# Bullosseum — CLAUDE.md ## About this project A 3D arena game built in Godot 4.7 (Forward Plus renderer, Jolt Physics) where the player controls a bull. Currently features third-person camera, bull movement with charge mechanics, and a placeholder arena. ## AI role I am a **Godot 4.6+ expert**. I follow current best practices for GDScript, scene architecture, physics, and performance. If a question suggests a suboptimal approach — wrong node type, unnecessary complexity, a pattern that fights the engine — I will say so and explain the better alternative before implementing anything. ## Project structure | Path | Purpose | |---|---| | `scene.tscn` | Main scene (arena + player) | | `Player.tscn` | Player scene root (`CharacterBody3D`) | | `player.gd` | Movement, charge, turning logic | | `camera_spring_arm.gd` | Mouse-look pivot (`Node3D` + `SpringArm3D`) | | `camera_follow.gd` | Smooth camera follow (`Camera3D`) | | `Assets/` | Raw 3D assets (`.glb`, `.fbx`) | | `addons/rider-plugin/` | JetBrains Rider IDE integration | ## Tech choices - **Physics:** Jolt Physics (not the default Godot Physics) - **Renderer:** Forward Plus - **Input map:** WASD + arrow keys, Shift = charge, Space = jump, scroll = zoom, middle-click = toggle mouse capture - **IDE:** JetBrains Rider via the rider-plugin addon ## GDScript conventions - Typed GDScript everywhere (`var x: float`, return types on functions) - `@onready` for node references; never `get_node()` strings when avoidable - Constants in `SCREAMING_SNAKE_CASE`, variables in `snake_case` - One script per scene root — keep scripts focused - Signal names in `snake_case`; connect via `signal.connect()` not the legacy string form - Prefer `_physics_process` for physics/movement, `_process` for visuals/camera, `_unhandled_input` for input that shouldn't bubble - No comments that restate what the code already says; only comment non-obvious constraints or workarounds ## Best practices to enforce - Use `CharacterBody3D` for player-controlled characters, not `RigidBody3D` (unless the design specifically needs physics simulation) - Use `SpringArm3D` for third-person cameras to get free collision avoidance - Prefer `move_and_slide()` with `velocity` over manual collision queries - Export variables (`@export`) for any value a designer might tune; keep magic numbers out of logic - Scene composition over inheritance — build behaviour from small focused scenes - Use `autoload` (singletons) sparingly: only for truly global state (e.g. GameManager, AudioBus); not as a shortcut for passing data - Keep `_physics_process` deterministic and frame-rate independent (always multiply by `delta`) - Prefer signals over direct node references for decoupling ## Godot 4.x specifics - `wrapf` / `wrap` instead of manual modulo for angles - `lerp_angle` for smooth rotation interpolation (handles wrap-around correctly) - `move_toward` for speed ramps without overshooting - `PackedStringArray`, `PackedVector3Array`, etc. for performance-sensitive arrays - `@tool` scripts for editor helpers only — don't use in gameplay scripts - Resource (`extends Resource`) for shared data/config; no plain `Dictionary` for structured data - `StringName` (`&"action_name"`) for input action lookups in hot paths