321 lines
7.1 KiB
Markdown
321 lines
7.1 KiB
Markdown
# Skill — Best Practices
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## Principles
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Generate code that is **simple**, **understandable**, **reviewable**, **scalable**, **optimized**, and **modern**. Follow W3C web standards and platform conventions.
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## Naming Conventions
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### Files
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| Type | Convention | Example |
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| ---------- | --------------------------- | -------------------- |
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| Components | PascalCase | `WorkshopZone.tsx` |
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| Hooks | camelCase with `use` prefix | `useGameState.ts` |
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| Managers | PascalCase | `GameManager.ts` |
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| Utils | PascalCase | `Dispose.ts` |
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| Data | PascalCase | `missions.ts` |
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| Shaders | kebab-case | `hologram.vert.glsl` |
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### Variables & Functions
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| Type | Convention | Example |
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| ---------------- | -------------------- | --------------------------------------------- |
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| Variables | camelCase | `activeZone`, `missionStep` |
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| Functions | camelCase | `startMission()`, `setActiveZone()` |
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| Constants | UPPER_SNAKE_CASE | `MAX_SPEED`, `DEFAULT_PHASE` |
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| React components | PascalCase | `function WorkshopZone()` |
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| React hooks | camelCase with `use` | `useGameState()`, `useFrame()` |
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| Classes | PascalCase | `class GameManager` |
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| Interfaces/Types | PascalCase | `type GameSnapshot`, `interface ZoneData` |
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| Enums | PascalCase | `enum Phase` (prefer string literals instead) |
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### CSS Classes (if applicable)
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Use kebab-case:
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```css
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.mission-hud {
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}
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.narrative-overlay {
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}
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```
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## File Structure
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Every file starts with a route comment:
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```ts
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# route path src/world/zones/WorkshopZone.tsx
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```
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## Code Style
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### Simplicity First
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```ts
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// Good — clear, direct
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function getZoneRadius(zone: Zone): number {
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return zone.radius;
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}
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// Bad — over-abstracted
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function getZoneRadius(zone: Zone): number {
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return zone[ZoneFields.RADIUS] ?? RADIUS_DEFAULTS[zone.type]?.default ?? 50;
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}
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```
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### Early Return
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```ts
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// Good
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if (!gltf) return null;
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if (!visible) return null;
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return <primitive object={gltf.scene} />;
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// Bad
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if (gltf && visible) {
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return <primitive object={gltf.scene} />;
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}
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return null;
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```
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### Destructuring
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```ts
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// Good
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const { position, rotation, scale } = object;
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// Good — explicit
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const game = GameManager.getInstance();
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const { phase, activeZone } = game.getState();
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```
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### Avoid Nested Callbacks
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```ts
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// Good — flat structure
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useEffect(() => {
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const mixer = new THREE.AnimationMixer(model);
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return () => mixer.stopAllAction();
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}, [model]);
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// Bad — nested
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useEffect(() => {
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useEffect(() => {
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const mixer = new THREE.AnimationMixer(model);
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}, [model]);
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}, []);
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```
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## TypeScript Rules
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### Explicit Types for Exports
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```ts
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// Good — explicit return type
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export function useGameState(): GameSnapshot {
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// ...
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}
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// Good — explicit parameter types
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export function setPhase(phase: Phase): void {
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// ...
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}
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```
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### Interface over Type (for object shapes)
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```ts
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// Good
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interface ZoneData {
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id: string;
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position: [number, number, number];
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radius: number;
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}
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// OK — simple unions
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type Phase = "loading" | "exploring" | "cinematic";
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```
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### Never use `any`
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```ts
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// Good
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const ref = useRef<THREE.Group>(null);
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// Bad
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const ref = useRef<any>(null);
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```
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## React Patterns
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### Component Structure
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```tsx
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# route path src/world/zones/WorkshopZone.tsx
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import { useRef, useEffect } from "react";
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import * as THREE from "three";
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import { useFrame } from "@react-three/fiber";
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import { useGLTF } from "@react-three/drei";
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export function WorkshopZone() {
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const ref = useRef<THREE.Group>(null);
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const gltf = useGLTF("/models/workshop/ebike.glb");
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useFrame((_, delta) => {
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// per-frame logic
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});
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useEffect(() => {
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// setup
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return () => {
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// cleanup
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};
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}, []);
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return <primitive ref={ref} object={gltf.scene.clone()} />;
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}
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```
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### Hooks Return Simple Values
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```ts
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// Good — returns simple object
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export function useGameState() {
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const game = GameManager.getInstance();
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const [state, setState] = useState(game.getState());
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useEffect(() => {
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return game.subscribe(() => setState({ ...game.getState() }));
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}, [game]);
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return state;
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}
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// Bad — returns methods that modify state directly
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export function useGameActions() {
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const game = GameManager.getInstance();
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return {
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setPhase: (p: Phase) => game.setPhase(p),
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startMission: (id: string) => game.startMission(id),
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};
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}
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```
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## Performance
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### useRef for Mutable Values
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```ts
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// Good — no re-render
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const position = useRef(new THREE.Vector3());
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// Bad — triggers re-render every frame
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const [position, setPosition] = useState(new THREE.Vector3());
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```
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### Memoize Expensive Computations
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```ts
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const memoizedValue = useMemo(() => computeExpensiveValue(a, b), [a, b]);
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const memoizedCallback = useCallback(
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(x: number) => doSomething(x),
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[dependency],
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);
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```
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### Lazy Loading
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```ts
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// Components
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const HeavyComponent = lazy(() => import("./HeavyComponent"));
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// Assets
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useGLTF.preload("/models/map/base.glb");
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```
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## Scalability
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### Single Responsibility
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```ts
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// Good — focused component
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export function WorkshopZone() {
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// Only handles workshop zone logic
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}
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// Bad — does everything
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export function WorkshopZone() {
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// Handles zone logic + audio + cinematics + missions
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}
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```
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### Separate Data from View
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```ts
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// Good — data in src/data/
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// src/data/missions.ts
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export const missions = {
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workshop: { steps: [...] },
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};
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// Bad — data inline
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export function WorkshopZone() {
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const missions = [{ steps: [...] }]; // scattered everywhere
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}
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```
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### Constants for Magic Numbers
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```ts
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// Good
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const DEFAULT_CAMERA_DISTANCE = 5;
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const ZONE_DETECTION_RADIUS = 20;
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// Bad
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mesh.position.set(5, 0, 0); // magic number
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```
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## Accessibility (W3C)
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### Semantic HTML
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```tsx
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// Good
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<button onClick={handleInteract} aria-label="Interact with bike">
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<Model />
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</button>
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// Bad
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<div onClick={handleInteract}>
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<Model />
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</div>
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```
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### Keyboard Navigation
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```tsx
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<button
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onClick={openDialogue}
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onKeyDown={(e) => e.key === "Enter" && openDialogue()}
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>
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Talk
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</button>
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```
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## Rules
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1. **Simplicity** — Every line of code must be justified. If it's not obviously necessary, remove it.
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2. **Readability** — Code is read 10x more than it's written. Optimize for the reader.
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3. **Reviewability** — Pull requests should be understandable in < 5 minutes.
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4. **Scalability** — Architecture should support growth without refactoring existing code.
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5. **Performance** — Don't optimize prematurely, but don't introduce obvious bottlenecks.
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6. **Modern** — Use ES2022+ features, TypeScript strict mode, React hooks over class lifecycle.
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7. **W3C** — Follow web standards: semantic HTML, ARIA, keyboard navigation.
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8. **No Over-Engineering** — Avoid patterns that add complexity without benefit (factories for 1 instance, generic wrappers for single use cases, etc.)
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