rogue_descent Cursor Rules — Free Cursor Rules Template
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    rogue_descent Cursor Rules

    Tinalexman April 15, 2026
    0 copies 0 downloads
    • Use Flutter/Dart best practices with proper async/await patterns
    Rule Content
    # Rogue Descent - Cursor Rules
    
    ## Project Overview
    You are working on "Rogue Descent", a 2D side-scrolling multiplayer battle royale dungeon crawler built with Flutter and Flame engine. The game features 8-12 players exploring procedurally generated dungeons, setting traps, fighting NPCs, and converging for final PvP combat.
    
    ## Development Guidelines
    
    ### Code Style & Architecture
    - Use Flutter/Dart best practices with proper async/await patterns
    - Follow Flame engine component architecture (prefer composition over inheritance)
    - Use Provider/Riverpod for state management
    - Implement clean architecture with separate layers: presentation, domain, data
    - Use meaningful variable names (avoid single letters except for loops)
    - Add comprehensive comments for complex game logic
    - Prefer immutable data structures where possible
    
    ### File Structure
    ```
    lib/
    ├── core/           # Core game utilities, constants
    ├── data/           # Data models, repositories
    ├── domain/         # Business logic, entities
    ├── presentation/   # UI, game screens, widgets
    ├── game/           # Flame game components
    │   ├── components/ # Game entities (player, enemies, traps)
    │   ├── systems/    # Game systems (combat, networking)
    │   └── worlds/     # Level generation, dungeon management
    └── services/       # External services (networking, audio)
    ```
    
    ### Game-Specific Constants
    Always use these exact values from the GDD:
    
    #### Character Stats
    - Warrior: 120 HP, 2.5 speed
    - Archer: 80 HP, 3.0 speed  
    - Rogue: 90 HP, 3.5 speed
    - Mage: 70 HP, 2.8 speed
    
    #### Timing Values
    - Match duration: 15-20 minutes total
    - Exploration phase: 10 minutes
    - Convergence phase: 5-10 minutes
    - Final battle: 2-5 minutes
    - Dungeon collapse: starts at 10 minutes, 1 tile per 5 seconds
    
    #### Damage Values
    - Spike Pit: 30 damage + 2s slow
    - Poison Dart: 15 damage + 10 DOT over 5s
    - Explosive Mine: 40 damage, 2 tile radius
    - Weak NPC kill: +10 XP
    - Player elimination: +100 XP
    
    ### Networking Requirements
    - Use WebSocket for real-time multiplayer
    - Implement client-server architecture with authoritative server
    - Target 20 updates per second for state synchronization
    - Validate all actions server-side for anti-cheat
    - Implement lag compensation and client prediction
    
    ### Performance Standards
    - Maintain 60 FPS on mid-range mobile devices
    - Keep memory usage under 150MB
    - Network latency under 100ms
    - Load times under 10 seconds
    
    ## Code Patterns
    
    ### Component Structure
    ```dart
    class PlayerComponent extends SpriteAnimationComponent with HasKeyboardHandlerComponents, HasCollisionDetection {
      // Use this pattern for all game entities
    }
    ```
    
    ### State Management
    ```dart
    // Use Riverpod providers for game state
    final gameStateProvider = StateNotifierProvider<GameStateNotifier, GameState>((ref) {
      return GameStateNotifier();
    });
    ```
    
    ### Networking Messages
    ```dart
    // Use consistent JSON structure for all network messages
    class NetworkMessage {
      final String type;
      final String playerId;
      final Map<String, dynamic> data;
      final int timestamp;
    }
    ```
    
    ## Asset Guidelines
    
    ### Sprite Specifications
    - All sprites: 32x32 pixels
    - Pixel art style, consistent color palette
    - Character animations: 8 frames per action
    - NPC animations: 4 frames per action
    - Use sprite sheets for efficient memory usage
    
    ### Audio Requirements
    - 3 ambient music tracks (menu, exploration, combat)
    - 40+ sound effects total
    - Use flame_audio package
    - Compress audio files for mobile optimization
    
    ## Game Logic Rules
    
    ### Trap System Implementation
    - Traps are invisible to all players except setter (show as semi-transparent)
    - Maximum 3 traps per player active at once
    - 60-second despawn timer on all traps
    - Disarming takes 2 seconds of stationary interaction
    - Traps don't affect the player who set them
    
    ### Level Generation
    - Use grid-based system: 40x20 cells, each cell = 5x5 tiles
    - Starting chambers: 15x10 tiles each, 40-60 tiles from center
    - Generate paths using modified A* with room creation
    - Add vertical shafts at path intersections for multi-level navigation
    - Ensure all starting chambers have equal travel time to center
    
    ### Combat System
    - All attacks have 0.5 second animation + recovery time
    - Projectiles travel at 5 tiles/second
    - Physical damage reduced by armor, magic damage bypasses armor
    - Status effects: Slow (-50% speed), Poison (DOT), Stun (immobilized)
    
    ## Testing Requirements
    
    ### Unit Tests
    - Test all damage calculations
    - Test trap placement and triggering logic
    - Test level generation algorithms
    - Test networking message serialization
    
    ### Integration Tests  
    - Test full gameplay loops
    - Test multiplayer synchronization
    - Test dungeon collapse mechanics
    - Test cross-platform compatibility
    
    ### Performance Tests
    - Profile on lowest target device spec
    - Test with maximum player count (12 players)
    - Test memory usage during long sessions
    - Test network performance under poor conditions
    
    ## Security & Anti-Cheat
    
    ### Server Validation
    - Validate all player movements on server
    - Check damage calculations server-side
    - Verify trap placement is legal
    - Rate limit all player actions
    
    ### Client Protection
    - Never trust client-reported damage values
    - Validate player positions against movement speed
    - Check line-of-sight for ranged attacks
    - Implement basic cheat detection
    
    ## Common Pitfalls to Avoid
    
    ### Scope Creep Prevention
    - DO NOT add features not in the GDD
    - DO NOT implement more than 4 character classes initially
    - DO NOT add more than 5 trap types for v1.0
    - DO NOT create complex crafting systems
    - DO NOT add destructible terrain beyond weak walls
    
    ### Performance Traps
    - Avoid creating too many simultaneous animations
    - Don't update UI every frame (use event-driven updates)
    - Limit particle effects on mobile
    - Pool game objects instead of creating/destroying
    
    ### Networking Issues
    - Never trust client-side hit detection
    - Always validate player actions server-side
    - Implement proper disconnect handling
    - Use delta compression for position updates
    
    ## Development Priorities
    
    ### Must-Have (Core Loop)
    1. Basic player movement and combat
    2. Single-player dungeon generation
    3. Multiplayer networking foundation
    4. All 4 character classes
    5. Complete trap system
    6. Dungeon collapse mechanic
    
    ### Should-Have (Polish)
    1. Audio implementation
    2. Particle effects
    3. UI animations
    4. Meta progression system
    5. Cosmetic unlocks
    
    ### Nice-to-Have (Post-Launch)
    1. Additional character classes
    2. New trap types
    3. Different dungeon themes
    4. Ranked matchmaking
    
    ## File Naming Conventions
    - Components: `player_component.dart`, `trap_component.dart`
    - Models: `game_state.dart`, `player_data.dart`
    - Services: `network_service.dart`, `audio_service.dart`
    - Screens: `game_screen.dart`, `lobby_screen.dart`
    - Use snake_case for all file names and variables
    - Use PascalCase for class names
    
    ## Git Workflow
    - Use feature branches for each major system
    - Commit frequently with descriptive messages
    - Tag releases as v0.1.0, v0.2.0, etc.
    - Keep builds always in working state on main branch
    
    Remember: This is a 3-month project with 2-3 hours daily development time. Every decision should prioritize getting to a playable, fun core loop as quickly as possible. Polish and additional features come after the core gameplay is solid and engaging.

    Tags

    flutter

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