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Add notification hook, directory CLAUDE.md scaffolding
- Wire Notification event in settings.json to new notify.sh hook - notify.sh: Windows toast notifications via PowerShell balloon tip - docs/CLAUDE.md: authoring standards for ADRs, TR registry, control manifest, engine reference - design/CLAUDE.md: GDD directory guidance placeholder - src/: scaffold with .gitkeep and CLAUDE.md authoring guide Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
This commit is contained in:
35
.claude/hooks/notify.sh
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35
.claude/hooks/notify.sh
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#!/usr/bin/env bash
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# Notification hook — fires when Claude Code sends a notification
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# Shows a Windows toast via PowerShell
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# Read notification JSON from stdin
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INPUT=$(cat)
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# Extract message — try jq first, fall back to grep
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if command -v jq &>/dev/null; then
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MESSAGE=$(echo "$INPUT" | jq -r '.message // empty' 2>/dev/null)
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fi
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if [ -z "$MESSAGE" ]; then
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MESSAGE=$(echo "$INPUT" | grep -oE '"message":"[^"]*"' | sed 's/"message":"//;s/"//')
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fi
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if [ -z "$MESSAGE" ]; then
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MESSAGE="Claude Code needs your attention"
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fi
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# Sanitize message for PowerShell string embedding (escape single quotes)
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MESSAGE_SAFE=$(echo "$MESSAGE" | sed "s/'/''/g" | head -c 200)
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# Show Windows balloon tip notification (works on all Windows 10/11 without extra modules)
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powershell.exe -NonInteractive -WindowStyle Hidden -Command "
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Add-Type -AssemblyName System.Windows.Forms
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\$notify = New-Object System.Windows.Forms.NotifyIcon
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\$notify.Icon = [System.Drawing.SystemIcons]::Information
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\$notify.BalloonTipTitle = 'Claude Code'
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\$notify.BalloonTipText = '$MESSAGE_SAFE'
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\$notify.Visible = \$true
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\$notify.ShowBalloonTip(5000)
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Start-Sleep -Seconds 6
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\$notify.Dispose()
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" 2>/dev/null &
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echo "Notification: $MESSAGE_SAFE"
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@@ -83,6 +83,18 @@
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]
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}
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],
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"Notification": [
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{
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"matcher": "",
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"hooks": [
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{
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"type": "command",
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"command": "bash .claude/hooks/notify.sh",
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"timeout": 10
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}
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]
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}
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],
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"PreCompact": [
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{
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"matcher": "",
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38
design/CLAUDE.md
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design/CLAUDE.md
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# Design Directory
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When authoring or editing files in this directory, follow these standards.
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## GDD Files (`design/gdd/`)
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Every GDD must include all **8 required sections** in this order:
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1. Overview — one-paragraph summary
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2. Player Fantasy — intended feeling and experience
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3. Detailed Rules — unambiguous mechanics
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4. Formulas — all math defined with variables
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5. Edge Cases — unusual situations handled
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6. Dependencies — other systems listed
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7. Tuning Knobs — configurable values identified
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8. Acceptance Criteria — testable success conditions
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**File naming:** `[system-slug].md` (e.g. `movement-system.md`, `combat-system.md`)
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**Systems index:** `design/gdd/systems-index.md` — update when adding a new GDD.
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**Design order:** Foundation → Core → Feature → Presentation → Polish
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**Validation:** Run `/design-review [path]` after authoring any GDD.
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Run `/review-all-gdds` after completing a set of related GDDs.
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## Quick Specs (`design/quick-specs/`)
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Lightweight specs for tuning changes, minor mechanics, or balance adjustments.
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Use `/quick-design` to author. Template: `.claude/docs/templates/quick-spec.md`
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## UX Specs (`design/ux/`)
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- Per-screen specs: `design/ux/[screen-name].md`
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- HUD design: `design/ux/hud.md`
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- Interaction pattern library: `design/ux/interaction-patterns.md`
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- Accessibility requirements: `design/ux/accessibility-requirements.md`
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Use `/ux-design` to author. Validate with `/ux-review` before passing to `/team-ui`.
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33
docs/CLAUDE.md
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33
docs/CLAUDE.md
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# Docs Directory
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When authoring or editing files in this directory, follow these standards.
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## Architecture Decision Records (`docs/architecture/`)
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Use the ADR template: `.claude/docs/templates/adr.md`
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**Required sections:** Title, Status, Context, Decision, Consequences,
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ADR Dependencies, Engine Compatibility, GDD Requirements Addressed
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**Status lifecycle:** `Proposed` → `Accepted` → `Superseded`
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- Never skip `Accepted` — stories referencing a `Proposed` ADR are auto-blocked
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- Use `/architecture-decision` to create ADRs through the guided flow
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**TR Registry:** `docs/architecture/tr-registry.yaml`
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- Stable requirement IDs (e.g. `TR-MOV-001`) that link GDD requirements to stories
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- Never renumber existing IDs — only append new ones
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- Updated by `/architecture-review` Phase 8
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**Control Manifest:** `docs/architecture/control-manifest.md`
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- Flat programmer rules sheet: Required / Forbidden / Guardrails per layer
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- Date-stamped `Manifest Version:` in header
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- Stories embed this version; `/story-done` checks for staleness
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**Validation:** Run `/architecture-review` after completing a set of ADRs.
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## Engine Reference (`docs/engine-reference/`)
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Version-pinned engine API snapshots. **Always check here before using any
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engine API** — the LLM's training data predates the pinned engine version.
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Current engine: see `docs/engine-reference/godot/VERSION.md`
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0
src/.gitkeep
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0
src/.gitkeep
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36
src/CLAUDE.md
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36
src/CLAUDE.md
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# Source Directory
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When writing or editing game code in this directory, follow these standards.
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## Engine Version Warning
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The LLM's training data predates the pinned engine version.
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**Always check `docs/engine-reference/` before using any engine API.**
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Do not guess at post-cutoff API signatures — look them up first.
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## Coding Standards
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- All public APIs require doc comments
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- Gameplay values must be **data-driven** (external config files), never hardcoded
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- Prefer dependency injection over singletons for testability
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- Every new system needs a corresponding ADR in `docs/architecture/`
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- Commits must reference the relevant story ID or design document
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## File Routing
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Match the engine-specialist agent to the file type being written.
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See `CLAUDE.md` → Technical Preferences → Engine Specialists → File Extension Routing.
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When in doubt, use the primary engine specialist configured in `CLAUDE.md`.
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## Tests
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Tests live in `tests/` — not in `src/`.
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Run `/test-setup` to scaffold the test framework if it doesn't exist yet.
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Every gameplay system should have unit tests covering its formulas and edge cases.
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## Verification-Driven Development
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Write tests first when adding gameplay systems.
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For UI changes, verify with screenshots.
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Compare expected output to actual output before marking work complete.
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