Files
synthesis/.cursor/rules/project-context.mdc
Денис Шкабатур 10bd67c951 Phase 0: Project setup for agent-driven development
- Phaser 3 + bitECS 0.4 + TypeScript + Vite stack
- BootScene with title screen
- 6 cursor rules (project context, agent workflow, ECS, chemistry, Phaser, data)
- Vitest configured with happy-dom
- GDD, engine analysis, implementation plan, progress tracking

Co-authored-by: Cursor <cursoragent@cursor.com>
2026-02-12 11:59:41 +03:00

29 lines
1.2 KiB
Plaintext

---
description: Core project context for Synthesis — scientific roguelike
alwaysApply: true
---
# Synthesis — Project Context
## What Is This
2D scientific roguelike (TypeScript + Phaser 3 + bitECS + Vite). Real science replaces magic. Player combines real chemical elements, builds mechanisms using physics, tames creatures through biology, manipulates NPCs via cognitive biases.
## Architecture
- **Phaser 3** — rendering, physics, input, audio, scenes
- **bitECS** — entity-component-system for game logic (TypedArrays, systems = pure functions)
- **Vite** — build + HMR
- Phaser handles rendering; bitECS handles logic. They sync via a bridge layer.
## Key Files
- `synthesis-gdd.md` — Game Design Document (source of truth for ALL design decisions)
- `engine-analysis.md` — Technical stack rationale
- `IMPLEMENTATION-PLAN.md` — Phased development roadmap
- `PROGRESS.md` — Current status (**update after completing tasks**)
## Design Principles
1. All science must be **real** (simplified, never wrong)
2. Every failed experiment teaches WHY it failed
3. Death is a feature, not punishment — it's a cycle phase
4. Cycles everywhere: gameplay, visuals, audio, narrative
5. Data-driven: game data in `src/data/*.json`, logic in TypeScript