bmad-method 4.2.0 → 4.4.1

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Files changed (176) hide show
  1. package/.claude/commands/analyst.md +14 -20
  2. package/.claude/commands/architect.md +15 -20
  3. package/.claude/commands/bmad-master.md +18 -26
  4. package/.claude/commands/bmad-orchestrator.md +80 -33
  5. package/.claude/commands/dev.md +5 -4
  6. package/.claude/commands/pm.md +11 -16
  7. package/.claude/commands/sm.md +20 -25
  8. package/.cursor/rules/analyst.mdc +13 -19
  9. package/.cursor/rules/architect.mdc +14 -19
  10. package/.cursor/rules/bmad-master.mdc +18 -26
  11. package/.cursor/rules/bmad-orchestrator.mdc +80 -33
  12. package/.cursor/rules/dev.mdc +5 -4
  13. package/.cursor/rules/pm.mdc +11 -16
  14. package/.cursor/rules/sm.mdc +19 -24
  15. package/.releaserc.json +2 -1
  16. package/.roo/README.md +0 -11
  17. package/.vscode/settings.json +4 -0
  18. package/.windsurf/rules/analyst.md +13 -19
  19. package/.windsurf/rules/architect.md +14 -19
  20. package/.windsurf/rules/bmad-master.md +18 -26
  21. package/.windsurf/rules/bmad-orchestrator.md +80 -33
  22. package/.windsurf/rules/dev.md +5 -4
  23. package/.windsurf/rules/pm.md +11 -16
  24. package/.windsurf/rules/sm.md +19 -24
  25. package/CHANGELOG.md +126 -2
  26. package/CONTRIBUTING.md +2 -0
  27. package/README.md +20 -2
  28. package/{.bmad-core → bmad-core}/agent-teams/team-all.yml +1 -3
  29. package/bmad-core/agent-teams/team-fullstack.yml +18 -0
  30. package/{.bmad-core → bmad-core}/agent-teams/team-no-ui.yml +0 -2
  31. package/{.bmad-core → bmad-core}/agents/analyst.md +14 -20
  32. package/{.bmad-core → bmad-core}/agents/architect.md +15 -20
  33. package/{.bmad-core → bmad-core}/agents/bmad-master.md +18 -26
  34. package/bmad-core/agents/bmad-orchestrator.md +128 -0
  35. package/{.bmad-core → bmad-core}/agents/dev.md +5 -4
  36. package/{.bmad-core → bmad-core}/agents/pm.md +11 -16
  37. package/{.bmad-core → bmad-core}/agents/qa.md +11 -17
  38. package/bmad-core/agents/sm.md +55 -0
  39. package/{.bmad-core → bmad-core}/agents/ux-expert.md +14 -20
  40. package/bmad-core/bmad-core-config.yml +60 -0
  41. package/bmad-core/data/bmad-kb.md +47 -0
  42. package/bmad-core/tasks/doc-migration-task.md +143 -0
  43. package/bmad-core/tasks/document-project.md +389 -0
  44. package/bmad-core/tasks/generate-ai-frontend-prompt.md +51 -0
  45. package/{.bmad-core → bmad-core}/tasks/index-docs.md +8 -3
  46. package/{.bmad-core → bmad-core}/tasks/shard-doc.md +5 -3
  47. package/{.bmad-core → bmad-core}/templates/architecture-tmpl.md +16 -13
  48. package/{.bmad-core → bmad-core}/templates/brownfield-architecture-tmpl.md +6 -6
  49. package/{.bmad-core → bmad-core}/templates/front-end-spec-tmpl.md +6 -6
  50. package/{.bmad-core → bmad-core}/templates/fullstack-architecture-tmpl.md +85 -103
  51. package/{.bmad-core → bmad-core}/templates/prd-tmpl.md +1 -1
  52. package/bmad-core/templates/simple-project-prd-tmpl.md +461 -0
  53. package/{.bmad-core → bmad-core}/templates/story-tmpl.md +2 -2
  54. package/{.bmad-core → bmad-core}/utils/agent-switcher.ide.md +6 -6
  55. package/{.bmad-core → bmad-core}/utils/workflow-management.md +14 -15
  56. package/{.bmad-core → bmad-core}/web-bundles/agents/analyst.txt +26 -21
  57. package/{.bmad-core → bmad-core}/web-bundles/agents/architect.txt +608 -236
  58. package/{.bmad-core → bmad-core}/web-bundles/agents/bmad-master.txt +467 -1049
  59. package/bmad-core/web-bundles/agents/bmad-orchestrator.txt +647 -0
  60. package/{.bmad-core → bmad-core}/web-bundles/agents/dev.txt +5 -4
  61. package/{.bmad-core → bmad-core}/web-bundles/agents/pm.txt +477 -18
  62. package/{.bmad-core → bmad-core}/web-bundles/agents/po.txt +3 -3
  63. package/{.bmad-core → bmad-core}/web-bundles/agents/qa.txt +11 -17
  64. package/{.bmad-core → bmad-core}/web-bundles/agents/sm.txt +22 -27
  65. package/{.bmad-core → bmad-core}/web-bundles/agents/ux-expert.txt +57 -70
  66. package/{.bmad-core → bmad-core}/workflows/greenfield-fullstack.yml +3 -3
  67. package/{.bmad-core → creator-tools}/tasks/create-agent.md +10 -12
  68. package/{.bmad-core/tasks/create-expansion-pack.md → creator-tools/tasks/generate-expansion-pack.md} +8 -6
  69. package/docs/bmad-workflow-guide.md +161 -0
  70. package/docs/claude-code-guide.md +119 -0
  71. package/docs/core-architecture.md +213 -0
  72. package/docs/cursor-guide.md +127 -0
  73. package/docs/how-to-contribute-with-pull-requests.md +141 -0
  74. package/docs/roo-code-guide.md +140 -0
  75. package/docs/user-guide.md +1044 -0
  76. package/docs/versioning-and-releases.md +4 -4
  77. package/docs/windsurf-guide.md +127 -0
  78. package/expansion-packs/README.md +1 -111
  79. package/expansion-packs/bmad-2d-phaser-game-dev/agent-teams/team-game-dev.yml +12 -0
  80. package/expansion-packs/bmad-2d-phaser-game-dev/agents/game-designer.md +58 -0
  81. package/expansion-packs/bmad-2d-phaser-game-dev/agents/game-developer.md +66 -0
  82. package/expansion-packs/bmad-2d-phaser-game-dev/agents/game-sm.md +51 -0
  83. package/expansion-packs/bmad-2d-phaser-game-dev/checklists/game-design-checklist.md +201 -0
  84. package/expansion-packs/bmad-2d-phaser-game-dev/checklists/game-story-dod-checklist.md +160 -0
  85. package/expansion-packs/bmad-2d-phaser-game-dev/data/bmad-kb.md +254 -0
  86. package/expansion-packs/bmad-2d-phaser-game-dev/data/development-guidelines.md +631 -0
  87. package/expansion-packs/bmad-2d-phaser-game-dev/manifest.yml +45 -0
  88. package/expansion-packs/bmad-2d-phaser-game-dev/tasks/advanced-elicitation.md +111 -0
  89. package/expansion-packs/bmad-2d-phaser-game-dev/tasks/create-game-story.md +216 -0
  90. package/expansion-packs/bmad-2d-phaser-game-dev/tasks/game-design-brainstorming.md +308 -0
  91. package/expansion-packs/bmad-2d-phaser-game-dev/templates/game-architecture-tmpl.md +560 -0
  92. package/expansion-packs/bmad-2d-phaser-game-dev/templates/game-brief-tmpl.md +345 -0
  93. package/expansion-packs/bmad-2d-phaser-game-dev/templates/game-design-doc-tmpl.md +331 -0
  94. package/expansion-packs/bmad-2d-phaser-game-dev/templates/game-story-tmpl.md +235 -0
  95. package/expansion-packs/bmad-2d-phaser-game-dev/templates/level-design-doc-tmpl.md +451 -0
  96. package/expansion-packs/bmad-2d-phaser-game-dev/web-bundles/agents/game-designer.txt +1758 -0
  97. package/expansion-packs/bmad-2d-phaser-game-dev/web-bundles/agents/game-developer.txt +1444 -0
  98. package/expansion-packs/bmad-2d-phaser-game-dev/web-bundles/agents/game-sm.txt +674 -0
  99. package/expansion-packs/bmad-2d-phaser-game-dev/web-bundles/team-game-dev.txt +4395 -0
  100. package/expansion-packs/bmad-2d-phaser-game-dev/web-bundles/teams/team-game-dev.txt +4395 -0
  101. package/expansion-packs/bmad-2d-phaser-game-dev/workflows/game-dev-greenfield.yml +183 -0
  102. package/expansion-packs/bmad-2d-phaser-game-dev/workflows/game-prototype.yml +175 -0
  103. package/expansion-packs/{infrastructure-devops → bmad-infrastructure-devops}/README.md +5 -5
  104. package/expansion-packs/{infrastructure-devops → bmad-infrastructure-devops}/agents/infra-devops-platform.md +3 -3
  105. package/expansion-packs/bmad-infrastructure-devops/manifest.yml +23 -0
  106. package/expansion-packs/bmad-infrastructure-devops/tasks/create-doc.md +74 -0
  107. package/expansion-packs/{infrastructure-devops → bmad-infrastructure-devops}/templates/infrastructure-platform-from-arch-tmpl.md +0 -0
  108. package/expansion-packs/bmad-infrastructure-devops/web-bundles/agents/infra-devops-platform.txt +2021 -0
  109. package/package.json +20 -14
  110. package/tools/builders/web-builder.js +207 -17
  111. package/tools/cli.js +55 -7
  112. package/tools/installer/README.md +2 -2
  113. package/tools/installer/bin/bmad.js +107 -28
  114. package/tools/installer/config/install.config.yml +43 -43
  115. package/tools/installer/lib/config-loader.js +39 -2
  116. package/tools/installer/lib/file-manager.js +20 -3
  117. package/tools/installer/lib/ide-setup.js +11 -1
  118. package/tools/installer/lib/installer.js +275 -29
  119. package/tools/installer/package-lock.json +538 -336
  120. package/tools/installer/package.json +8 -8
  121. package/tools/lib/dependency-resolver.js +2 -2
  122. package/tools/semantic-release-sync-installer.js +31 -0
  123. package/tools/sync-installer-version.js +34 -0
  124. package/tools/upgraders/v3-to-v4-upgrader.js +18 -13
  125. package/tools/version-bump.js +33 -26
  126. package/tools/yaml-format.js +54 -25
  127. package/.bmad-core/agent-teams/team-fullstack.yml +0 -26
  128. package/.bmad-core/agents/bmad-orchestrator.md +0 -81
  129. package/.bmad-core/agents/sm.md +0 -60
  130. package/.bmad-core/data/bmad-kb.md +0 -36
  131. package/.bmad-core/schemas/agent-team-schema.yml +0 -153
  132. package/.bmad-core/tasks/create-team.md +0 -229
  133. package/.bmad-core/tasks/doc-migration-task.md +0 -198
  134. package/.bmad-core/tasks/generate-ai-frontend-prompt.md +0 -58
  135. package/.bmad-core/web-bundles/agents/bmad-orchestrator.txt +0 -1455
  136. package/.bmad-core/web-bundles/teams/team-all.txt +0 -10315
  137. package/.bmad-core/web-bundles/teams/team-fullstack.txt +0 -9663
  138. package/.bmad-core/web-bundles/teams/team-no-ui.txt +0 -8504
  139. package/.claude/settings.local.json +0 -22
  140. package/expansion-packs/infrastructure-devops/manifest.yml +0 -38
  141. /package/{.bmad-core → bmad-core}/agents/po.md +0 -0
  142. /package/{.bmad-core → bmad-core}/checklists/architect-checklist.md +0 -0
  143. /package/{.bmad-core → bmad-core}/checklists/change-checklist.md +0 -0
  144. /package/{.bmad-core → bmad-core}/checklists/pm-checklist.md +0 -0
  145. /package/{.bmad-core → bmad-core}/checklists/po-master-checklist.md +0 -0
  146. /package/{.bmad-core → bmad-core}/checklists/story-dod-checklist.md +0 -0
  147. /package/{.bmad-core → bmad-core}/checklists/story-draft-checklist.md +0 -0
  148. /package/{.bmad-core → bmad-core}/data/technical-preferences.md +0 -0
  149. /package/{.bmad-core → bmad-core}/tasks/advanced-elicitation.md +0 -0
  150. /package/{.bmad-core → bmad-core}/tasks/brainstorming-techniques.md +0 -0
  151. /package/{.bmad-core → bmad-core}/tasks/brownfield-create-epic.md +0 -0
  152. /package/{.bmad-core → bmad-core}/tasks/brownfield-create-story.md +0 -0
  153. /package/{.bmad-core → bmad-core}/tasks/core-dump.md +0 -0
  154. /package/{.bmad-core → bmad-core}/tasks/correct-course.md +0 -0
  155. /package/{.bmad-core → bmad-core}/tasks/create-deep-research-prompt.md +0 -0
  156. /package/{.bmad-core → bmad-core}/tasks/create-doc.md +0 -0
  157. /package/{.bmad-core → bmad-core}/tasks/create-next-story.md +0 -0
  158. /package/{.bmad-core → bmad-core}/tasks/execute-checklist.md +0 -0
  159. /package/{.bmad-core → bmad-core}/templates/agent-tmpl.md +0 -0
  160. /package/{.bmad-core → bmad-core}/templates/brownfield-prd-tmpl.md +0 -0
  161. /package/{.bmad-core → bmad-core}/templates/competitor-analysis-tmpl.md +0 -0
  162. /package/{.bmad-core → bmad-core}/templates/expansion-pack-plan-tmpl.md +0 -0
  163. /package/{.bmad-core → bmad-core}/templates/front-end-architecture-tmpl.md +0 -0
  164. /package/{.bmad-core → bmad-core}/templates/market-research-tmpl.md +0 -0
  165. /package/{.bmad-core → bmad-core}/templates/project-brief-tmpl.md +0 -0
  166. /package/{.bmad-core → bmad-core}/templates/web-agent-startup-instructions-template.md +0 -0
  167. /package/{.bmad-core → bmad-core}/utils/template-format.md +0 -0
  168. /package/{.bmad-core → bmad-core}/workflows/brownfield-fullstack.yml +0 -0
  169. /package/{.bmad-core → bmad-core}/workflows/brownfield-service.yml +0 -0
  170. /package/{.bmad-core → bmad-core}/workflows/brownfield-ui.yml +0 -0
  171. /package/{.bmad-core → bmad-core}/workflows/greenfield-service.yml +0 -0
  172. /package/{.bmad-core → bmad-core}/workflows/greenfield-ui.yml +0 -0
  173. /package/expansion-packs/{infrastructure-devops → bmad-infrastructure-devops}/checklists/infrastructure-checklist.md +0 -0
  174. /package/expansion-packs/{infrastructure-devops → bmad-infrastructure-devops}/tasks/review-infrastructure.md +0 -0
  175. /package/expansion-packs/{infrastructure-devops → bmad-infrastructure-devops}/tasks/validate-infrastructure.md +0 -0
  176. /package/expansion-packs/{infrastructure-devops → bmad-infrastructure-devops}/templates/infrastructure-architecture-tmpl.md +0 -0
@@ -0,0 +1,1444 @@
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+ # Web Agent Bundle Instructions
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+
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+ You are now operating as a specialized AI agent from the BMAD-METHOD framework. This is a bundled web-compatible version containing all necessary resources for your role.
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+
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+ ## Important Instructions
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+
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+ 1. **Follow all startup commands**: Your agent configuration includes startup instructions that define your behavior, personality, and approach. These MUST be followed exactly.
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+
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+ 2. **Resource Navigation**: This bundle contains all resources you need. Resources are marked with tags like:
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+
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+ - `==================== START: folder#filename ====================`
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+ - `==================== END: folder#filename ====================`
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+
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+ When you need to reference a resource mentioned in your instructions:
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+
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+ - Look for the corresponding START/END tags
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+ - The format is always `folder#filename` (e.g., `personas#analyst`, `tasks#create-story`)
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+ - If a section is specified (e.g., `tasks#create-story#section-name`), navigate to that section within the file
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+
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+ **Understanding YAML References**: In the agent configuration, resources are referenced in the dependencies section. For example:
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+
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+ ```yaml
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+ dependencies:
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+ utils:
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+ - template-format
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+ tasks:
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+ - create-story
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+ ```
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+
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+ These references map directly to bundle sections:
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+
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+ - `utils: template-format` → Look for `==================== START: utils#template-format ====================`
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+ - `tasks: create-story` → Look for `==================== START: tasks#create-story ====================`
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+
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+ 3. **Execution Context**: You are operating in a web environment. All your capabilities and knowledge are contained within this bundle. Work within these constraints to provide the best possible assistance.
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+
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+ 4. **Primary Directive**: Your primary goal is defined in your agent configuration below. Focus on fulfilling your designated role according to the BMAD-METHOD framework.
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+
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+ ---
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+
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+ ==================== START: agents#game-developer ====================
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+ # game-developer
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+
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+ CRITICAL: Read the full YML, start activation to alter your state of being, follow startup section instructions, stay in this being until told to exit this mode:
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+
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+ ```yaml
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+ activation-instructions:
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+ - Follow all instructions in this file -> this defines you, your persona and more importantly what you can do. STAY IN CHARACTER!
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+ - Only read the files/tasks listed here when user selects them for execution to minimize context usage
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+ - The customization field ALWAYS takes precedence over any conflicting instructions
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+ - When listing tasks/templates or presenting options during conversations, always show as numbered options list, allowing the user to type a number to select or execute
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+ agent:
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+ name: Maya
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+ id: game-developer
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+ title: Game Developer (Phaser 3 & TypeScript)
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+ icon: 👾
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+ whenToUse: Use for Phaser 3 implementation, game story development, technical architecture, and code implementation
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+ customization: null
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+ persona:
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+ role: Expert Game Developer & Implementation Specialist
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+ style: Pragmatic, performance-focused, detail-oriented, test-driven
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+ identity: Technical expert who transforms game designs into working, optimized Phaser 3 applications
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+ focus: Story-driven development using game design documents and architecture specifications
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+ core_principles:
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+ - Story-Centric Development - Game stories contain ALL implementation details needed
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+ - Performance Excellence - Target 60 FPS on all supported platforms
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+ - TypeScript Strict - Type safety prevents runtime errors
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+ - Component Architecture - Modular, reusable, testable game systems
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+ - Cross-Platform Optimization - Works seamlessly on desktop and mobile
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+ - Test-Driven Quality - Comprehensive testing of game logic and systems
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+ - Numbered Options Protocol - Always use numbered lists for user selections
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+ startup:
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+ - Greet the user with your name and role, and inform of the *help command
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+ - Load development guidelines to ensure consistent coding standards
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+ - CRITICAL: Do NOT scan docs/stories/ directory automatically during startup
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+ - CRITICAL: Do NOT begin any implementation tasks automatically
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+ - Wait for user to specify story or ask for story selection
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+ - Only load specific story files when user requests implementation
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+ commands:
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+ - '*help" - Show numbered list of available commands for selection'
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+ - '*chat-mode" - Conversational mode for technical advice'
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+ - '*create" - Show numbered list of documents I can create (from templates below)'
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+ - '*run-tests" - Execute game-specific linting and tests'
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+ - '*lint" - Run linting only'
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+ - '*status" - Show current story progress'
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+ - '*complete-story" - Finalize story implementation'
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+ - '*guidelines" - Review development guidelines and coding standards'
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+ - '*exit" - Say goodbye as the Game Developer, and then abandon inhabiting this persona'
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+ task-execution:
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+ flow: Read story → Implement game feature → Write tests → Pass tests → Update [x] → Next task
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+ updates-ONLY:
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+ - 'Checkboxes: [ ] not started | [-] in progress | [x] complete'
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+ - 'Debug Log: | Task | File | Change | Reverted? |'
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+ - 'Completion Notes: Deviations only, <50 words'
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+ - 'Change Log: Requirement changes only'
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+ blocking: Unapproved deps | Ambiguous after story check | 3 failures | Missing game config
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+ done: Game feature works + Tests pass + 60 FPS + No lint errors + Follows Phaser 3 best practices
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+ dependencies:
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+ tasks:
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+ - execute-checklist
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+ templates:
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+ - game-architecture-tmpl
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+ checklists:
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+ - game-story-dod-checklist
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+ data:
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+ - development-guidelines
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+ ```
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+ ==================== END: agents#game-developer ====================
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+
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+ ==================== START: templates#game-architecture-tmpl ====================
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+ # {{Game Title}} Game Architecture Document
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+
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+ [[LLM: 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.
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+
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+ If available, review any provided documents: Game Design Document (GDD), Technical Preferences. This architecture should support all game mechanics defined in the GDD.]]
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+
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+ ## Introduction
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+
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+ [[LLM: Establish the document's purpose and scope for game development]]
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+
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+ 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.
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+
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+ This architecture is designed to support the gameplay mechanics defined in the Game Design Document while maintaining 60 FPS performance and cross-platform compatibility.
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+
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+ ### Change Log
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+
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+ [[LLM: Track document versions and changes]]
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+
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+ | Date | Version | Description | Author |
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+ | :--- | :------ | :---------- | :----- |
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+
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+ ## Technical Overview
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+
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+ [[LLM: Present all subsections together, then apply `tasks#advanced-elicitation` protocol to the complete section.]]
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+
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+ ### Architecture Summary
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+
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+ [[LLM: Provide a comprehensive overview covering:
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+
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+ - Game engine choice and configuration
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+ - Project structure and organization
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+ - Key systems and their interactions
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+ - Performance and optimization strategy
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+ - How this architecture achieves GDD requirements]]
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+
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+ ### Platform Targets
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+
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+ [[LLM: Based on GDD requirements, confirm platform support]]
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+
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+ **Primary Platform:** {{primary_platform}}
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+ **Secondary Platforms:** {{secondary_platforms}}
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+ **Minimum Requirements:** {{min_specs}}
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+ **Target Performance:** 60 FPS on {{target_device}}
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+
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+ ### Technology Stack
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+
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+ **Core Engine:** Phaser 3.70+
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+ **Language:** TypeScript 5.0+ (Strict Mode)
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+ **Build Tool:** {{build_tool}} (Webpack/Vite/Parcel)
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+ **Package Manager:** {{package_manager}}
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+ **Testing:** {{test_framework}}
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+ **Deployment:** {{deployment_platform}}
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+
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+ ## Project Structure
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+
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+ [[LLM: Define the complete project organization that developers will follow]]
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+
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+ ### Repository Organization
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+
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+ [[LLM: Design a clear folder structure for game development]]
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+
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+ ```text
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+ {{game_name}}/
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+ ├── src/
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+ │ ├── scenes/ # Game scenes
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+ │ ├── gameObjects/ # Custom game objects
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+ │ ├── systems/ # Core game systems
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+ │ ├── utils/ # Utility functions
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+ │ ├── types/ # TypeScript type definitions
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+ │ ├── config/ # Game configuration
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+ │ └── main.ts # Entry point
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+ ├── assets/
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+ │ ├── images/ # Sprite assets
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+ │ ├── audio/ # Sound files
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+ │ ├── data/ # JSON data files
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+ │ └── fonts/ # Font files
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+ ├── public/ # Static web assets
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+ ├── tests/ # Test files
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+ ├── docs/ # Documentation
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+ │ ├── stories/ # Development stories
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+ │ └── architecture/ # Technical docs
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+ └── dist/ # Built game files
193
+ ```text
194
+
195
+ ### Module Organization
196
+
197
+ [[LLM: Define how TypeScript modules should be organized]]
198
+
199
+ **Scene Structure:**
200
+
201
+ - Each scene in separate file
202
+ - Scene-specific logic contained
203
+ - Clear data passing between scenes
204
+
205
+ **Game Object Pattern:**
206
+
207
+ - Component-based architecture
208
+ - Reusable game object classes
209
+ - Type-safe property definitions
210
+
211
+ **System Architecture:**
212
+
213
+ - Singleton managers for global systems
214
+ - Event-driven communication
215
+ - Clear separation of concerns
216
+
217
+ ## Core Game Systems
218
+
219
+ [[LLM: Detail each major system that needs to be implemented. Each system should be specific enough for developers to create implementation stories.]]
220
+
221
+ ### Scene Management System
222
+
223
+ **Purpose:** Handle game flow and scene transitions
224
+
225
+ **Key Components:**
226
+
227
+ - Scene loading and unloading
228
+ - Data passing between scenes
229
+ - Transition effects
230
+ - Memory management
231
+
232
+ **Implementation Requirements:**
233
+
234
+ - Preload scene for asset loading
235
+ - Menu system with navigation
236
+ - Gameplay scenes with state management
237
+ - Pause/resume functionality
238
+
239
+ **Files to Create:**
240
+
241
+ - `src/scenes/BootScene.ts`
242
+ - `src/scenes/PreloadScene.ts`
243
+ - `src/scenes/MenuScene.ts`
244
+ - `src/scenes/GameScene.ts`
245
+ - `src/systems/SceneManager.ts`
246
+
247
+ ### Game State Management
248
+
249
+ **Purpose:** Track player progress and game status
250
+
251
+ **State Categories:**
252
+
253
+ - Player progress (levels, unlocks)
254
+ - Game settings (audio, controls)
255
+ - Session data (current level, score)
256
+ - Persistent data (achievements, statistics)
257
+
258
+ **Implementation Requirements:**
259
+
260
+ - Save/load system with localStorage
261
+ - State validation and error recovery
262
+ - Cross-session data persistence
263
+ - Settings management
264
+
265
+ **Files to Create:**
266
+
267
+ - `src/systems/GameState.ts`
268
+ - `src/systems/SaveManager.ts`
269
+ - `src/types/GameData.ts`
270
+
271
+ ### Asset Management System
272
+
273
+ **Purpose:** Efficient loading and management of game assets
274
+
275
+ **Asset Categories:**
276
+
277
+ - Sprite sheets and animations
278
+ - Audio files and music
279
+ - Level data and configurations
280
+ - UI assets and fonts
281
+
282
+ **Implementation Requirements:**
283
+
284
+ - Progressive loading strategy
285
+ - Asset caching and optimization
286
+ - Error handling for failed loads
287
+ - Memory management for large assets
288
+
289
+ **Files to Create:**
290
+
291
+ - `src/systems/AssetManager.ts`
292
+ - `src/config/AssetConfig.ts`
293
+ - `src/utils/AssetLoader.ts`
294
+
295
+ ### Input Management System
296
+
297
+ **Purpose:** Handle all player input across platforms
298
+
299
+ **Input Types:**
300
+
301
+ - Keyboard controls
302
+ - Mouse/pointer interaction
303
+ - Touch gestures (mobile)
304
+ - Gamepad support (optional)
305
+
306
+ **Implementation Requirements:**
307
+
308
+ - Input mapping and configuration
309
+ - Touch-friendly mobile controls
310
+ - Input buffering for responsive gameplay
311
+ - Customizable control schemes
312
+
313
+ **Files to Create:**
314
+
315
+ - `src/systems/InputManager.ts`
316
+ - `src/utils/TouchControls.ts`
317
+ - `src/types/InputTypes.ts`
318
+
319
+ ### Game Mechanics Systems
320
+
321
+ [[LLM: For each major mechanic defined in the GDD, create a system specification]]
322
+
323
+ <<REPEAT section="mechanic_system" count="based_on_gdd">>
324
+
325
+ #### {{mechanic_name}} System
326
+
327
+ **Purpose:** {{system_purpose}}
328
+
329
+ **Core Functionality:**
330
+
331
+ - {{feature_1}}
332
+ - {{feature_2}}
333
+ - {{feature_3}}
334
+
335
+ **Dependencies:** {{required_systems}}
336
+
337
+ **Performance Considerations:** {{optimization_notes}}
338
+
339
+ **Files to Create:**
340
+
341
+ - `src/systems/{{SystemName}}.ts`
342
+ - `src/gameObjects/{{RelatedObject}}.ts`
343
+ - `src/types/{{SystemTypes}}.ts`
344
+
345
+ <</REPEAT>>
346
+
347
+ ### Physics & Collision System
348
+
349
+ **Physics Engine:** {{physics_choice}} (Arcade Physics/Matter.js)
350
+
351
+ **Collision Categories:**
352
+
353
+ - Player collision
354
+ - Enemy interactions
355
+ - Environmental objects
356
+ - Collectibles and items
357
+
358
+ **Implementation Requirements:**
359
+
360
+ - Optimized collision detection
361
+ - Physics body management
362
+ - Collision callbacks and events
363
+ - Performance monitoring
364
+
365
+ **Files to Create:**
366
+
367
+ - `src/systems/PhysicsManager.ts`
368
+ - `src/utils/CollisionGroups.ts`
369
+
370
+ ### Audio System
371
+
372
+ **Audio Requirements:**
373
+
374
+ - Background music with looping
375
+ - Sound effects for actions
376
+ - Audio settings and volume control
377
+ - Mobile audio optimization
378
+
379
+ **Implementation Features:**
380
+
381
+ - Audio sprite management
382
+ - Dynamic music system
383
+ - Spatial audio (if applicable)
384
+ - Audio pooling for performance
385
+
386
+ **Files to Create:**
387
+
388
+ - `src/systems/AudioManager.ts`
389
+ - `src/config/AudioConfig.ts`
390
+
391
+ ### UI System
392
+
393
+ **UI Components:**
394
+
395
+ - HUD elements (score, health, etc.)
396
+ - Menu navigation
397
+ - Modal dialogs
398
+ - Settings screens
399
+
400
+ **Implementation Requirements:**
401
+
402
+ - Responsive layout system
403
+ - Touch-friendly interface
404
+ - Keyboard navigation support
405
+ - Animation and transitions
406
+
407
+ **Files to Create:**
408
+
409
+ - `src/systems/UIManager.ts`
410
+ - `src/gameObjects/UI/`
411
+ - `src/types/UITypes.ts`
412
+
413
+ ## Performance Architecture
414
+
415
+ [[LLM: Define performance requirements and optimization strategies]]
416
+
417
+ ### Performance Targets
418
+
419
+ **Frame Rate:** 60 FPS sustained, 30 FPS minimum
420
+ **Memory Usage:** <{{memory_limit}}MB total
421
+ **Load Times:** <{{initial_load}}s initial, <{{level_load}}s per level
422
+ **Battery Optimization:** Reduced updates when not visible
423
+
424
+ ### Optimization Strategies
425
+
426
+ **Object Pooling:**
427
+
428
+ - Bullets and projectiles
429
+ - Particle effects
430
+ - Enemy objects
431
+ - UI elements
432
+
433
+ **Asset Optimization:**
434
+
435
+ - Texture atlases for sprites
436
+ - Audio compression
437
+ - Lazy loading for large assets
438
+ - Progressive enhancement
439
+
440
+ **Rendering Optimization:**
441
+
442
+ - Sprite batching
443
+ - Culling off-screen objects
444
+ - Reduced particle counts on mobile
445
+ - Texture resolution scaling
446
+
447
+ **Files to Create:**
448
+
449
+ - `src/utils/ObjectPool.ts`
450
+ - `src/utils/PerformanceMonitor.ts`
451
+ - `src/config/OptimizationConfig.ts`
452
+
453
+ ## Game Configuration
454
+
455
+ [[LLM: Define all configurable aspects of the game]]
456
+
457
+ ### Phaser Configuration
458
+
459
+ ```typescript
460
+ // src/config/GameConfig.ts
461
+ const gameConfig: Phaser.Types.Core.GameConfig = {
462
+ type: Phaser.AUTO,
463
+ width: {{game_width}},
464
+ height: {{game_height}},
465
+ scale: {
466
+ mode: {{scale_mode}},
467
+ autoCenter: Phaser.Scale.CENTER_BOTH
468
+ },
469
+ physics: {
470
+ default: '{{physics_system}}',
471
+ {{physics_system}}: {
472
+ gravity: { y: {{gravity}} },
473
+ debug: false
474
+ }
475
+ },
476
+ // Additional configuration...
477
+ };
478
+ ```text
479
+
480
+ ### Game Balance Configuration
481
+
482
+ [[LLM: Based on GDD, define configurable game parameters]]
483
+
484
+ ```typescript
485
+ // src/config/GameBalance.ts
486
+ export const GameBalance = {
487
+ player: {
488
+ speed: {{player_speed}},
489
+ health: {{player_health}},
490
+ // Additional player parameters...
491
+ },
492
+ difficulty: {
493
+ easy: {{easy_params}},
494
+ normal: {{normal_params}},
495
+ hard: {{hard_params}}
496
+ },
497
+ // Additional balance parameters...
498
+ };
499
+ ```
500
+
501
+ ## Development Guidelines
502
+
503
+ [[LLM: Provide coding standards specific to game development]]
504
+
505
+ ### TypeScript Standards
506
+
507
+ **Type Safety:**
508
+
509
+ - Use strict mode
510
+ - Define interfaces for all data structures
511
+ - Avoid `any` type usage
512
+ - Use enums for game states
513
+
514
+ **Code Organization:**
515
+
516
+ - One class per file
517
+ - Clear naming conventions
518
+ - Proper error handling
519
+ - Comprehensive documentation
520
+
521
+ ### Phaser 3 Best Practices
522
+
523
+ **Scene Management:**
524
+
525
+ - Clean up resources in shutdown()
526
+ - Use scene data for communication
527
+ - Implement proper event handling
528
+ - Avoid memory leaks
529
+
530
+ **Game Object Design:**
531
+
532
+ - Extend Phaser classes appropriately
533
+ - Use component-based architecture
534
+ - Implement object pooling where needed
535
+ - Follow consistent update patterns
536
+
537
+ ### Testing Strategy
538
+
539
+ **Unit Testing:**
540
+
541
+ - Test game logic separately from Phaser
542
+ - Mock Phaser dependencies
543
+ - Test utility functions
544
+ - Validate game balance calculations
545
+
546
+ **Integration Testing:**
547
+
548
+ - Scene loading and transitions
549
+ - Save/load functionality
550
+ - Input handling
551
+ - Performance benchmarks
552
+
553
+ **Files to Create:**
554
+
555
+ - `tests/utils/GameLogic.test.ts`
556
+ - `tests/systems/SaveManager.test.ts`
557
+ - `tests/performance/FrameRate.test.ts`
558
+
559
+ ## Deployment Architecture
560
+
561
+ [[LLM: Define how the game will be built and deployed]]
562
+
563
+ ### Build Process
564
+
565
+ **Development Build:**
566
+
567
+ - Fast compilation
568
+ - Source maps enabled
569
+ - Debug logging active
570
+ - Hot reload support
571
+
572
+ **Production Build:**
573
+
574
+ - Minified and optimized
575
+ - Asset compression
576
+ - Performance monitoring
577
+ - Error tracking
578
+
579
+ ### Deployment Strategy
580
+
581
+ **Web Deployment:**
582
+
583
+ - Static hosting ({{hosting_platform}})
584
+ - CDN for assets
585
+ - Progressive loading
586
+ - Browser compatibility
587
+
588
+ **Mobile Packaging:**
589
+
590
+ - Cordova/Capacitor wrapper
591
+ - Platform-specific optimization
592
+ - App store requirements
593
+ - Performance testing
594
+
595
+ ## Implementation Roadmap
596
+
597
+ [[LLM: Break down the architecture implementation into phases that align with the GDD development phases]]
598
+
599
+ ### Phase 1: Foundation ({{duration}})
600
+
601
+ **Core Systems:**
602
+
603
+ - Project setup and configuration
604
+ - Basic scene management
605
+ - Asset loading pipeline
606
+ - Input handling framework
607
+
608
+ **Story Epics:**
609
+
610
+ - "Engine Setup and Configuration"
611
+ - "Basic Scene Management System"
612
+ - "Asset Loading Foundation"
613
+
614
+ ### Phase 2: Game Systems ({{duration}})
615
+
616
+ **Gameplay Systems:**
617
+
618
+ - {{primary_mechanic}} implementation
619
+ - Physics and collision system
620
+ - Game state management
621
+ - UI framework
622
+
623
+ **Story Epics:**
624
+
625
+ - "{{Primary_Mechanic}} System Implementation"
626
+ - "Physics and Collision Framework"
627
+ - "Game State Management System"
628
+
629
+ ### Phase 3: Content & Polish ({{duration}})
630
+
631
+ **Content Systems:**
632
+
633
+ - Level loading and management
634
+ - Audio system integration
635
+ - Performance optimization
636
+ - Final polish and testing
637
+
638
+ **Story Epics:**
639
+
640
+ - "Level Management System"
641
+ - "Audio Integration and Optimization"
642
+ - "Performance Optimization and Testing"
643
+
644
+ ## Risk Assessment
645
+
646
+ [[LLM: Identify potential technical risks and mitigation strategies]]
647
+
648
+ | Risk | Probability | Impact | Mitigation Strategy |
649
+ | ---------------------------- | ----------- | ---------- | ------------------- |
650
+ | Performance issues on mobile | {{prob}} | {{impact}} | {{mitigation}} |
651
+ | Asset loading bottlenecks | {{prob}} | {{impact}} | {{mitigation}} |
652
+ | Cross-platform compatibility | {{prob}} | {{impact}} | {{mitigation}} |
653
+
654
+ ## Success Criteria
655
+
656
+ [[LLM: Define measurable technical success criteria]]
657
+
658
+ **Technical Metrics:**
659
+
660
+ - All systems implemented per specification
661
+ - Performance targets met consistently
662
+ - Zero critical bugs in core systems
663
+ - Successful deployment across target platforms
664
+
665
+ **Code Quality:**
666
+
667
+ - 90%+ test coverage on game logic
668
+ - Zero TypeScript errors in strict mode
669
+ - Consistent adherence to coding standards
670
+ - Comprehensive documentation coverage
671
+ ==================== END: templates#game-architecture-tmpl ====================
672
+
673
+ ==================== START: checklists#game-story-dod-checklist ====================
674
+ # Game Development Story Definition of Done Checklist
675
+
676
+ ## Story Completeness
677
+
678
+ ### Basic Story Elements
679
+ - [ ] **Story Title** - Clear, descriptive title that identifies the feature
680
+ - [ ] **Epic Assignment** - Story is properly assigned to relevant epic
681
+ - [ ] **Priority Level** - Appropriate priority assigned (High/Medium/Low)
682
+ - [ ] **Story Points** - Realistic estimation for implementation complexity
683
+ - [ ] **Description** - Clear, concise description of what needs to be implemented
684
+
685
+ ### Game Design Alignment
686
+ - [ ] **GDD Reference** - Specific Game Design Document section referenced
687
+ - [ ] **Game Mechanic Context** - Clear connection to game mechanics defined in GDD
688
+ - [ ] **Player Experience Goal** - Describes the intended player experience
689
+ - [ ] **Balance Parameters** - Includes any relevant game balance values
690
+ - [ ] **Design Intent** - Purpose and rationale for the feature is clear
691
+
692
+ ## Technical Specifications
693
+
694
+ ### Architecture Compliance
695
+ - [ ] **File Organization** - Follows game architecture document structure
696
+ - [ ] **Class Definitions** - TypeScript interfaces and classes are properly defined
697
+ - [ ] **Integration Points** - Clear specification of how feature integrates with existing systems
698
+ - [ ] **Event Communication** - Event emitting and listening requirements specified
699
+ - [ ] **Dependencies** - All system dependencies clearly identified
700
+
701
+ ### Phaser 3 Requirements
702
+ - [ ] **Scene Integration** - Specifies which scenes are affected and how
703
+ - [ ] **Game Object Usage** - Proper use of Phaser 3 game objects and components
704
+ - [ ] **Physics Integration** - Physics requirements specified if applicable
705
+ - [ ] **Asset Requirements** - All needed assets (sprites, audio, data) identified
706
+ - [ ] **Performance Considerations** - 60 FPS target and optimization requirements
707
+
708
+ ### Code Quality Standards
709
+ - [ ] **TypeScript Strict Mode** - All code must comply with strict TypeScript
710
+ - [ ] **Error Handling** - Error scenarios and handling requirements specified
711
+ - [ ] **Memory Management** - Object pooling and cleanup requirements where needed
712
+ - [ ] **Cross-Platform Support** - Desktop and mobile considerations addressed
713
+ - [ ] **Code Organization** - Follows established game project structure
714
+
715
+ ## Implementation Readiness
716
+
717
+ ### Acceptance Criteria
718
+ - [ ] **Functional Requirements** - All functional acceptance criteria are specific and testable
719
+ - [ ] **Technical Requirements** - Technical acceptance criteria are complete and verifiable
720
+ - [ ] **Game Design Requirements** - Game-specific requirements match GDD specifications
721
+ - [ ] **Performance Requirements** - Frame rate and memory usage criteria specified
722
+ - [ ] **Completeness** - No acceptance criteria are vague or unmeasurable
723
+
724
+ ### Implementation Tasks
725
+ - [ ] **Task Breakdown** - Story broken into specific, ordered implementation tasks
726
+ - [ ] **Task Scope** - Each task is completable in 1-4 hours
727
+ - [ ] **Task Clarity** - Each task has clear, actionable instructions
728
+ - [ ] **File Specifications** - Exact file paths and purposes specified
729
+ - [ ] **Development Flow** - Tasks follow logical implementation order
730
+
731
+ ### Dependencies
732
+ - [ ] **Story Dependencies** - All prerequisite stories identified with IDs
733
+ - [ ] **Technical Dependencies** - Required systems and files identified
734
+ - [ ] **Asset Dependencies** - All needed assets specified with locations
735
+ - [ ] **External Dependencies** - Any third-party or external requirements noted
736
+ - [ ] **Dependency Validation** - All dependencies are actually available
737
+
738
+ ## Testing Requirements
739
+
740
+ ### Test Coverage
741
+ - [ ] **Unit Test Requirements** - Specific unit test files and scenarios defined
742
+ - [ ] **Integration Test Cases** - Integration testing with other game systems specified
743
+ - [ ] **Manual Test Cases** - Game-specific manual testing procedures defined
744
+ - [ ] **Performance Tests** - Frame rate and memory testing requirements specified
745
+ - [ ] **Edge Case Testing** - Edge cases and error conditions covered
746
+
747
+ ### Test Implementation
748
+ - [ ] **Test File Paths** - Exact test file locations specified
749
+ - [ ] **Test Scenarios** - All test scenarios are complete and executable
750
+ - [ ] **Expected Behaviors** - Clear expected outcomes for all tests defined
751
+ - [ ] **Performance Metrics** - Specific performance targets for testing
752
+ - [ ] **Test Data** - Any required test data or mock objects specified
753
+
754
+ ## Game-Specific Quality
755
+
756
+ ### Gameplay Implementation
757
+ - [ ] **Mechanic Accuracy** - Implementation matches GDD mechanic specifications
758
+ - [ ] **Player Controls** - Input handling requirements are complete
759
+ - [ ] **Game Feel** - Requirements for juice, feedback, and responsiveness specified
760
+ - [ ] **Balance Implementation** - Numeric values and parameters from GDD included
761
+ - [ ] **State Management** - Game state changes and persistence requirements defined
762
+
763
+ ### User Experience
764
+ - [ ] **UI Requirements** - User interface elements and behaviors specified
765
+ - [ ] **Audio Integration** - Sound effect and music requirements defined
766
+ - [ ] **Visual Feedback** - Animation and visual effect requirements specified
767
+ - [ ] **Accessibility** - Mobile touch and responsive design considerations
768
+ - [ ] **Error Recovery** - User-facing error handling and recovery specified
769
+
770
+ ### Performance Optimization
771
+ - [ ] **Frame Rate Targets** - Specific FPS requirements for different platforms
772
+ - [ ] **Memory Usage** - Memory consumption limits and monitoring requirements
773
+ - [ ] **Asset Optimization** - Texture, audio, and data optimization requirements
774
+ - [ ] **Mobile Considerations** - Touch controls and mobile performance requirements
775
+ - [ ] **Loading Performance** - Asset loading and scene transition requirements
776
+
777
+ ## Documentation and Communication
778
+
779
+ ### Story Documentation
780
+ - [ ] **Implementation Notes** - Additional context and implementation guidance provided
781
+ - [ ] **Design Decisions** - Key design choices documented with rationale
782
+ - [ ] **Future Considerations** - Potential future enhancements or modifications noted
783
+ - [ ] **Change Tracking** - Process for tracking any requirement changes during development
784
+ - [ ] **Reference Materials** - Links to relevant GDD sections and architecture docs
785
+
786
+ ### Developer Handoff
787
+ - [ ] **Immediate Actionability** - Developer can start implementation without additional questions
788
+ - [ ] **Complete Context** - All necessary context provided within the story
789
+ - [ ] **Clear Boundaries** - What is and isn't included in the story scope is clear
790
+ - [ ] **Success Criteria** - Objective measures for story completion defined
791
+ - [ ] **Communication Plan** - Process for developer questions and updates established
792
+
793
+ ## Final Validation
794
+
795
+ ### Story Readiness
796
+ - [ ] **No Ambiguity** - No sections require interpretation or additional design decisions
797
+ - [ ] **Technical Completeness** - All technical requirements are specified and actionable
798
+ - [ ] **Scope Appropriateness** - Story scope matches assigned story points
799
+ - [ ] **Quality Standards** - Story meets all game development quality standards
800
+ - [ ] **Review Completion** - Story has been reviewed for completeness and accuracy
801
+
802
+ ### Implementation Preparedness
803
+ - [ ] **Environment Ready** - Development environment requirements specified
804
+ - [ ] **Resources Available** - All required resources (assets, docs, dependencies) accessible
805
+ - [ ] **Testing Prepared** - Testing environment and data requirements specified
806
+ - [ ] **Definition of Done** - Clear, objective completion criteria established
807
+ - [ ] **Handoff Complete** - Story is ready for developer assignment and implementation
808
+
809
+ ## Checklist Completion
810
+
811
+ **Overall Story Quality:** ⭐⭐⭐⭐⭐
812
+
813
+ **Ready for Development:** [ ] Yes [ ] No
814
+
815
+ **Additional Notes:**
816
+ _Any specific concerns, recommendations, or clarifications needed before development begins._
817
+ ==================== END: checklists#game-story-dod-checklist ====================
818
+
819
+ ==================== START: data#development-guidelines ====================
820
+ # Game Development Guidelines
821
+
822
+ ## Overview
823
+
824
+ This document establishes coding standards, architectural patterns, and development practices for 2D game development using Phaser 3 and TypeScript. These guidelines ensure consistency, performance, and maintainability across all game development stories.
825
+
826
+ ## TypeScript Standards
827
+
828
+ ### Strict Mode Configuration
829
+
830
+ **Required tsconfig.json settings:**
831
+ ```json
832
+ {
833
+ "compilerOptions": {
834
+ "strict": true,
835
+ "noImplicitAny": true,
836
+ "strictNullChecks": true,
837
+ "strictFunctionTypes": true,
838
+ "noImplicitReturns": true,
839
+ "noUnusedLocals": true,
840
+ "noUnusedParameters": true,
841
+ "exactOptionalPropertyTypes": true
842
+ }
843
+ }
844
+ ```text
845
+
846
+ ### Type Definitions
847
+
848
+ **Game Object Interfaces:**
849
+ ```typescript
850
+ // Core game entity interface
851
+ interface GameEntity {
852
+ readonly id: string;
853
+ position: Phaser.Math.Vector2;
854
+ active: boolean;
855
+ destroy(): void;
856
+ }
857
+
858
+ // Player controller interface
859
+ interface PlayerController {
860
+ readonly inputEnabled: boolean;
861
+ handleInput(input: InputState): void;
862
+ update(delta: number): void;
863
+ }
864
+
865
+ // Game system interface
866
+ interface GameSystem {
867
+ readonly name: string;
868
+ initialize(): void;
869
+ update(delta: number): void;
870
+ shutdown(): void;
871
+ }
872
+ ```text
873
+
874
+ **Scene Data Interfaces:**
875
+ ```typescript
876
+ // Scene transition data
877
+ interface SceneData {
878
+ [key: string]: any;
879
+ }
880
+
881
+ // Game state interface
882
+ interface GameState {
883
+ currentLevel: number;
884
+ score: number;
885
+ lives: number;
886
+ settings: GameSettings;
887
+ }
888
+
889
+ interface GameSettings {
890
+ musicVolume: number;
891
+ sfxVolume: number;
892
+ difficulty: 'easy' | 'normal' | 'hard';
893
+ controls: ControlScheme;
894
+ }
895
+ ```text
896
+
897
+ ### Naming Conventions
898
+
899
+ **Classes and Interfaces:**
900
+ - PascalCase for classes: `PlayerSprite`, `GameManager`, `AudioSystem`
901
+ - PascalCase with 'I' prefix for interfaces: `IGameEntity`, `IPlayerController`
902
+ - Descriptive names that indicate purpose: `CollisionManager` not `CM`
903
+
904
+ **Methods and Variables:**
905
+ - camelCase for methods and variables: `updatePosition()`, `playerSpeed`
906
+ - Descriptive names: `calculateDamage()` not `calcDmg()`
907
+ - Boolean variables with is/has/can prefix: `isActive`, `hasCollision`, `canMove`
908
+
909
+ **Constants:**
910
+ - UPPER_SNAKE_CASE for constants: `MAX_PLAYER_SPEED`, `DEFAULT_VOLUME`
911
+ - Group related constants in enums or const objects
912
+
913
+ **Files and Directories:**
914
+ - kebab-case for file names: `player-controller.ts`, `audio-manager.ts`
915
+ - PascalCase for scene files: `MenuScene.ts`, `GameScene.ts`
916
+
917
+ ## Phaser 3 Architecture Patterns
918
+
919
+ ### Scene Organization
920
+
921
+ **Scene Lifecycle Management:**
922
+ ```typescript
923
+ class GameScene extends Phaser.Scene {
924
+ private gameManager!: GameManager;
925
+ private inputManager!: InputManager;
926
+
927
+ constructor() {
928
+ super({ key: 'GameScene' });
929
+ }
930
+
931
+ preload(): void {
932
+ // Load only scene-specific assets
933
+ this.load.image('player', 'assets/player.png');
934
+ }
935
+
936
+ create(data: SceneData): void {
937
+ // Initialize game systems
938
+ this.gameManager = new GameManager(this);
939
+ this.inputManager = new InputManager(this);
940
+
941
+ // Set up scene-specific logic
942
+ this.setupGameObjects();
943
+ this.setupEventListeners();
944
+ }
945
+
946
+ update(time: number, delta: number): void {
947
+ // Update all game systems
948
+ this.gameManager.update(delta);
949
+ this.inputManager.update(delta);
950
+ }
951
+
952
+ shutdown(): void {
953
+ // Clean up resources
954
+ this.gameManager.destroy();
955
+ this.inputManager.destroy();
956
+
957
+ // Remove event listeners
958
+ this.events.off('*');
959
+ }
960
+ }
961
+ ```
962
+
963
+ **Scene Transitions:**
964
+ ```typescript
965
+ // Proper scene transitions with data
966
+ this.scene.start('NextScene', {
967
+ playerScore: this.playerScore,
968
+ currentLevel: this.currentLevel + 1
969
+ });
970
+
971
+ // Scene overlays for UI
972
+ this.scene.launch('PauseMenuScene');
973
+ this.scene.pause();
974
+ ```text
975
+
976
+ ### Game Object Patterns
977
+
978
+ **Component-Based Architecture:**
979
+ ```typescript
980
+ // Base game entity
981
+ abstract class GameEntity extends Phaser.GameObjects.Sprite {
982
+ protected components: Map<string, GameComponent> = new Map();
983
+
984
+ constructor(scene: Phaser.Scene, x: number, y: number, texture: string) {
985
+ super(scene, x, y, texture);
986
+ scene.add.existing(this);
987
+ }
988
+
989
+ addComponent<T extends GameComponent>(component: T): T {
990
+ this.components.set(component.name, component);
991
+ return component;
992
+ }
993
+
994
+ getComponent<T extends GameComponent>(name: string): T | undefined {
995
+ return this.components.get(name) as T;
996
+ }
997
+
998
+ update(delta: number): void {
999
+ this.components.forEach(component => component.update(delta));
1000
+ }
1001
+
1002
+ destroy(): void {
1003
+ this.components.forEach(component => component.destroy());
1004
+ this.components.clear();
1005
+ super.destroy();
1006
+ }
1007
+ }
1008
+
1009
+ // Example player implementation
1010
+ class Player extends GameEntity {
1011
+ private movement!: MovementComponent;
1012
+ private health!: HealthComponent;
1013
+
1014
+ constructor(scene: Phaser.Scene, x: number, y: number) {
1015
+ super(scene, x, y, 'player');
1016
+
1017
+ this.movement = this.addComponent(new MovementComponent(this));
1018
+ this.health = this.addComponent(new HealthComponent(this, 100));
1019
+ }
1020
+ }
1021
+ ```text
1022
+
1023
+ ### System Management
1024
+
1025
+ **Singleton Managers:**
1026
+ ```typescript
1027
+ class GameManager {
1028
+ private static instance: GameManager;
1029
+ private scene: Phaser.Scene;
1030
+ private gameState: GameState;
1031
+
1032
+ constructor(scene: Phaser.Scene) {
1033
+ if (GameManager.instance) {
1034
+ throw new Error('GameManager already exists!');
1035
+ }
1036
+
1037
+ this.scene = scene;
1038
+ this.gameState = this.loadGameState();
1039
+ GameManager.instance = this;
1040
+ }
1041
+
1042
+ static getInstance(): GameManager {
1043
+ if (!GameManager.instance) {
1044
+ throw new Error('GameManager not initialized!');
1045
+ }
1046
+ return GameManager.instance;
1047
+ }
1048
+
1049
+ update(delta: number): void {
1050
+ // Update game logic
1051
+ }
1052
+
1053
+ destroy(): void {
1054
+ GameManager.instance = null!;
1055
+ }
1056
+ }
1057
+ ```text
1058
+
1059
+ ## Performance Optimization
1060
+
1061
+ ### Object Pooling
1062
+
1063
+ **Required for High-Frequency Objects:**
1064
+ ```typescript
1065
+ class BulletPool {
1066
+ private pool: Bullet[] = [];
1067
+ private scene: Phaser.Scene;
1068
+
1069
+ constructor(scene: Phaser.Scene, initialSize: number = 50) {
1070
+ this.scene = scene;
1071
+
1072
+ // Pre-create bullets
1073
+ for (let i = 0; i < initialSize; i++) {
1074
+ const bullet = new Bullet(scene, 0, 0);
1075
+ bullet.setActive(false);
1076
+ bullet.setVisible(false);
1077
+ this.pool.push(bullet);
1078
+ }
1079
+ }
1080
+
1081
+ getBullet(): Bullet | null {
1082
+ const bullet = this.pool.find(b => !b.active);
1083
+ if (bullet) {
1084
+ bullet.setActive(true);
1085
+ bullet.setVisible(true);
1086
+ return bullet;
1087
+ }
1088
+
1089
+ // Pool exhausted - create new bullet
1090
+ console.warn('Bullet pool exhausted, creating new bullet');
1091
+ return new Bullet(this.scene, 0, 0);
1092
+ }
1093
+
1094
+ releaseBullet(bullet: Bullet): void {
1095
+ bullet.setActive(false);
1096
+ bullet.setVisible(false);
1097
+ bullet.setPosition(0, 0);
1098
+ }
1099
+ }
1100
+ ```
1101
+
1102
+ ### Frame Rate Optimization
1103
+
1104
+ **Performance Monitoring:**
1105
+ ```typescript
1106
+ class PerformanceMonitor {
1107
+ private frameCount: number = 0;
1108
+ private lastTime: number = 0;
1109
+ private frameRate: number = 60;
1110
+
1111
+ update(time: number): void {
1112
+ this.frameCount++;
1113
+
1114
+ if (time - this.lastTime >= 1000) {
1115
+ this.frameRate = this.frameCount;
1116
+ this.frameCount = 0;
1117
+ this.lastTime = time;
1118
+
1119
+ if (this.frameRate < 55) {
1120
+ console.warn(`Low frame rate detected: ${this.frameRate} FPS`);
1121
+ this.optimizePerformance();
1122
+ }
1123
+ }
1124
+ }
1125
+
1126
+ private optimizePerformance(): void {
1127
+ // Reduce particle counts, disable effects, etc.
1128
+ }
1129
+ }
1130
+ ```text
1131
+
1132
+ **Update Loop Optimization:**
1133
+ ```typescript
1134
+ // Avoid expensive operations in update loops
1135
+ class GameScene extends Phaser.Scene {
1136
+ private updateTimer: number = 0;
1137
+ private readonly UPDATE_INTERVAL = 100; // ms
1138
+
1139
+ update(time: number, delta: number): void {
1140
+ // High-frequency updates (every frame)
1141
+ this.updatePlayer(delta);
1142
+ this.updatePhysics(delta);
1143
+
1144
+ // Low-frequency updates (10 times per second)
1145
+ this.updateTimer += delta;
1146
+ if (this.updateTimer >= this.UPDATE_INTERVAL) {
1147
+ this.updateUI();
1148
+ this.updateAI();
1149
+ this.updateTimer = 0;
1150
+ }
1151
+ }
1152
+ }
1153
+ ```text
1154
+
1155
+ ## Input Handling
1156
+
1157
+ ### Cross-Platform Input
1158
+
1159
+ **Input Abstraction:**
1160
+ ```typescript
1161
+ interface InputState {
1162
+ moveLeft: boolean;
1163
+ moveRight: boolean;
1164
+ jump: boolean;
1165
+ action: boolean;
1166
+ pause: boolean;
1167
+ }
1168
+
1169
+ class InputManager {
1170
+ private inputState: InputState = {
1171
+ moveLeft: false,
1172
+ moveRight: false,
1173
+ jump: false,
1174
+ action: false,
1175
+ pause: false
1176
+ };
1177
+
1178
+ private keys!: { [key: string]: Phaser.Input.Keyboard.Key };
1179
+ private pointer!: Phaser.Input.Pointer;
1180
+
1181
+ constructor(private scene: Phaser.Scene) {
1182
+ this.setupKeyboard();
1183
+ this.setupTouch();
1184
+ }
1185
+
1186
+ private setupKeyboard(): void {
1187
+ this.keys = this.scene.input.keyboard.addKeys('W,A,S,D,SPACE,ESC,UP,DOWN,LEFT,RIGHT');
1188
+ }
1189
+
1190
+ private setupTouch(): void {
1191
+ this.scene.input.on('pointerdown', this.handlePointerDown, this);
1192
+ this.scene.input.on('pointerup', this.handlePointerUp, this);
1193
+ }
1194
+
1195
+ update(): void {
1196
+ // Update input state from multiple sources
1197
+ this.inputState.moveLeft = this.keys.A.isDown || this.keys.LEFT.isDown;
1198
+ this.inputState.moveRight = this.keys.D.isDown || this.keys.RIGHT.isDown;
1199
+ this.inputState.jump = Phaser.Input.Keyboard.JustDown(this.keys.SPACE);
1200
+ // ... handle touch input
1201
+ }
1202
+
1203
+ getInputState(): InputState {
1204
+ return { ...this.inputState };
1205
+ }
1206
+ }
1207
+ ```text
1208
+
1209
+ ## Error Handling
1210
+
1211
+ ### Graceful Degradation
1212
+
1213
+ **Asset Loading Error Handling:**
1214
+ ```typescript
1215
+ class AssetManager {
1216
+ loadAssets(): Promise<void> {
1217
+ return new Promise((resolve, reject) => {
1218
+ this.scene.load.on('filecomplete', this.handleFileComplete, this);
1219
+ this.scene.load.on('loaderror', this.handleLoadError, this);
1220
+ this.scene.load.on('complete', () => resolve());
1221
+
1222
+ this.scene.load.start();
1223
+ });
1224
+ }
1225
+
1226
+ private handleLoadError(file: Phaser.Loader.File): void {
1227
+ console.error(`Failed to load asset: ${file.key}`);
1228
+
1229
+ // Use fallback assets
1230
+ this.loadFallbackAsset(file.key);
1231
+ }
1232
+
1233
+ private loadFallbackAsset(key: string): void {
1234
+ // Load placeholder or default assets
1235
+ switch (key) {
1236
+ case 'player':
1237
+ this.scene.load.image('player', 'assets/defaults/default-player.png');
1238
+ break;
1239
+ default:
1240
+ console.warn(`No fallback for asset: ${key}`);
1241
+ }
1242
+ }
1243
+ }
1244
+ ```
1245
+
1246
+ ### Runtime Error Recovery
1247
+
1248
+ **System Error Handling:**
1249
+ ```typescript
1250
+ class GameSystem {
1251
+ protected handleError(error: Error, context: string): void {
1252
+ console.error(`Error in ${context}:`, error);
1253
+
1254
+ // Report to analytics/logging service
1255
+ this.reportError(error, context);
1256
+
1257
+ // Attempt recovery
1258
+ this.attemptRecovery(context);
1259
+ }
1260
+
1261
+ private attemptRecovery(context: string): void {
1262
+ switch (context) {
1263
+ case 'update':
1264
+ // Reset system state
1265
+ this.reset();
1266
+ break;
1267
+ case 'render':
1268
+ // Disable visual effects
1269
+ this.disableEffects();
1270
+ break;
1271
+ default:
1272
+ // Generic recovery
1273
+ this.safeShutdown();
1274
+ }
1275
+ }
1276
+ }
1277
+ ```text
1278
+
1279
+ ## Testing Standards
1280
+
1281
+ ### Unit Testing
1282
+
1283
+ **Game Logic Testing:**
1284
+ ```typescript
1285
+ // Example test for game mechanics
1286
+ describe('HealthComponent', () => {
1287
+ let healthComponent: HealthComponent;
1288
+
1289
+ beforeEach(() => {
1290
+ const mockEntity = {} as GameEntity;
1291
+ healthComponent = new HealthComponent(mockEntity, 100);
1292
+ });
1293
+
1294
+ test('should initialize with correct health', () => {
1295
+ expect(healthComponent.currentHealth).toBe(100);
1296
+ expect(healthComponent.maxHealth).toBe(100);
1297
+ });
1298
+
1299
+ test('should handle damage correctly', () => {
1300
+ healthComponent.takeDamage(25);
1301
+ expect(healthComponent.currentHealth).toBe(75);
1302
+ expect(healthComponent.isAlive()).toBe(true);
1303
+ });
1304
+
1305
+ test('should handle death correctly', () => {
1306
+ healthComponent.takeDamage(150);
1307
+ expect(healthComponent.currentHealth).toBe(0);
1308
+ expect(healthComponent.isAlive()).toBe(false);
1309
+ });
1310
+ });
1311
+ ```text
1312
+
1313
+ ### Integration Testing
1314
+
1315
+ **Scene Testing:**
1316
+ ```typescript
1317
+ describe('GameScene Integration', () => {
1318
+ let scene: GameScene;
1319
+ let mockGame: Phaser.Game;
1320
+
1321
+ beforeEach(() => {
1322
+ // Mock Phaser game instance
1323
+ mockGame = createMockGame();
1324
+ scene = new GameScene();
1325
+ });
1326
+
1327
+ test('should initialize all systems', () => {
1328
+ scene.create({});
1329
+
1330
+ expect(scene.gameManager).toBeDefined();
1331
+ expect(scene.inputManager).toBeDefined();
1332
+ });
1333
+ });
1334
+ ```text
1335
+
1336
+ ## File Organization
1337
+
1338
+ ### Project Structure
1339
+
1340
+ ```
1341
+ src/
1342
+ ├── scenes/
1343
+ │ ├── BootScene.ts # Initial loading and setup
1344
+ │ ├── PreloadScene.ts # Asset loading with progress
1345
+ │ ├── MenuScene.ts # Main menu and navigation
1346
+ │ ├── GameScene.ts # Core gameplay
1347
+ │ └── UIScene.ts # Overlay UI elements
1348
+ ├── gameObjects/
1349
+ │ ├── entities/
1350
+ │ │ ├── Player.ts # Player game object
1351
+ │ │ ├── Enemy.ts # Enemy base class
1352
+ │ │ └── Collectible.ts # Collectible items
1353
+ │ ├── components/
1354
+ │ │ ├── MovementComponent.ts
1355
+ │ │ ├── HealthComponent.ts
1356
+ │ │ └── CollisionComponent.ts
1357
+ │ └── ui/
1358
+ │ ├── Button.ts # Interactive buttons
1359
+ │ ├── HealthBar.ts # Health display
1360
+ │ └── ScoreDisplay.ts # Score UI
1361
+ ├── systems/
1362
+ │ ├── GameManager.ts # Core game state management
1363
+ │ ├── InputManager.ts # Cross-platform input handling
1364
+ │ ├── AudioManager.ts # Sound and music system
1365
+ │ ├── SaveManager.ts # Save/load functionality
1366
+ │ └── PerformanceMonitor.ts # Performance tracking
1367
+ ├── utils/
1368
+ │ ├── ObjectPool.ts # Generic object pooling
1369
+ │ ├── MathUtils.ts # Game math helpers
1370
+ │ ├── AssetLoader.ts # Asset management utilities
1371
+ │ └── EventBus.ts # Global event system
1372
+ ├── types/
1373
+ │ ├── GameTypes.ts # Core game type definitions
1374
+ │ ├── UITypes.ts # UI-related types
1375
+ │ └── SystemTypes.ts # System interface definitions
1376
+ ├── config/
1377
+ │ ├── GameConfig.ts # Phaser game configuration
1378
+ │ ├── GameBalance.ts # Game balance parameters
1379
+ │ └── AssetConfig.ts # Asset loading configuration
1380
+ └── main.ts # Application entry point
1381
+ ```
1382
+
1383
+ ## Development Workflow
1384
+
1385
+ ### Story Implementation Process
1386
+
1387
+ 1. **Read Story Requirements:**
1388
+ - Understand acceptance criteria
1389
+ - Identify technical requirements
1390
+ - Review performance constraints
1391
+
1392
+ 2. **Plan Implementation:**
1393
+ - Identify files to create/modify
1394
+ - Consider component architecture
1395
+ - Plan testing approach
1396
+
1397
+ 3. **Implement Feature:**
1398
+ - Follow TypeScript strict mode
1399
+ - Use established patterns
1400
+ - Maintain 60 FPS performance
1401
+
1402
+ 4. **Test Implementation:**
1403
+ - Write unit tests for game logic
1404
+ - Test cross-platform functionality
1405
+ - Validate performance targets
1406
+
1407
+ 5. **Update Documentation:**
1408
+ - Mark story checkboxes complete
1409
+ - Document any deviations
1410
+ - Update architecture if needed
1411
+
1412
+ ### Code Review Checklist
1413
+
1414
+ **Before Committing:**
1415
+ - [ ] TypeScript compiles without errors
1416
+ - [ ] All tests pass
1417
+ - [ ] Performance targets met (60 FPS)
1418
+ - [ ] No console errors or warnings
1419
+ - [ ] Cross-platform compatibility verified
1420
+ - [ ] Memory usage within bounds
1421
+ - [ ] Code follows naming conventions
1422
+ - [ ] Error handling implemented
1423
+ - [ ] Documentation updated
1424
+
1425
+ ## Performance Targets
1426
+
1427
+ ### Frame Rate Requirements
1428
+ - **Desktop**: Maintain 60 FPS at 1080p
1429
+ - **Mobile**: Maintain 60 FPS on mid-range devices, minimum 30 FPS on low-end
1430
+ - **Optimization**: Implement dynamic quality scaling when performance drops
1431
+
1432
+ ### Memory Management
1433
+ - **Total Memory**: Under 100MB for full game
1434
+ - **Per Scene**: Under 50MB per gameplay scene
1435
+ - **Asset Loading**: Progressive loading to stay under limits
1436
+ - **Garbage Collection**: Minimize object creation in update loops
1437
+
1438
+ ### Loading Performance
1439
+ - **Initial Load**: Under 5 seconds for game start
1440
+ - **Scene Transitions**: Under 2 seconds between scenes
1441
+ - **Asset Streaming**: Background loading for upcoming content
1442
+
1443
+ These guidelines ensure consistent, high-quality game development that meets performance targets and maintains code quality across all implementation stories.
1444
+ ==================== END: data#development-guidelines ====================