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
+4 -2
View File
@@ -10,6 +10,7 @@ import (
// other verb, it toggles selection (the cursor "picks up" the item).
type InventoryBar struct {
Name string
When Condition
Origin Point
Slots int
Cols int
@@ -19,8 +20,9 @@ type InventoryBar struct {
PanelBG bool
}
func (b *InventoryBar) GetName() string { return b.Name }
func (b *InventoryBar) Layer() Layer { return LayerHUD }
func (b *InventoryBar) GetName() string { return b.Name }
func (b *InventoryBar) VisibleWhen() Condition { return b.When }
func (b *InventoryBar) Layer() Layer { return LayerHUD }
func (b *InventoryBar) slotRect(idx int) Rectangle {
cols := b.Cols