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:
+80
-7
@@ -35,6 +35,23 @@ type Game struct {
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ExitLook func(Exit) Action
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ExitTake func(Exit) Action
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// UseWithFail supplies the response when the player uses an item on a
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// hotspot nobody paired it with. Nil falls back to a flash line.
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UseWithFail func(item string, h *Hotspot) Action
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// Player names the character a scene gets when it lists no actors of
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// its own, placed at that character's Start. Empty leaves such a
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// scene unpeopled.
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Player string
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// Walkboxes is the floor a scene walks on when it declares none of
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// its own. Nil means no routing in those scenes.
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Walkboxes []Polygon
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// WindowScale multiplies the internal resolution when Run sizes the
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// window. 0 means 4.
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WindowScale int
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State *State
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Inventory *Inventory
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Audio *AudioPlayer
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@@ -47,6 +64,7 @@ type Game struct {
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activeTheme string
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// runtime
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queue []Action
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loaded *loadedAssets
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currentScene string
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previousScene string
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@@ -275,8 +293,7 @@ func (g *Game) CharacterInScene(name string) bool {
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if g.currentScene == "" {
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return false
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}
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s := g.SceneManager.MustGet(g.currentScene)
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for _, a := range s.Actors {
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for _, a := range g.sceneActors(g.SceneManager.MustGet(g.currentScene)) {
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if a.CharacterName == name {
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return true
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}
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@@ -284,6 +301,24 @@ func (g *Game) CharacterInScene(name string) bool {
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return false
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}
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// VoiceOf reports how a character reaches the player. An unregistered
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// name speaks in a bubble, which is what a bare Say always did.
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func (g *Game) VoiceOf(name string) Voice {
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if c, ok := g.CharacterManager.Get(name); ok {
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return c.Voice
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}
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return VoiceBubble
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}
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// CharacterLabel is what the UI should print for a character: the Label
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// if the entity carries one, the name otherwise.
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func (g *Game) CharacterLabel(name string) string {
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if c, ok := g.CharacterManager.Get(name); ok {
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return c.DisplayName()
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}
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return name
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}
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// DrawText is a thin wrapper that lets widgets accept a Theme-supplied color
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// today and switch to text/v2 later without changing call sites.
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func (g *Game) DrawText(dst *ebiten.Image, s string, x, y int, c color.Color) {
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@@ -325,7 +360,7 @@ func (g *Game) Validate() error {
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if s.Music != "" && !g.AssetManager.Has(s.Music) {
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return fmt.Errorf("%w: scene %q music %q", ErrUnknownAsset, name, s.Music)
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}
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for _, a := range s.Actors {
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for _, a := range g.sceneActors(s) {
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if !g.CharacterManager.Has(a.CharacterName) {
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return fmt.Errorf("%w: scene %q actor %q", ErrUnknownCharacter, name, a.CharacterName)
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}
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@@ -341,6 +376,9 @@ func (g *Game) Validate() error {
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return fmt.Errorf("%w: %q", ErrUnknownScript, name)
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}
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}
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if g.Player != "" && !g.CharacterManager.Has(g.Player) {
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return fmt.Errorf("%w: player %q", ErrUnknownCharacter, g.Player)
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}
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if g.activeTheme == "" || !g.ThemeManager.Has(g.activeTheme) {
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return fmt.Errorf("inkwell: no active theme (got %q)", g.activeTheme)
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}
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@@ -406,9 +444,25 @@ func (g *Game) changeScene(name string) {
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})
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}
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// sceneActors is the cast a scene actually shows: its own list, or the
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// player alone when the scene names nobody.
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func (g *Game) sceneActors(s Scene) []SceneActor {
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if s.Actors != nil || g.Player == "" {
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return s.Actors
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}
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def, ok := g.CharacterManager.Get(g.Player)
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if !ok {
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return nil
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}
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return []SceneActor{{
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CharacterName: def.Name,
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At: def.Start,
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}}
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}
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func (g *Game) placeActors(sceneName string) {
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s := g.SceneManager.MustGet(sceneName)
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for _, a := range s.Actors {
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for _, a := range g.sceneActors(s) {
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def := g.CharacterManager.MustGet(a.CharacterName)
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rc, ok := g.chars[def.Name]
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if !ok {
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@@ -436,6 +490,9 @@ func (g *Game) walkCharacter(name string, to Point) {
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if g.currentScene != "" {
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s := g.SceneManager.MustGet(g.currentScene)
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boxes = s.Walkboxes
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if boxes == nil {
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boxes = g.Walkboxes
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}
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}
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path := pathfind(c.pos, to, boxes)
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if len(path) == 0 {
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@@ -492,17 +549,33 @@ func (g *Game) tickCharacters(dt float64) {
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// ----- script & dialog plumbing -----------------------------------------
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// Do queues an action. Queued actions run one at a time and in order —
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// the engine starts the next one on the first frame the previous one is
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// done, so a widget or a domain pump can hand work in at any moment.
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func (g *Game) Do(a Action) {
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if a == nil {
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return
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}
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g.queue = append(g.queue, a)
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}
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func (g *Game) queueAction(a Action, label string) {
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if a == nil {
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return
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}
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if g.scriptRunner != nil {
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logf("queueAction: %s ignored, runner busy", label)
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logf("queueAction %s", label)
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g.Do(a)
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}
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// pumpQueue starts the next queued action when nothing else is running.
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func (g *Game) pumpQueue() {
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if g.scriptRunner != nil || len(g.queue) == 0 {
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return
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}
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a := g.queue[0]
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g.queue = g.queue[1:]
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g.scriptRunner = a.Start()
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g.scriptCtx = g.makeCtx()
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logf("queueAction %s", label)
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}
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func (g *Game) startDialogue(name string) {
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