This commit is contained in:
2026-05-25 20:35:04 +02:00
parent e4a7cc9177
commit 9fa1d200ef
26 changed files with 1826 additions and 516 deletions
+58 -140
View File
@@ -7,8 +7,10 @@ import (
"github.com/hajimehoshi/ebiten/v2/vector"
)
// engine is the ebiten.Game adapter. It owns the per-frame Update/Draw flow
// and delegates everything stateful to *Game.
// engine is the ebiten.Game adapter. Each frame it polls input, advances
// the active script (if any), then lets every registered Widget tick
// (reverse registration order, so the top widget claims input first).
// Whatever survives is offered to the scene as a hotspot click.
type engine struct {
g *Game
}
@@ -20,29 +22,24 @@ func (e *engine) Layout(outsideWidth, outsideHeight int) (int, int) {
func (e *engine) Update() error {
g := e.g
dt := 1.0 / 60.0
g.input.poll()
g.UI.tick(dt)
g.Input.poll()
g.transition.update(dt)
if g.transition.active && g.transition.out {
// during fade-out, freeze input
return nil
}
if g.UI.endCard != "" {
return nil
}
// Active script consumes the frame.
if g.scriptRunner != nil {
ctx := g.scriptCtx
ctx.DT = dt
// keep Scene reference fresh in case the script changed it
if g.currentScene != "" {
s := g.SceneManager.MustGet(g.currentScene)
ctx.Scene = &s
}
s := g.scriptRunner.Tick(ctx)
if s != StatusRunning {
st := g.scriptRunner.Tick(ctx)
if st != StatusRunning {
g.scriptRunner = nil
g.scriptCtx = nil
}
@@ -50,106 +47,57 @@ func (e *engine) Update() error {
return nil
}
// dialog click handling
if g.dialog != nil {
if g.input.LeftClicked() {
g.input.ConsumeLeft()
ctx := g.makeCtx()
picked := g.dialog.handleClick(ctx, g.input.Point())
if picked != nil {
// record once-tracking
if picked.Once {
g.State.NoteTalked(g.dialog.node.Name + ":" + picked.Text)
}
// run the choice's actions as a synthetic script
if len(picked.Actions) > 0 {
g.queueAction(Seq(picked.Actions...), "choice")
}
}
}
g.tickCharacters(dt)
return nil
uictx := &UICtx{Game: g, DT: dt}
// Clear per-frame transient state that widgets / scene-resolution write.
g.SetHoverLabel("")
// Top-down input: the widget drawn last (= registered last) gets the
// click first, then the next-to-last, etc. A widget signals "I took it"
// via g.Input.ConsumeLeft / ConsumeRight.
for _, w := range reversedWidgets(g.UIManager) {
w.Tick(uictx)
}
// free interaction
e.handleFreeInput()
// Anything still unconsumed is a scene-world interaction.
e.handleSceneInput()
g.tickCharacters(dt)
return nil
}
func (e *engine) handleFreeInput() {
// handleSceneInput is the legacy "click on hotspot with active verb" flow,
// running only when no widget has claimed the input.
func (e *engine) handleSceneInput() {
g := e.g
g.UI.rebuildVerbButtons()
mp := g.input.Point()
// hover label resolution
g.UI.hoverLabel = ""
if mp.Y < uiPanelY-4 {
if h := e.hotspotAt(mp); h != nil {
if h.Label != "" {
g.UI.hoverLabel = h.Label
} else {
g.UI.hoverLabel = h.Name
}
}
} else {
// hovering UI: show item description when over an inv slot
if hit := g.UI.hitTest(mp); len(hit) > 4 && hit[:4] == "inv:" {
name := hit[4:]
if it, ok := g.ItemManager.Get(name); ok && it.Description != "" {
g.UI.hoverLabel = it.Description
} else {
g.UI.hoverLabel = name
}
mp := g.Input.Point()
// hover label resolution: pointer over a hotspot in the current scene
if h := e.hotspotAt(mp); h != nil {
if h.Label != "" {
g.SetHoverLabel(h.Label)
} else {
g.SetHoverLabel(h.Name)
}
}
if g.input.RightClicked() {
g.input.ConsumeRight()
// right click: deselect item / reset verb
if g.Input.RightClicked() {
g.Input.ConsumeRight()
if g.Inventory.Selected() != "" {
g.Inventory.Select("")
} else {
g.selectedVerb = "look"
g.SetSelectedVerb("look")
}
}
if !g.input.LeftClicked() {
if !g.Input.LeftClicked() {
return
}
// UI hits first
if hit := g.UI.hitTest(mp); hit != "" {
g.input.ConsumeLeft()
switch hit[:4] {
case "verb":
g.selectedVerb = hit[5:]
case "inv:":
name := hit[4:]
if g.selectedVerb == "look" {
if it, ok := g.ItemManager.Get(name); ok && it.Description != "" {
g.queueAction(Say("player", it.Description), "inv-look")
return
}
}
if g.Inventory.Selected() == name {
g.Inventory.Select("")
} else {
g.Inventory.Select(name)
}
}
return
}
// game-world click
g.input.ConsumeLeft()
g.Input.ConsumeLeft()
h := e.hotspotAt(mp)
if h == nil {
return
}
sel := g.Inventory.Selected()
if sel != "" {
// use-with: first check hotspot's OnUseWith, then item's
if h.OnUseWith != nil {
if a, ok := h.OnUseWith[sel]; ok && a != nil {
g.queueAction(a, "useWith hotspot")
@@ -164,21 +112,21 @@ func (e *engine) handleFreeInput() {
return
}
}
g.UI.FlashLine("Nem ehhez.")
g.FlashLine("Nem ehhez.")
g.Inventory.Select("")
return
}
a := h.handler(g.selectedVerb)
a := h.handler(g.SelectedVerb())
if a == nil {
if v, ok := g.VerbManager.Get(g.selectedVerb); ok && v.Default != nil {
if v, ok := g.VerbManager.Get(g.SelectedVerb()); ok && v.Default != nil {
a = v.Default
}
}
if a == nil {
g.UI.FlashLine("Semmi említésre méltó.")
g.FlashLine("Semmi említésre méltó.")
return
}
g.queueAction(a, "hotspot "+g.selectedVerb+" "+h.Name)
g.queueAction(a, "hotspot "+g.SelectedVerb()+" "+h.Name)
}
func (e *engine) hotspotAt(p Point) *Hotspot {
@@ -198,24 +146,22 @@ func (e *engine) hotspotAt(p Point) *Hotspot {
func (e *engine) Draw(screen *ebiten.Image) {
g := e.g
th := g.Theme()
// optional backdrop (helps when the background image doesn't fill the screen)
if th.SceneBackdrop != nil {
screen.Fill(th.SceneBackdrop)
}
// scene background
if g.currentScene != "" {
s := g.SceneManager.MustGet(g.currentScene)
img := g.loaded.image(g.AssetManager, s.Background)
op := &ebiten.DrawImageOptions{}
bw, bh := img.Bounds().Dx(), img.Bounds().Dy()
if bw > 0 && bh > 0 {
op := &ebiten.DrawImageOptions{}
op.GeoM.Scale(float64(g.Width)/float64(bw), float64(g.Height)/float64(bh))
}
screen.DrawImage(img, op)
// hotspot debug outlines
if DebugLog {
for _, h := range s.Hotspots {
if r, ok := h.Area.(Rectangle); ok {
vector.StrokeRect(screen, float32(r.X), float32(r.Y), float32(r.W), float32(r.H), 1, color.RGBA{255, 255, 0, 200}, false)
}
}
screen.DrawImage(img, op)
}
} else {
screen.Fill(color.RGBA{0, 0, 0, 255})
@@ -226,28 +172,16 @@ func (e *engine) Draw(screen *ebiten.Image) {
drawCharacter(screen, g, c)
}
// speech bubble
g.UI.speech.draw(screen, g)
// dialog box (if active)
if g.dialog != nil {
g.dialog.draw(screen, g)
} else {
g.UI.drawHUD(screen)
// widgets in registration order
uictx := &UICtx{Game: g, DT: 1.0 / 60.0}
for _, w := range orderedWidgets(g.UIManager) {
w.Draw(screen, uictx)
}
// transition overlay
// transition overlay on top of everything except cursor (cursor is the
// last widget, so it has already drawn above the transition? no — the
// fade should cover the cursor too; draw it after the widgets).
g.transition.draw(screen, g.Width, g.Height)
// end card
if g.UI.endCard != "" {
vector.DrawFilledRect(screen, 0, 0, float32(g.Width), float32(g.Height), color.RGBA{0, 0, 0, 230}, false)
w := textWidth(g.UI.endCard)
drawText(screen, g.UI.endCard, (g.Width-w)/2, g.Height/2-8, color.White)
}
// cursor on top
drawCursor(screen, g)
}
func sortedChars(g *Game) []*runtimeChar {
@@ -255,7 +189,6 @@ func sortedChars(g *Game) []*runtimeChar {
for _, c := range g.chars {
out = append(out, c)
}
// insertion sort by Y (small N)
for i := 1; i < len(out); i++ {
for j := i; j > 0 && out[j].pos.Y < out[j-1].pos.Y; j-- {
out[j], out[j-1] = out[j-1], out[j]
@@ -273,8 +206,6 @@ func drawCharacter(dst *ebiten.Image, g *Game, c *runtimeChar) {
if h == 0 {
h = 56
}
// Try the real sprite first. Only fall through to the stylized
// placeholder when no actual art is on disk.
if c.def.Sprite != "" && !g.loaded.isPlaceholder(c.def.Sprite) {
img := g.loaded.image(g.AssetManager, c.def.Sprite)
sw, sh := img.Bounds().Dx(), img.Bounds().Dy()
@@ -286,7 +217,6 @@ func drawCharacter(dst *ebiten.Image, g *Game, c *runtimeChar) {
return
}
}
// Touch the asset cache so isPlaceholder is populated for later frames.
if c.def.Sprite != "" {
_ = g.loaded.image(g.AssetManager, c.def.Sprite)
}
@@ -311,23 +241,19 @@ func drawHumanoidPlaceholder(dst *ebiten.Image, x, y, w, h float64, body color.R
headR := h * 0.14
headCY := y + headR + 1
// pants / legs — two narrow strips
pantsTop := y + h*0.62
pantsH := h - (pantsTop - y) - 1
legW := w * 0.36
vector.DrawFilledRect(dst, float32(x+w*0.08), float32(pantsTop), float32(legW), float32(pantsH), pants, false)
vector.DrawFilledRect(dst, float32(x+w*0.56), float32(pantsTop), float32(legW), float32(pantsH), pants, false)
// torso — full-width rect, shirt color
torsoTop := headCY + headR
torsoH := pantsTop - torsoTop
vector.DrawFilledRect(dst, float32(x), float32(torsoTop), float32(w), float32(torsoH), body, false)
vector.StrokeRect(dst, float32(x), float32(torsoTop), float32(w), float32(torsoH), 1, outline, false)
// head — circle in skin tone
vector.DrawFilledCircle(dst, float32(x+w/2), float32(headCY), float32(headR), skin, true)
// feet — short dark blobs at the very bottom
footH := 2.0
vector.DrawFilledRect(dst, float32(x+w*0.05), float32(y+h-footH), float32(legW+2), float32(footH), outline, false)
vector.DrawFilledRect(dst, float32(x+w*0.55), float32(y+h-footH), float32(legW+2), float32(footH), outline, false)
@@ -335,34 +261,26 @@ func drawHumanoidPlaceholder(dst *ebiten.Image, x, y, w, h float64, body color.R
func drawQuadrupedPlaceholder(dst *ebiten.Image, x, y, w, h float64, body color.RGBA) {
outline := color.RGBA{20, 20, 30, 255}
dark := color.RGBA{
R: body.R / 2, G: body.G / 2, B: body.B / 2, A: 255,
}
dark := color.RGBA{R: body.R / 2, G: body.G / 2, B: body.B / 2, A: 255}
// body
bodyY := y + h*0.30
bodyH := h * 0.65
vector.DrawFilledRect(dst, float32(x), float32(bodyY), float32(w*0.78), float32(bodyH), body, false)
// head — circle on the right
headR := h * 0.30
headCX := x + w - headR
headCY := y + h*0.50
vector.DrawFilledCircle(dst, float32(headCX), float32(headCY), float32(headR), body, true)
// ears — two triangles approximated as small rects
earW := w * 0.07
earH := h * 0.30
vector.DrawFilledRect(dst, float32(headCX-headR*0.7), float32(y), float32(earW), float32(earH), body, false)
vector.DrawFilledRect(dst, float32(headCX+headR*0.4), float32(y), float32(earW), float32(earH), body, false)
// eye — dark dot
vector.DrawFilledCircle(dst, float32(headCX+headR*0.25), float32(headCY-1), 1.2, outline, true)
// tail — small dark line stub on the left
vector.DrawFilledRect(dst, float32(x-w*0.04), float32(bodyY+1), float32(w*0.08), 2, dark, false)
// legs — two short bars at the bottom
legW := w * 0.07
vector.DrawFilledRect(dst, float32(x+w*0.10), float32(y+h-3), float32(legW), 3, dark, false)
vector.DrawFilledRect(dst, float32(x+w*0.55), float32(y+h-3), float32(legW), 3, dark, false)