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>
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@@ -5,7 +5,7 @@ import (
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)
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// Run validates the game, then enters the ebiten main loop. The window is
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// sized to 4× the internal resolution.
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// sized to Game.WindowScale times the internal resolution, 4× by default.
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func Run(g *Game) error {
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// The domain may have swapped a manager in since NewGame, so the parts
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// that hold a registry directly are wired here, not at construction.
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@@ -44,7 +44,11 @@ func Run(g *Game) error {
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g.queueAction(Seq(seq...), "init")
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}
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ebiten.SetWindowSize(g.Width*4, g.Height*4)
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scale := g.WindowScale
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if scale <= 0 {
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scale = 4
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}
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ebiten.SetWindowSize(g.Width*scale, g.Height*scale)
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ebiten.SetWindowTitle(g.Title)
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ebiten.SetWindowResizingMode(ebiten.WindowResizingModeEnabled)
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return ebiten.RunGame(&engine{g: g})
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