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munyite-megzs / CARD_EFFECT_SYSTEM.md
Created August 21, 2025 10:00 — forked from esco/CARD_EFFECT_SYSTEM.md
Guidance provided to Claude Code CLI for building yugioh game engine with prompts

Card Effect System Documentation

1. Introduction

This document describes the architecture and workflow of the card effect system within the Yu-Gi-Oh! Web Duel Interface. The system is responsible for handling the activation, chaining, and resolution of card effects according to Yu-Gi-Oh! rules. It integrates declarative effect definitions (partially implemented via YAML/JSON) with the core game engine logic.

The system aims to manage:

  • Activation: Determining when and if a card effect can be activated.
  • Chaining: Building a sequence of effects when multiple effects are activated in response to each other.
  • Resolution: Executing the effects in the correct (Last-In, First-Out) order.
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munyite-megzs / ARCHITECTURAL_PRINCIPLES.md
Created August 21, 2025 10:00 — forked from esco/ARCHITECTURAL_PRINCIPLES.md
Architectural guidance provided to Claude Code CLI for building yugioh game engine with prompts

System Prompt: Architectural Principles to Code By

Use rg tool to search for files efficiently

Core Principles

  1. Clean, Simple, Maintainable Code
    • Favor readability over cleverness
    • Prioritize simplicity in design
  • Write code that future developers can easily understand
<RelativeLayout
xmlns:android="http://schemas.android.com/apk/res/android"
android:layout_width="match_parent"
android:layout_height="match_parent"
android:padding="16dp">
<TextView
android:text="I’m in this corner"
android:layout_height="wrap_content"
android:layout_width="wrap_content"