GitHubスター
0
ユーザー評価
未評価
フォーク
0
イシュー
0
閲覧数
1
お気に入り
0
README
Shattered Realms ARPG
A Path of Exile-inspired Action RPG built with Phaser.js and MCP (Model Context Protocol) integration.
🎮 Game Features
Core Systems ✅
- 5 Character Classes: Warrior, Ranger, Mage, Assassin, Paladin
- Entity Component System (ECS): Scalable game architecture
- Real-time Character Movement: WASD/Arrow key controls with smooth camera following
- Health & Mana Systems: Regeneration and UI bars
- MCP Integration: 5 game tools for authentication, character management, item generation, and combat
Database Features ✅
- 15 Database Tables: Users, characters, items, skills, passive tree, trading
- SQLite with WAL Mode: Optimized for performance
- Complete Game Schema: Ready for full ARPG implementation
Technical Stack ✅
- Frontend: Phaser.js 3.70+ with TypeScript
- Backend: Node.js with MCP servers
- Database: SQLite with optimization
- Authentication: OAuth 2.1 with PKCE + JWT tokens
- Build Tools: Webpack 5, TypeScript 5.2+
- Testing: Jest with coverage reporting
🚀 Quick Start
Prerequisites
- Node.js 18+
- npm 8+
Installation
# Clone the repository
git clone https://github.com/oryosef1/shattered-realms.git
cd shattered-realms
# Install dependencies
npm install
# Setup database and seed data
npm run setup
# Start development
npm run dev
Available Scripts
npm run dev
- Start development servers (client + server)npm run build
- Build for productionnpm test
- Run test suitenpm run typecheck
- TypeScript type checkingnpm run lint
- ESLint code qualitynpm run db:migrate
- Run database migrationsnpm run db:seed
- Seed initial game data
🎯 Project Status
✅ Completed (Week 1-2)
- MCP server architecture with 5 game tools
- Complete SQLite database schema (15 tables)
- OAuth 2.1 + PKCE authentication
- JWT token management
- Phaser.js game client setup
- Entity Component System (ECS)
- Character movement and controls
- Health/mana systems with UI
- Webpack build pipeline
- TypeScript configuration
🚧 In Progress (Week 3-4)
- Character creation system
- Basic combat mechanics
- Inventory and item management
- Skill system implementation
📋 Planned Features
- Combat System: Real-time ARPG combat with skills and spells
- Item System: 100+ base items, unique items, crafting currencies
- Skill Tree: 80 skills across 5 classes
- Reality Shards: 200 support gems for skill modification
- Passive Tree: 2500 nodes for character customization
- Trading System: Player-to-player item trading
- Procedural Dungeons: Endless dungeon generation
- Multiplayer: Party system and shared instances
🏗️ Architecture
MCP Server Tools
- authenticate_player - OAuth 2.1 with PKCE authentication
- get_character_data - Retrieve character stats and equipment
- create_character - Create new characters
- generate_item - Procedural item generation with affixes
- calculate_damage - Combat damage calculations
Database Schema
- Users: Authentication and account management
- Characters: Player characters with stats and progression
- Items: Base items, generated items, and equipment
- Skills: Character abilities and progression
- Trading: Market listings and transactions
- Sessions: Game analytics and session tracking
Client Architecture
- Scene Management: Loading, Menu, Character Select, Gameplay
- ECS Components: Position, Velocity, Health, Mana, Sprites
- Systems: Movement, Health, Input, Rendering
- Real-time UI: Health/mana bars, debug information
🎮 Gameplay
Character Classes
- Warrior: High strength, melee combat specialist
- Ranger: Dexterity-based, ranged combat with bows
- Mage: Intelligence-focused, elemental magic caster
- Assassin: Balanced stats, critical strikes and stealth
- Paladin: Holy warrior with support abilities
Controls
- Movement: WASD or Arrow Keys
- Attack: Spacebar (placeholder)
- Camera: Automatically follows player
- UI: Real-time health/mana display
🛠️ Development
Code Quality
- TypeScript: Full type safety
- ESLint: Code quality enforcement
- Prettier: Code formatting
- Jest: Comprehensive testing
Performance Targets
- 60 FPS: Consistent frame rate
- <3s Load Times: Fast scene transitions
- <2GB Memory: Efficient resource usage
- <100ms Network: Responsive multiplayer
📝 License
MIT License - See LICENSE file for details
🤝 Contributing
This project is developed as a learning exercise for game development with modern web technologies and MCP integration.
🤖 Generated with Claude Code
Co-Authored-By: Claude noreply@anthropic.com