Add frontend CLAUDE.md with coding standards

- Vue 3 Composition API patterns (<script setup>)
- Pinia setup store syntax
- Composable patterns for API calls
- Vue-Phaser integration guidelines
- Tailwind mobile-first approach
- TypeScript strict mode requirements
- Testing patterns with docstrings
- Path aliases and environment config
- Common patterns (loading states, guards, error handling)

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
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# Mantimon TCG Frontend - AI Agent Guidelines
Guidelines for AI agents working on the frontend codebase.
## Tech Stack
| Technology | Purpose |
|------------|---------|
| Vue 3 | UI framework (Composition API + `<script setup>`) |
| Phaser 3 | Game canvas (matches, pack opening) |
| TypeScript | Type safety (strict mode) |
| Pinia | State management |
| Tailwind CSS | Styling (mobile-first) |
| Socket.io-client | Real-time communication |
| Vite | Build tool |
| Vitest | Unit/component testing |
---
## Quick Commands
```bash
npm run dev # Start dev server
npm run build # Production build
npm run preview # Preview production build
npm run test # Run tests
npm run test:watch # Run tests in watch mode
npm run lint # ESLint
npm run typecheck # TypeScript check
```
---
## Project Structure
```
src/
├── api/ # API client and composables
│ ├── client.ts # Base HTTP client with auth
│ └── types.ts # API response types
├── assets/ # Static assets, global CSS
├── components/ # Reusable Vue components
│ ├── ui/ # Generic UI (Button, Modal, Toast)
│ ├── cards/ # Card display components
│ ├── deck/ # Deck builder components
│ └── game/ # Game UI overlays
├── composables/ # Vue composables (useAuth, useDecks, etc.)
├── game/ # Phaser game code
│ ├── scenes/ # Phaser scenes
│ ├── objects/ # Game objects (Card, Board)
│ ├── animations/ # Animation helpers
│ └── bridge.ts # Vue-Phaser communication
├── layouts/ # Layout components
├── pages/ # Route pages
├── router/ # Vue Router config
├── socket/ # Socket.IO client
├── stores/ # Pinia stores
├── types/ # TypeScript types
└── utils/ # Utility functions
```
---
## Code Style
### Vue Components
**Single File Component structure:**
```vue
<script setup lang="ts">
// 1. Imports (Vue, then external, then local)
import { ref, computed, onMounted } from 'vue'
import { useGameStore } from '@/stores/game'
import type { Card } from '@/types'
// 2. Props and emits
const props = defineProps<{
cardId: string
size?: 'sm' | 'md' | 'lg'
}>()
const emit = defineEmits<{
click: [cardId: string]
}>()
// 3. Composables and stores
const gameStore = useGameStore()
// 4. Reactive state
const isHovered = ref(false)
// 5. Computed
const card = computed(() => gameStore.getCard(props.cardId))
// 6. Methods
function handleClick() {
emit('click', props.cardId)
}
// 7. Lifecycle
onMounted(() => {
// ...
})
</script>
<template>
<!-- Single root element preferred -->
<div
class="card"
:class="{ 'card--hovered': isHovered }"
@click="handleClick"
@mouseenter="isHovered = true"
@mouseleave="isHovered = false"
>
<slot />
</div>
</template>
<style scoped>
/* Component-specific styles if Tailwind isn't enough */
</style>
```
### TypeScript
**Use strict typing:**
```typescript
// Good - explicit types
interface CardProps {
cardId: string
size?: 'sm' | 'md' | 'lg'
}
// Good - type imports
import type { Card, GameState } from '@/types'
// Good - const assertions for literals
const SIZES = ['sm', 'md', 'lg'] as const
type Size = typeof SIZES[number]
// Avoid - any
const data: any = response // NO
const data: unknown = response // OK if you'll narrow it
```
### Naming Conventions
| Type | Convention | Example |
|------|------------|---------|
| Components | PascalCase | `CardDisplay.vue`, `DeckBuilder.vue` |
| Composables | camelCase with `use` prefix | `useAuth.ts`, `useDeckValidation.ts` |
| Stores | camelCase with descriptive name | `auth.ts`, `game.ts` |
| Types/Interfaces | PascalCase | `Card`, `GameState`, `ApiResponse` |
| Constants | UPPER_SNAKE_CASE | `MAX_HAND_SIZE`, `API_BASE_URL` |
| CSS classes | kebab-case (BEM optional) | `card-display`, `card-display--active` |
---
## Pinia Stores
**Use setup store syntax:**
```typescript
// stores/game.ts
import { defineStore } from 'pinia'
import { ref, computed } from 'vue'
import type { GameState } from '@/types'
export const useGameStore = defineStore('game', () => {
// State
const gameState = ref<GameState | null>(null)
const isConnected = ref(false)
// Getters (computed)
const myHand = computed(() => gameState.value?.myHand ?? [])
const isMyTurn = computed(() => gameState.value?.currentPlayer === 'me')
// Actions
function setGameState(state: GameState) {
gameState.value = state
}
function clearGame() {
gameState.value = null
isConnected.value = false
}
return {
// State
gameState,
isConnected,
// Getters
myHand,
isMyTurn,
// Actions
setGameState,
clearGame,
}
})
```
---
## Composables
**Pattern for API composables:**
```typescript
// composables/useDecks.ts
import { ref } from 'vue'
import { apiClient } from '@/api/client'
import type { Deck, DeckCreate } from '@/types'
export function useDecks() {
const decks = ref<Deck[]>([])
const isLoading = ref(false)
const error = ref<string | null>(null)
async function fetchDecks() {
isLoading.value = true
error.value = null
try {
decks.value = await apiClient.get<Deck[]>('/api/decks')
} catch (e) {
error.value = e instanceof Error ? e.message : 'Failed to fetch decks'
} finally {
isLoading.value = false
}
}
async function createDeck(data: DeckCreate) {
isLoading.value = true
error.value = null
try {
const deck = await apiClient.post<Deck>('/api/decks', data)
decks.value.push(deck)
return deck
} catch (e) {
error.value = e instanceof Error ? e.message : 'Failed to create deck'
throw e
} finally {
isLoading.value = false
}
}
return {
decks,
isLoading,
error,
fetchDecks,
createDeck,
}
}
```
---
## Vue-Phaser Integration
**Phaser is for rendering only. Game logic lives in backend.**
### Communication Pattern
```typescript
// Vue -> Phaser (intentions)
phaserGame.value?.events.emit('card:play', { cardId, targetZone })
phaserGame.value?.events.emit('attack:select', { attackIndex })
// Phaser -> Vue (completions/UI requests)
phaserGame.value?.events.on('animation:complete', handleAnimationComplete)
phaserGame.value?.events.on('card:clicked', handleCardClicked)
```
### State Sync
```typescript
// Phaser scene reads from Pinia store
import { useGameStore } from '@/stores/game'
class MatchScene extends Phaser.Scene {
private gameStore = useGameStore()
update() {
// React to store changes
if (this.gameStore.gameState) {
this.renderState(this.gameStore.gameState)
}
}
}
```
---
## Tailwind Guidelines
**Mobile-first responsive:**
```html
<!-- Base styles for mobile, override for larger screens -->
<div class="p-2 md:p-4 lg:p-6">
<div class="grid grid-cols-2 md:grid-cols-3 lg:grid-cols-4">
<!-- ... -->
</div>
</div>
```
**Use design system colors:**
```html
<!-- Pokemon type colors defined in tailwind.config.js -->
<div class="bg-type-fire text-white">Fire Type</div>
<div class="bg-type-water text-white">Water Type</div>
<!-- UI colors -->
<button class="bg-primary hover:bg-primary-dark">Action</button>
```
---
## Testing
**Component tests with Vitest + Vue Test Utils:**
```typescript
import { describe, it, expect } from 'vitest'
import { mount } from '@vue/test-utils'
import CardDisplay from '@/components/cards/CardDisplay.vue'
describe('CardDisplay', () => {
it('renders card name', () => {
/**
* Test that the card component displays the card name.
*
* Card names must be visible for players to identify cards
* in their hand and on the board.
*/
const wrapper = mount(CardDisplay, {
props: { card: { id: '1', name: 'Pikachu', hp: 60 } }
})
expect(wrapper.text()).toContain('Pikachu')
})
it('emits click event with card id', async () => {
/**
* Test that clicking a card emits the correct event.
*
* Card clicks drive all game interactions - playing cards,
* selecting targets, viewing details.
*/
const wrapper = mount(CardDisplay, {
props: { card: { id: '1', name: 'Pikachu', hp: 60 } }
})
await wrapper.trigger('click')
expect(wrapper.emitted('click')?.[0]).toEqual(['1'])
})
})
```
---
## Critical Rules
1. **Mobile-first** - Base styles for mobile, use `md:` and `lg:` for larger screens
2. **TypeScript strict** - No `any`, explicit types for props/emits/returns
3. **Composition API only** - No Options API, use `<script setup>`
4. **Phaser for rendering** - No game logic in Phaser, only visualization
5. **Backend is authoritative** - Never trust client state for game logic
6. **Test docstrings** - Every test needs a docstring explaining what and why
---
## Path Aliases
```typescript
// Use @/ for src/
import { useAuth } from '@/composables/useAuth'
import CardDisplay from '@/components/cards/CardDisplay.vue'
import type { Card } from '@/types'
// Don't use relative paths for deeply nested imports
import { useAuth } from '../../../composables/useAuth' // NO
```
---
## Environment Variables
```bash
# .env.development
VITE_API_BASE_URL=http://localhost:8000
VITE_WS_URL=http://localhost:8000
# .env.production
VITE_API_BASE_URL=https://api.play.mantimon.com
VITE_WS_URL=https://api.play.mantimon.com
```
**Access in code:**
```typescript
const apiUrl = import.meta.env.VITE_API_BASE_URL
```
---
## Common Patterns
### Loading States
```vue
<template>
<div v-if="isLoading" class="flex justify-center p-8">
<LoadingSpinner />
</div>
<div v-else-if="error" class="text-error p-4">
{{ error }}
</div>
<div v-else>
<!-- Content -->
</div>
</template>
```
### Route Guards
```typescript
// router/guards.ts
export function requireAuth(to, from, next) {
const auth = useAuthStore()
if (!auth.isAuthenticated) {
next({ name: 'Login', query: { redirect: to.fullPath } })
} else {
next()
}
}
```
### API Error Handling
```typescript
try {
await apiClient.post('/api/games', data)
} catch (e) {
if (e instanceof ApiError) {
if (e.status === 401) {
// Token expired, redirect to login
auth.logout()
} else {
toast.error(e.message)
}
}
}
```
---
## See Also
- `PROJECT_PLAN_FRONTEND.json` - Phase plan and tasks
- `../backend/CLAUDE.md` - Backend guidelines
- `../CLAUDE.md` - Project-wide guidelines