OnStart takes a script name, and OnFinale joins it
ci/woodpecker/push/woodpecker Pipeline was successful

The opening a game plays was the one piece of content that had to be
assembled in the wiring, because OnStart wanted an Action. It takes the
name of a registered Script now, so an opening is a Script like any
other, and Validate rejects a name that is not there.

OnFinale names the closing script and queues it straight after the start
one — what a "boot into the ending" debug flag wants.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
This commit is contained in:
2026-08-30 11:25:49 +02:00
co-authored by Claude Opus 5
parent 39af65f3c9
commit e26f7345c1
3 changed files with 42 additions and 8 deletions
+21 -4
View File
@@ -296,12 +296,29 @@ register into them instead unless that is what you want.
```go ```go
func (g *Game) StartAt(name string) *Game // entry scene func (g *Game) StartAt(name string) *Game // entry scene
func (g *Game) OnStart(a Action) *Game // action run after the scene's OnEnter func (g *Game) OnStart(script string) *Game // script run after the scene's OnEnter
func (g *Game) OnFinale(script string) *Game // closing script, queued after OnStart
func (g *Game) Validate() error // cross-check name references func (g *Game) Validate() error // cross-check name references
func (g *Game) Run() error // same as inkwell.Run(g) func (g *Game) Run() error // same as inkwell.Run(g)
``` ```
`StartAt` and `OnStart` return `*Game` so they chain at the end of `Build`. `OnStart` and `OnFinale` name registered scripts rather than taking an action,
so the opening a game plays is content like any other — a `Script` in the
`ScriptManager`, reachable by name and editable without touching the wiring.
`Validate` rejects a name that is not registered.
`OnFinale` is queued directly after the start script, which is what a "boot
straight into the ending" debug flag wants:
```go
g.StartAt(start)
g.OnStart(ScriptOpening)
if finale {
g.OnFinale(ScriptFinale)
}
```
All three return `*Game` so they chain at the end of `Build`.
### 4.3 Theme accessors ### 4.3 Theme accessors
@@ -1540,8 +1557,8 @@ func Run(g *Game) error // toplevel — same as g.Run()
3. If `UIManager` is empty, call `RegisterDefaultUI(g)`. 3. If `UIManager` is empty, call `RegisterDefaultUI(g)`.
4. Place the start scene directly (no transition), bump 4. Place the start scene directly (no transition), bump
`State.NoteVisit`, position registered actors, kick off music. `State.NoteVisit`, position registered actors, kick off music.
5. Compose `Seq(scene.OnEnter, game.OnStart)` and queue it as the initial 5. Compose `Seq(scene.OnEnter, OnStart script, OnFinale script)` and queue
action — the first script tick runs both in order. it as the initial action — the first script tick runs them in order.
6. `ebiten.SetWindowSize(Width*4, Height*4)`, 6. `ebiten.SetWindowSize(Width*4, Height*4)`,
`ebiten.SetWindowTitle(g.Title)`, then `ebiten.RunGame(&engine{g})`. `ebiten.SetWindowTitle(g.Title)`, then `ebiten.RunGame(&engine{g})`.
+5 -2
View File
@@ -34,8 +34,11 @@ func Run(g *Game) error {
if s.OnEnter != nil { if s.OnEnter != nil {
seq = append(seq, s.OnEnter) seq = append(seq, s.OnEnter)
} }
if g.onStart != nil { if g.onStart != "" {
seq = append(seq, g.onStart) seq = append(seq, RunScript(g.onStart))
}
if g.onFinale != "" {
seq = append(seq, RunScript(g.onFinale))
} }
if len(seq) > 0 { if len(seq) > 0 {
g.queueAction(Seq(seq...), "init") g.queueAction(Seq(seq...), "init")
+16 -2
View File
@@ -42,7 +42,8 @@ type Game struct {
Input *Input Input *Input
startID string startID string
onStart Action onStart string
onFinale string
activeTheme string activeTheme string
// runtime // runtime
@@ -190,7 +191,15 @@ func (g *Game) SceneHotspots(name string) []Hotspot {
g.exitHotspots[name] = hs g.exitHotspots[name] = hs
return hs return hs
} }
func (g *Game) OnStart(a Action) *Game { g.onStart = a; return g }
// OnStart names the script queued after the start scene's OnEnter, once,
// when the game boots.
func (g *Game) OnStart(script string) *Game { g.onStart = script; return g }
// OnFinale names the game's closing script, queued directly after the start
// script — which is what a "boot straight into the ending" debug flag wants.
// Leave it unset for an ordinary run.
func (g *Game) OnFinale(script string) *Game { g.onFinale = script; return g }
// ----- theme + UI conveniences ------------------------------------------ // ----- theme + UI conveniences ------------------------------------------
@@ -327,6 +336,11 @@ func (g *Game) Validate() error {
} }
} }
} }
for _, name := range []string{g.onStart, g.onFinale} {
if name != "" && !g.ScriptManager.Has(name) {
return fmt.Errorf("%w: %q", ErrUnknownScript, name)
}
}
if g.activeTheme == "" || !g.ThemeManager.Has(g.activeTheme) { if g.activeTheme == "" || !g.ThemeManager.Has(g.activeTheme) {
return fmt.Errorf("inkwell: no active theme (got %q)", g.activeTheme) return fmt.Errorf("inkwell: no active theme (got %q)", g.activeTheme)
} }