Add project docs, MIT license, and AI dev guidelines
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# Contributing to FrogFPS
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## Coding Standards
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### C# Conventions
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- Use `PascalCase` for class names, `camelCase` for methods/properties
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- Godot nodes: use `[Export]` for inspector-exposed fields
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- Signals: connect via code using `Connect()` or `[Signal]` attribute
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- Prefer composition over inheritance where possible
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### Scene Files (.tscn)
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- Keep scene hierarchy flat — avoid deep nesting
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- Use unique node names (no "Node", "Node2D", etc.)
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- Group related nodes under a named parent
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### Git Workflow
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- Small, focused commits with descriptive messages
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- Branch naming: `feature/<name>`, `bugfix/<name>`
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- Pull requests should include what/why, not just what changed
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## AI Development Guidelines
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When working with AI assistants on this project:
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1. **Context first** — share relevant scene structure and existing code before asking for implementations
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2. **Godot patterns** — AI should follow Godot 4 C# conventions (signals, `_Process`, `_PhysicsProcess`, etc.)
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3. **Incremental changes** — one feature at a time; verify each works before moving on
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4. **Scene integrity** — don't modify `.tscn` files directly unless necessary; prefer code-based node creation
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## Quick Reference
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| Concept | Pattern |
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|---------|---------|
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| Node script | `public partial class MyClass : Node3D { ... }` |
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| Export variable | `[Export] public int Health { get; set; } = 100;` |
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| Signal | `[Signal] public delegate void HealthChangedEventHandler(int newHealth);` |
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| Process loop | `public override void _Process(double delta) { ... }` |
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| Physics loop | `public override void _PhysicsProcess(double delta) { ... }` |
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MIT License
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Copyright (c) 2025 Imrayya
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all
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copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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SOFTWARE.
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# FrogFPS
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A Godot 4.7 + Mono (.NET 8) FPS game project.
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## Tech Stack
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- **Engine:** Godot 4.7 (Forward Plus)
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- **Language:** C# (.NET 8)
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- **Physics:** Jolt Physics
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- **IDE:** VS Code / Rider recommended
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## Getting Started
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### Prerequisites
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- Godot 4.7+ with .NET SDK installed
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- .NET 8 SDK
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### Build & Run
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```bash
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# Open in Godot Editor (recommended)
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godot --path .
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# Or build from CLI
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dotnet build FrogFPS.sln
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```
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## Project Structure
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```
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.
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├── Base.tscn # Root scene node
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├── FrogFPS.csproj # .NET project file
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├── FrogFPS.sln # Solution file
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├── project.godot # Godot project config
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└── icon.svg # Project icon
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```
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## AI Development Notes
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This project is set up for AI-assisted development. Key conventions:
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- C# scripts follow Godot 4 patterns (`[Tool]`, `Node3D`/`CharacterBody3D` base classes)
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- Scene files are in `.tscn` format (text-based, version-controlled)
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- See `CONTRIBUTING.md` for coding standards and AI interaction guidelines
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## License
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MIT License — see [LICENSE](LICENSE) for details.
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