Nine things a domain kept having to invent
ci/woodpecker/push/woodpecker Pipeline was successful

Every change here started life as a workaround in a game and is really
the same finding: a fact about an entity had nowhere to live, so the
domain built machinery around the gap.

  Character.Label / Character.Voice — a tape is a character that speaks
  into the log, not a second spelling of Say. VoiceOf and CharacterLabel
  read them; Say obeys them.

  Game.Do — a real action queue, in order, so a widget can start an
  action. queueAction no longer drops what arrives while the runner is
  busy; it queues it.

  Widget.When + Gated + WidgetVisible — a widget declares when it is on
  screen. Nothing ticks, draws or blocks a click while its condition is
  false, so a HUD is hidden for a cutscene without a wrapper per widget.

  TopBar.NoteVar — the title was already discovered; the note beside it
  no longer needs a domain widget to push it in.

  Game.UseWithFail — the pair nobody authored is content, and belongs to
  the domain, exactly like ExitLook and ExitTake.

  Game.Player / Game.Walkboxes — a scene that names no cast and no floor
  means "the usual", instead of a defaults pass rewriting every scene.

  Game.WindowScale — Run's 4× is now a default, not a decision.

  SceneNav — the dev widget every game was writing.

  Colour text: DrawText paints in the colour it is handed, and GlyphW/H,
  TextWidth, WrapText and ClipText are the library's, not each game's.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
This commit is contained in:
2026-08-30 22:57:16 +02:00
co-authored by Claude Opus 5
parent 2429ada090
commit 92fc36bdf5
22 changed files with 499 additions and 113 deletions
+9 -3
View File
@@ -213,6 +213,7 @@ type sayRunner struct {
elapsed float64
duration float64
started bool
bubble bool
}
func Say(speaker, text string) Action { return &sayAction{speaker: speaker, text: text} }
@@ -223,8 +224,11 @@ func (r *sayRunner) Tick(ctx *Ctx) Status {
if !r.started {
r.started = true
// duration scales with text length, with a 1.2s floor
r.duration = 1.2 + float64(len(r.spec.text))*0.05
ctx.Game.SetSpeech(r.spec.speaker, r.spec.text)
r.duration = 1.2 + float64(len([]rune(r.spec.text)))*0.05
r.bubble = ctx.Game.VoiceOf(r.spec.speaker) == VoiceBubble
if r.bubble {
ctx.Game.SetSpeech(r.spec.speaker, r.spec.text)
}
ctx.Game.LogResponse(r.spec.speaker, r.spec.text)
}
r.elapsed += ctx.DT
@@ -233,7 +237,9 @@ func (r *sayRunner) Tick(ctx *Ctx) Status {
r.elapsed = r.duration
}
if r.elapsed >= r.duration {
ctx.Game.ClearSpeech()
if r.bubble {
ctx.Game.ClearSpeech()
}
return StatusDone
}
return StatusRunning