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
+17 -5
View File
@@ -12,6 +12,7 @@ import (
// string on the right. Empty fields are skipped.
type TopBar struct {
Name string
When Condition
Height int
// LeftText overrides the auto-discovered scene Title/Name.
@@ -24,11 +25,17 @@ type TopBar struct {
// TimeVar is a State Var key whose value is printed at the right
// edge (e.g. "Day 2 - 14:32"); empty = nothing on the right.
TimeVar string
// NoteVar is a State Var key whose value is appended to the left
// text after an em dash — "ALLEY — paused". Empty or unset = no
// note, and the title stands alone.
NoteVar string
}
func (t *TopBar) GetName() string { return t.Name }
func (t *TopBar) Layer() Layer { return LayerHUD }
func (t *TopBar) Tick(ctx *UICtx) {}
func (t *TopBar) GetName() string { return t.Name }
func (t *TopBar) VisibleWhen() Condition { return t.When }
func (t *TopBar) Layer() Layer { return LayerHUD }
func (t *TopBar) Tick(ctx *UICtx) {}
func (t *TopBar) Draw(dst *ebiten.Image, ctx *UICtx) {
g := ctx.Game
@@ -48,6 +55,11 @@ func (t *TopBar) Draw(dst *ebiten.Image, ctx *UICtx) {
left = s.Name
}
}
if t.NoteVar != "" {
if note := fmt.Sprint(g.State.Var(t.NoteVar)); note != "" && note != "<nil>" {
left += " — " + note
}
}
if left != "" {
g.DrawText(dst, left, 4, -1, th.TopBarText)
}
@@ -60,13 +72,13 @@ func (t *TopBar) Draw(dst *ebiten.Image, ctx *UICtx) {
} else {
sc = fmt.Sprintf("Score: %v", v)
}
x := (g.Width - textWidth(sc)) / 2
x := (g.Width - TextWidth(sc)) / 2
g.DrawText(dst, sc, x, -1, th.TopBarAccent)
}
if t.TimeVar != "" {
tm := fmt.Sprint(g.State.Var(t.TimeVar))
x := g.Width - textWidth(tm) - 4
x := g.Width - TextWidth(tm) - 4
g.DrawText(dst, tm, x, -1, th.TopBarText)
}
}