} (Arcade Physics/Matter.js)
**Collision Categories:**
- Player collision
- Enemy interactions
- Environmental objects
- Collectibles and items
**Implementation Requirements:**
- Optimized collision detection
- Physics body management
- Collision callbacks and events
- Performance monitoring
**Files to Create:**
- `src/systems/PhysicsManager.ts`
- `src/utils/CollisionGroups.ts`
- id: audio-system
title: Audio System
template: |
**Audio Requirements:**
- Background music with looping
- Sound effects for actions
- Audio settings and volume control
- Mobile audio optimization
**Implementation Features:**
- Audio sprite management
- Dynamic music system
- Spatial audio (if applicable)
- Audio pooling for performance
**Files to Create:**
- `src/systems/AudioManager.ts`
- `src/config/AudioConfig.ts`
- id: ui-system
title: UI System
template: |
**UI Components:**
- HUD elements (score, health, etc.)
- Menu navigation
- Modal dialogs
- Settings screens
**Implementation Requirements:**
- Responsive layout system
- Touch-friendly interface
- Keyboard navigation support
- Animation and transitions
**Files to Create:**
- `src/systems/UIManager.ts`
- `src/gameObjects/UI/`
- `src/types/UITypes.ts`
@@ -719,7 +719,7 @@ sections:
instruction: Break down the architecture implementation into phases that align with the GDD development phases
sections:
- id: phase-1-foundation
title: "Phase 1: Foundation ({{duration}})"
title: 'Phase 1: Foundation ({{duration}})'
sections:
- id: phase-1-core
title: Core Systems
@@ -737,7 +737,7 @@ sections:
- "Basic Scene Management System"
- "Asset Loading Foundation"
- id: phase-2-game-systems
title: "Phase 2: Game Systems ({{duration}})"
title: 'Phase 2: Game Systems ({{duration}})'
sections:
- id: phase-2-gameplay
title: Gameplay Systems
@@ -755,7 +755,7 @@ sections:
- "Physics and Collision Framework"
- "Game State Management System"
- id: phase-3-content-polish
title: "Phase 3: Content & Polish ({{duration}})"
title: 'Phase 3: Content & Polish ({{duration}})'
sections:
- id: phase-3-content
title: Content Systems
@@ -1045,7 +1045,7 @@ interface GameState {
interface GameSettings {
musicVolume: number;
sfxVolume: number;
difficulty: "easy" | "normal" | "hard";
difficulty: 'easy' | 'normal' | 'hard';
controls: ControlScheme;
}
```
@@ -1086,12 +1086,12 @@ class GameScene extends Phaser.Scene {
private inputManager!: InputManager;
constructor() {
super({ key: "GameScene" });
super({ key: 'GameScene' });
}
preload(): void {
// Load only scene-specific assets
this.load.image("player", "assets/player.png");
this.load.image('player', 'assets/player.png');
}
create(data: SceneData): void {
@@ -1116,7 +1116,7 @@ class GameScene extends Phaser.Scene {
this.inputManager.destroy();
// Remove event listeners
this.events.off("*");
this.events.off('*');
}
}
```
@@ -1125,13 +1125,13 @@ class GameScene extends Phaser.Scene {
```typescript
// Proper scene transitions with data
this.scene.start("NextScene", {
this.scene.start('NextScene', {
playerScore: this.playerScore,
currentLevel: this.currentLevel + 1,
});
// Scene overlays for UI
this.scene.launch("PauseMenuScene");
this.scene.launch('PauseMenuScene');
this.scene.pause();
```
@@ -1175,7 +1175,7 @@ class Player extends GameEntity {
private health!: HealthComponent;
constructor(scene: Phaser.Scene, x: number, y: number) {
super(scene, x, y, "player");
super(scene, x, y, 'player');
this.movement = this.addComponent(new MovementComponent(this));
this.health = this.addComponent(new HealthComponent(this, 100));
@@ -1195,7 +1195,7 @@ class GameManager {
constructor(scene: Phaser.Scene) {
if (GameManager.instance) {
throw new Error("GameManager already exists!");
throw new Error('GameManager already exists!');
}
this.scene = scene;
@@ -1205,7 +1205,7 @@ class GameManager {
static getInstance(): GameManager {
if (!GameManager.instance) {
throw new Error("GameManager not initialized!");
throw new Error('GameManager not initialized!');
}
return GameManager.instance;
}
@@ -1252,7 +1252,7 @@ class BulletPool {
}
// Pool exhausted - create new bullet
console.warn("Bullet pool exhausted, creating new bullet");
console.warn('Bullet pool exhausted, creating new bullet');
return new Bullet(this.scene, 0, 0);
}
@@ -1352,14 +1352,12 @@ class InputManager {
}
private setupKeyboard(): void {
this.keys = this.scene.input.keyboard.addKeys(
"W,A,S,D,SPACE,ESC,UP,DOWN,LEFT,RIGHT",
);
this.keys = this.scene.input.keyboard.addKeys('W,A,S,D,SPACE,ESC,UP,DOWN,LEFT,RIGHT');
}
private setupTouch(): void {
this.scene.input.on("pointerdown", this.handlePointerDown, this);
this.scene.input.on("pointerup", this.handlePointerUp, this);
this.scene.input.on('pointerdown', this.handlePointerDown, this);
this.scene.input.on('pointerup', this.handlePointerUp, this);
}
update(): void {
@@ -1386,9 +1384,9 @@ class InputManager {
class AssetManager {
loadAssets(): Promise<void> {
return new Promise((resolve, reject) => {
this.scene.load.on("filecomplete", this.handleFileComplete, this);
this.scene.load.on("loaderror", this.handleLoadError, this);
this.scene.load.on("complete", () => resolve());
this.scene.load.on('filecomplete', this.handleFileComplete, this);
this.scene.load.on('loaderror', this.handleLoadError, this);
this.scene.load.on('complete', () => resolve());
this.scene.load.start();
});
@@ -1404,8 +1402,8 @@ class AssetManager {
private loadFallbackAsset(key: string): void {
// Load placeholder or default assets
switch (key) {
case "player":
this.scene.load.image("player", "assets/defaults/default-player.png");
case 'player':
this.scene.load.image('player', 'assets/defaults/default-player.png');
break;
default:
console.warn(`No fallback for asset: ${key}`);
@@ -1432,11 +1430,11 @@ class GameSystem {
private attemptRecovery(context: string): void {
switch (context) {
case "update":
case 'update':
// Reset system state
this.reset();
break;
case "render":
case 'render':
// Disable visual effects
this.disableEffects();
break;
@@ -1456,7 +1454,7 @@ class GameSystem {
```typescript
// Example test for game mechanics
describe("HealthComponent", () => {
describe('HealthComponent', () => {
let healthComponent: HealthComponent;
beforeEach(() => {
@@ -1464,18 +1462,18 @@ describe("HealthComponent", () => {
healthComponent = new HealthComponent(mockEntity, 100);
});
test("should initialize with correct health", () => {
test('should initialize with correct health', () => {
expect(healthComponent.currentHealth).toBe(100);
expect(healthComponent.maxHealth).toBe(100);
});
test("should handle damage correctly", () => {
test('should handle damage correctly', () => {
healthComponent.takeDamage(25);
expect(healthComponent.currentHealth).toBe(75);
expect(healthComponent.isAlive()).toBe(true);
});
test("should handle death correctly", () => {
test('should handle death correctly', () => {
healthComponent.takeDamage(150);
expect(healthComponent.currentHealth).toBe(0);
expect(healthComponent.isAlive()).toBe(false);
@@ -1488,7 +1486,7 @@ describe("HealthComponent", () => {
**Scene Testing:**
```typescript
describe("GameScene Integration", () => {
describe('GameScene Integration', () => {
let scene: GameScene;
let mockGame: Phaser.Game;
@@ -1498,7 +1496,7 @@ describe("GameScene Integration", () => {
scene = new GameScene();
});
test("should initialize all systems", () => {
test('should initialize all systems', () => {
scene.create({});
expect(scene.gameManager).toBeDefined();