Scene exits, Back(), and the current/previous scene accessors
ci/woodpecker/push/woodpecker Pipeline was successful
ci/woodpecker/push/woodpecker Pipeline was successful
A connection between two scenes had to be hand-built as a hotspot: an area,
a cursor, a GoTo, and a flag check written out again for every door. Scene
now carries Exits, and the engine expands each one into a hotspot.
- Exit{To, Label, Side, Area, Needs, Blocked, OnLook, OnTake} in scene.exit.go.
With no Area an exit is an edge strip, sized as a fraction of Game.SceneArea()
so a game whose HUD covers the foot of the window gets strips inside the
painting. Game.ExitLook / Game.ExitTake supply the look and take responses
once for the whole game, so the phrasing is not repeated per exit.
- Game.SceneHotspots(name) is the scene's own hotspots followed by its exits,
cached per scene. Authored hotspots come first, so a painted thing beats the
edge strip wherever the two overlap. HotspotAt and HotspotDebug read it.
- Game.CurrentScene() / PreviousScene(), both persisted in the save file. The
engine tracked the current scene but exposed no accessor, so every game had
to shadow it to know where it was.
- Back() returns to the previous scene — what an exit with an empty To binds
to, for a scene reachable from several rooms whose way out is a direction
rather than a place.
- Validate rejects an exit naming a scene nobody registered.
Generated hotspots are named ExitName(To) ("exit:street", "exit:back"), so the
location graph can be read straight back out of the registered scenes.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
This commit is contained in:
@@ -30,14 +30,15 @@ import "git.teletypegames.org/games/inkwell"
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6. [Entity reference](#6-entity-reference)
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- 6.1 [Asset](#61-asset)
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- 6.2 [Scene](#62-scene)
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- 6.3 [Hotspot](#63-hotspot)
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- 6.4 [Trigger](#64-trigger)
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- 6.5 [Item](#65-item)
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- 6.6 [Inventory](#66-inventory)
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- 6.7 [Character](#67-character)
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- 6.8 [Dialogue](#68-dialogue)
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- 6.9 [Script](#69-script)
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- 6.10 [Verb](#610-verb)
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- 6.3 [Exit](#63-exit)
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- 6.4 [Hotspot](#64-hotspot)
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- 6.5 [Trigger](#65-trigger)
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- 6.6 [Item](#66-item)
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- 6.7 [Inventory](#67-inventory)
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- 6.8 [Character](#68-character)
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- 6.9 [Dialogue](#69-dialogue)
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- 6.10 [Script](#610-script)
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- 6.11 [Verb](#611-verb)
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7. [The action system](#7-the-action-system)
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- 7.1 [Action and Runner](#71-action-and-runner)
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- 7.2 [Status and Ctx](#72-status-and-ctx)
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@@ -237,6 +238,11 @@ type Game struct {
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UIManager *UIManager
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ThemeManager *ThemeManager
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// exits
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SceneRect Rectangle // the part of the window the picture occupies
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ExitLook func(Exit) Action // default look response for generated exits
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ExitTake func(Exit) Action // default take response for generated exits
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// runtime services
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State *State
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Inventory *Inventory
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@@ -330,11 +336,28 @@ func (g *Game) Messages() []LogMessage
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### 4.6 Scene helpers
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```go
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func (g *Game) CurrentScene() string
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func (g *Game) PreviousScene() string
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func (g *Game) SceneArea() Rectangle
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func (g *Game) SceneHotspots(name string) []Hotspot
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func (g *Game) HotspotAt(p Point) *Hotspot
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func (g *Game) CharacterInScene(name string) bool
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```
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Used by `CharacterPanel` to auto-hide when its character isn't an actor in
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the current scene.
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`CurrentScene` is where the player is, empty before the first scene is
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entered; `PreviousScene` is the one before it, which is where
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[`Back()`](#73-built-in-actions) leads. Both survive a save.
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`SceneArea` is `SceneRect`, or the whole window when it was never set. It is
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what [exit strips](#63-exit) are measured against.
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`SceneHotspots` is everything clickable in a scene: its own `Hotspots` first,
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then one per `Exit`. Authored hotspots come first because the engine takes the
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first area that contains the click, so a painted thing beats the edge strip an
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exit sits on wherever the two overlap. The expansion is cached per scene.
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`CharacterInScene` is used by `CharacterPanel` to auto-hide when its character
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isn't an actor in the current scene.
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### 4.7 Text drawing hook
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@@ -428,6 +451,7 @@ type Scene struct {
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Background string // Asset.Name
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Music string // Asset.Name (optional)
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Hotspots []Hotspot
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Exits []Exit // connections to other scenes
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Walkboxes []Polygon
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Triggers []Trigger
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Actors []SceneActor
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@@ -450,12 +474,84 @@ routes through a BFS over the polygon adjacency graph (polygons that
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share an edge are neighbours), with the midpoint of each shared edge
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used as a waypoint. Destinations outside every walkbox are clipped to
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the nearest boundary. With no walkboxes the character walks in a
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straight line — see [§6.7](#67-character) and [§15.4](#154-character-movement).
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straight line — see [§6.8](#68-character) and [§15.4](#154-character-movement).
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`Triggers` fire on the rising edge of their `When` condition. The
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engine samples each trigger once per idle frame; see [§6.4](#64-trigger).
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engine samples each trigger once per idle frame; see [§6.5](#65-trigger).
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### 6.3 Hotspot
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`Exits` are the scene's connections to other scenes, declared as data. The
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engine turns each one into a hotspot — see [§6.3](#63-exit).
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### 6.3 Exit
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```go
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// inkwell/scene.exit.go
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type Exit struct {
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To string // target scene; empty means "back the way you came"
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Label string // what the status line calls it
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Side ExitSide // where it sits when Area is nil
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Area Shape // overrides the edge strip Side would give it
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Needs string // flag that has to be set before it opens
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Blocked Action // what happens while it is not
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OnLook Action // overrides Game.ExitLook for this exit
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OnTake Action // overrides Game.ExitTake for this exit
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}
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type ExitSide int
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const (
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ExitLeft ExitSide = iota // off the left edge
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ExitRight // off the right edge
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ExitBack // into the depth of the picture
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ExitNear // out towards the camera
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)
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func ExitName(to string) string
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```
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A connection belongs to the scene it leads out of, so it is written in that
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scene's own literal rather than in a map kept somewhere else:
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```go
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Scene{
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Name: "alley",
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Exits: []Exit{
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{To: "noodle_house", Label: "back out to the street", Side: ExitLeft},
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{To: "", Label: "the fire escape", Side: ExitBack,
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Needs: "has_ladder", Blocked: Say("paul", "Can't reach it.")},
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},
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}
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```
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The engine expands each exit into a `Hotspot` with `Cursor: CursorExit`, the
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exit's `Label`, `OnUse` bound to `GoTo(To)` — or [`Back()`](#73-built-in-actions)
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when `To` is empty — and, when `Needs` is set, the whole travel wrapped in
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`If(Flag(Needs), travel, Blocked)`. The exit is visible either way: a locked
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door still says it is a door.
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`OnLook` and `OnTake` are usually not written per exit. `Game.ExitLook` and
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`Game.ExitTake` supply them for every exit in the game, so the phrasing lives
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in one place:
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```go
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g.ExitLook = func(e Exit) Action { return Say("paul", "That way: "+e.Label+".") }
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g.ExitTake = func(e Exit) Action { return Say("paul", "It's a way out, not a thing.") }
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```
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**Placement.** With no `Area`, an exit is a strip along one edge of the
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picture, sized as a fraction of [`Game.SceneArea()`](#46-scene-helpers) — the
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convention every 1990s point & click used, and one field to re-aim at a real
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door once the artwork is measured. A game whose HUD covers the foot of the
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window sets `Game.SceneRect`, so the strips land inside the painting instead of
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under the HUD.
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**The graph stays readable.** The generated hotspot is named
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`ExitName(To)` — `"exit:noodle_house"`, or `"exit:back"` — so the location
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graph can be read straight back out of the registered scenes, and
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[`Validate`](#17-validation) rejects an exit that names a scene nobody
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registered.
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### 6.4 Hotspot
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```go
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// inkwell/scene.hotspot.go
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@@ -497,7 +593,7 @@ resolves a click via `hotspot.handler(verbName)` which maps the four
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built-in verbs to their `On*` fields and falls back to `OnVerb[verbName]`
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for custom verbs.
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### 6.4 Trigger
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### 6.5 Trigger
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```go
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// inkwell/scene.trigger.go
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@@ -522,7 +618,7 @@ frame — the edge is preserved across the busy window. Save/Load resets
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trigger state to "freshly armed", matching the behaviour of scene
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re-entry.
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### 6.5 Item
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### 6.6 Item
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```go
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// inkwell/item.def.go
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@@ -545,7 +641,7 @@ hotspot with an item selected resolves the action via, in order:
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2. `item.OnUseWith[hotspot.Name]`
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3. Otherwise the engine flashes "Nem ehhez." and deselects.
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### 6.6 Inventory
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### 6.7 Inventory
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```go
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// inkwell/item.inventory.go
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@@ -564,7 +660,7 @@ func (i *Inventory) Items() []string // copy
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Not a manager — pure runtime state owned by `Game`. Mutated by actions
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(`Give`, `TakeAway`) and by the `InventoryBar` widget on click.
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### 6.7 Character
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### 6.8 Character
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```go
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// inkwell/actor.def.go
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@@ -605,7 +701,7 @@ Movement is driven by the `Walk` action and `Game.tickCharacters` —
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stepping at `Speed` pixels/sec (default 60) along the waypoint list
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computed by [walkbox routing](#62-scene).
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### 6.8 Dialogue
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### 6.9 Dialogue
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```go
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// inkwell/dialog.def.go
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@@ -647,7 +743,7 @@ The dialog flow:
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5. `EndDialogue()` closes the conversation; `GotoNode("other")` jumps to
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another node in the same dialogue.
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### 6.9 Script
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### 6.10 Script
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```go
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// inkwell/action.script.go
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@@ -662,7 +758,7 @@ A `Script` is just a named composite action — useful when you want to
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reuse a cutscene (intro, victory, transition) from multiple call sites.
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Fire one with `RunScript("name")`.
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### 6.10 Verb
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### 6.11 Verb
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```go
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// inkwell/ui.verb.go
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@@ -749,6 +845,7 @@ type Ctx struct {
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| `Wait(seconds float64) Action` | Block the runner for `seconds`. |
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| `Say(speaker, text string) Action` | Show the line above the speaker (`SpeechBubble`), append to chat-log. Click-to-skip. Duration scales with text length, 1.2s floor. |
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| `GoTo(scene string) Action` | Switch the current scene via a fade transition. |
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| `Back() Action` | Return to `PreviousScene()`. No-op when there is nowhere to go back to. |
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| `Walk(character string, to Point) Action`| Move a character to `to` at `Character.Speed`. Returns when arrived. |
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| `Give(item string) Action` | Add `item` to inventory. |
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| `TakeAway(item string) Action` | Remove `item` from inventory. |
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@@ -1530,6 +1627,8 @@ It cross-checks:
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`Asset`.
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- Optional `Scene.Music` (if non-empty) references a registered `Asset`.
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- Every `SceneActor.CharacterName` is a registered character.
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- Every `Scene.Exit.To` names a registered scene (empty is allowed — it
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means "back the way you came").
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- An active theme is selected and registered.
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Returns the first error wrapping one of the `Err...` sentinels (so callers
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@@ -1551,7 +1650,7 @@ Slots are written as JSON files under `g.SaveDir` (default `saves/`,
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relative to the working directory), one file per slot named
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`slot<N>.json`. The save captures the **mutable runtime state**:
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- `currentScene`, the active verb, and the active theme.
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- `currentScene` and `previousScene`, the active verb, and the active theme.
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- Every character's position, target, and moving flag.
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- The full `State`: flags, vars, visited and talked counters.
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- The inventory item list plus the currently selected slot.
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@@ -1675,6 +1774,7 @@ inkwell/ # module git.teletypegames.org/games/inkwell
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├── scene.def.go # Scene, SceneActor
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├── scene.manager.go # SceneManager alias
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├── scene.hotspot.go # Hotspot, CursorKind
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├── scene.exit.go # Exit, ExitSide + edge-strip geometry
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├── scene.trigger.go # Trigger + rising-edge engine sweep
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├── scene.path.go # walkbox routing (BFS over polygon adjacency)
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├── scene.transition.go # fade-to-black overlay (internal)
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@@ -250,6 +250,24 @@ func (a *gotoAction) Tick(ctx *Ctx) Status {
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return StatusDone
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}
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// ----- Back -------------------------------------------------------------
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type backAction struct{}
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// Back returns to the scene the player came from. Most exits name their
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// destination, because a door leads where it leads; a scene reached from
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// several different rooms cannot, so its way out is a direction, not a place.
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// A no-op when there is nowhere to go back to.
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func Back() Action { return backAction{} }
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func (a backAction) Start() Runner { return a }
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func (a backAction) Tick(ctx *Ctx) Status {
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if prev := ctx.Game.PreviousScene(); prev != "" {
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ctx.Game.changeScene(prev)
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}
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return StatusDone
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}
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// ----- inventory --------------------------------------------------------
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type giveAction struct{ item string }
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+83
-23
@@ -24,6 +24,17 @@ type Game struct {
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UIManager *UIManager
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ThemeManager *ThemeManager
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// SceneRect is the part of the window the picture occupies. Zero means
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// the whole window. A game with a HUD along the foot sets it, so that
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// generated exit strips (see scene.exit.go) land inside the painting.
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SceneRect Rectangle
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// ExitLook and ExitTake supply the default look and take responses for
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// every hotspot generated from Scene.Exits. Nil means no response.
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// An Exit can override either one.
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ExitLook func(Exit) Action
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ExitTake func(Exit) Action
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State *State
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Inventory *Inventory
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Audio *AudioPlayer
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@@ -35,21 +46,23 @@ type Game struct {
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activeTheme string
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// runtime
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loaded *loadedAssets
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currentScene string
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chars map[string]*runtimeChar
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scriptRunner Runner
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scriptCtx *Ctx
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transition *transition
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selectedVerb string
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loaded *loadedAssets
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currentScene string
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previousScene string
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exitHotspots map[string][]Hotspot
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chars map[string]*runtimeChar
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scriptRunner Runner
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scriptCtx *Ctx
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transition *transition
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selectedVerb string
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// UI runtime state (read by widgets, written by actions / engine)
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hoverLabel string
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flash string
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flashTimer float64
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endCard string
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speech speechState
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dialog *runtimeDialog
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hoverLabel string
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flash string
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flashTimer float64
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endCard string
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speech speechState
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dialog *runtimeDialog
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activeDialog string
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// in-game message log for ChatLog widgets; ring buffer behavior.
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@@ -76,7 +89,7 @@ const (
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// LogMessage is a single line in the chat-log buffer.
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type LogMessage struct {
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Speaker string // empty for actions / system
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Speaker string // empty for actions / system
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Text string
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Kind LogKind
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}
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@@ -135,16 +148,55 @@ func NewGame(title string, w, h int) *Game {
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}
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func (g *Game) StartAt(name string) *Game { g.startID = name; return g }
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func (g *Game) OnStart(a Action) *Game { g.onStart = a; return g }
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// CurrentScene is the scene the player is in, empty before the first one is
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// entered. PreviousScene is the one before it, which is where Back() leads.
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func (g *Game) CurrentScene() string { return g.currentScene }
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func (g *Game) PreviousScene() string { return g.previousScene }
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// SceneArea is SceneRect, or the whole window when it was never set.
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func (g *Game) SceneArea() Rectangle {
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if g.SceneRect.W > 0 && g.SceneRect.H > 0 {
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return g.SceneRect
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}
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return Rect(0, 0, float64(g.Width), float64(g.Height))
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}
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// SceneHotspots is everything clickable in a scene: its own hotspots first,
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// then one per Exit. Authored hotspots come first because the engine takes the
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// first area that contains the click, so a painted thing beats the edge strip
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// an exit sits on wherever the two overlap.
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//
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// The expansion is cached, so the pointers HotspotAt hands out stay valid.
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func (g *Game) SceneHotspots(name string) []Hotspot {
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if hs, ok := g.exitHotspots[name]; ok {
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return hs
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}
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s, ok := g.SceneManager.Get(name)
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if !ok {
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return nil
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}
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hs := make([]Hotspot, 0, len(s.Hotspots)+len(s.Exits))
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hs = append(hs, s.Hotspots...)
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for _, e := range s.Exits {
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hs = append(hs, e.hotspot(g))
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}
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if g.exitHotspots == nil {
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g.exitHotspots = make(map[string][]Hotspot)
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}
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g.exitHotspots[name] = hs
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return hs
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}
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func (g *Game) OnStart(a Action) *Game { g.onStart = a; return g }
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// ----- theme + UI conveniences ------------------------------------------
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||||
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func (g *Game) Theme() Theme { return g.ThemeManager.MustGet(g.activeTheme) }
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func (g *Game) UseTheme(name string) { g.activeTheme = name }
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func (g *Game) SelectedVerb() string { return g.selectedVerb }
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func (g *Game) Theme() Theme { return g.ThemeManager.MustGet(g.activeTheme) }
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func (g *Game) UseTheme(name string) { g.activeTheme = name }
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func (g *Game) SelectedVerb() string { return g.selectedVerb }
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func (g *Game) SetSelectedVerb(s string) { g.selectedVerb = s }
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func (g *Game) HoverLabel() string { return g.hoverLabel }
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func (g *Game) SetHoverLabel(s string) { g.hoverLabel = s }
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func (g *Game) HoverLabel() string { return g.hoverLabel }
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func (g *Game) SetHoverLabel(s string) { g.hoverLabel = s }
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||||
|
||||
// SetSpeech / ClearSpeech are called by the Say action; widgets render
|
||||
// whatever the current state says.
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@@ -194,9 +246,9 @@ func (g *Game) HotspotAt(p Point) *Hotspot {
|
||||
if g.currentScene == "" {
|
||||
return nil
|
||||
}
|
||||
s := g.SceneManager.MustGet(g.currentScene)
|
||||
for i := range s.Hotspots {
|
||||
h := &s.Hotspots[i]
|
||||
hs := g.SceneHotspots(g.currentScene)
|
||||
for i := range hs {
|
||||
h := &hs[i]
|
||||
if h.Area != nil && h.Area.Contains(p) {
|
||||
return h
|
||||
}
|
||||
@@ -266,6 +318,11 @@ func (g *Game) Validate() error {
|
||||
return fmt.Errorf("%w: scene %q actor %q", ErrUnknownCharacter, name, a.CharacterName)
|
||||
}
|
||||
}
|
||||
for _, e := range s.Exits {
|
||||
if e.To != "" && !g.SceneManager.Has(e.To) {
|
||||
return fmt.Errorf("%w: scene %q exit to %q", ErrUnknownScene, name, e.To)
|
||||
}
|
||||
}
|
||||
}
|
||||
if g.activeTheme == "" || !g.ThemeManager.Has(g.activeTheme) {
|
||||
return fmt.Errorf("inkwell: no active theme (got %q)", g.activeTheme)
|
||||
@@ -309,6 +366,9 @@ func (g *Game) changeScene(name string) {
|
||||
}
|
||||
prev := g.currentScene
|
||||
g.transition.start(func() {
|
||||
if prev != "" && prev != name {
|
||||
g.previousScene = prev
|
||||
}
|
||||
if prev != "" {
|
||||
old := g.SceneManager.MustGet(prev)
|
||||
if old.OnLeave != nil {
|
||||
|
||||
@@ -6,6 +6,7 @@ type Scene struct {
|
||||
Background string // Asset.Name
|
||||
Music string // Asset.Name (optional)
|
||||
Hotspots []Hotspot
|
||||
Exits []Exit // connections to other scenes; see scene.exit.go
|
||||
Walkboxes []Polygon
|
||||
Triggers []Trigger
|
||||
Actors []SceneActor
|
||||
|
||||
+121
@@ -0,0 +1,121 @@
|
||||
package inkwell
|
||||
|
||||
// ExitSide is where on the picture an exit sits when it has no Area of its
|
||||
// own: off one edge, into the depth of the picture, or out towards the
|
||||
// camera. Until the doors are measured on the artwork, an edge strip is the
|
||||
// convention every 1990s point & click used, and re-aiming an exit at a real
|
||||
// door later is a one-field change.
|
||||
type ExitSide int
|
||||
|
||||
const (
|
||||
ExitLeft ExitSide = iota // off the left edge
|
||||
ExitRight // off the right edge
|
||||
ExitBack // into the depth of the picture
|
||||
ExitNear // out towards the camera
|
||||
)
|
||||
|
||||
// Exit is one way out of a scene. The engine turns it into a Hotspot, so a
|
||||
// connection can be declared as data — where it leads, what the status line
|
||||
// calls it, and what has to be true before it opens — instead of being spelled
|
||||
// out as another hand-built hotspot.
|
||||
//
|
||||
// A connection stays machine-readable: the generated hotspot is named
|
||||
// ExitName(To), so the location graph can be read straight back out of the
|
||||
// registered scenes.
|
||||
type Exit struct {
|
||||
// To is the scene the exit leads to. Empty means "back the way you came" —
|
||||
// for a scene reachable from several others, where the way out is a
|
||||
// direction rather than a place.
|
||||
To string
|
||||
|
||||
// Label is what the status line calls it.
|
||||
Label string
|
||||
|
||||
// Side places the exit when Area is nil.
|
||||
Side ExitSide
|
||||
|
||||
// Area overrides the edge strip Side would give it.
|
||||
Area Shape
|
||||
|
||||
// Needs is a flag that has to be set before the exit opens; Blocked is
|
||||
// what happens while it is not. The exit is visible either way — a locked
|
||||
// door still says it is a door.
|
||||
Needs string
|
||||
Blocked Action
|
||||
|
||||
// OnLook and OnTake override Game.ExitLook and Game.ExitTake for this one
|
||||
// exit.
|
||||
OnLook Action
|
||||
OnTake Action
|
||||
}
|
||||
|
||||
// ExitName is the hotspot name generated for an exit to the named scene.
|
||||
func ExitName(to string) string {
|
||||
if to == "" {
|
||||
return "exit:back"
|
||||
}
|
||||
return "exit:" + to
|
||||
}
|
||||
|
||||
func (e Exit) hotspot(g *Game) Hotspot {
|
||||
var travel Action = GoTo(e.To)
|
||||
if e.To == "" {
|
||||
travel = Back()
|
||||
}
|
||||
if e.Needs != "" {
|
||||
if e.Blocked != nil {
|
||||
travel = If(Flag(e.Needs), travel, e.Blocked)
|
||||
} else {
|
||||
travel = If(Flag(e.Needs), travel)
|
||||
}
|
||||
}
|
||||
area := e.Area
|
||||
if area == nil {
|
||||
area = e.Side.area(g.SceneArea())
|
||||
}
|
||||
look, take := e.OnLook, e.OnTake
|
||||
if look == nil && g.ExitLook != nil {
|
||||
look = g.ExitLook(e)
|
||||
}
|
||||
if take == nil && g.ExitTake != nil {
|
||||
take = g.ExitTake(e)
|
||||
}
|
||||
return Hotspot{
|
||||
Name: ExitName(e.To),
|
||||
Label: e.Label,
|
||||
Area: area,
|
||||
Cursor: CursorExit,
|
||||
OnLook: look,
|
||||
OnUse: travel,
|
||||
OnTake: take,
|
||||
}
|
||||
}
|
||||
|
||||
// The edge strips, as fractions of the scene area, so a game that hands over
|
||||
// only part of the window to the picture (a HUD along the foot, letterbox
|
||||
// bars) gets strips that sit inside the picture rather than under the HUD.
|
||||
const (
|
||||
exitEdgeWidth = 0.0875
|
||||
exitEdgeInset = 0.080
|
||||
exitEdgeHeight = 0.876
|
||||
exitDoorWidth = 0.275
|
||||
exitBackInset = 0.033
|
||||
exitBackHeight = 0.347
|
||||
exitNearHeight = 0.198
|
||||
)
|
||||
|
||||
func (s ExitSide) area(r Rectangle) Shape {
|
||||
edge := r.W * exitEdgeWidth
|
||||
door := r.W * exitDoorWidth
|
||||
doorX := r.X + (r.W-door)/2
|
||||
switch s {
|
||||
case ExitLeft:
|
||||
return Rect(r.X, r.Y+r.H*exitEdgeInset, edge, r.H*exitEdgeHeight)
|
||||
case ExitRight:
|
||||
return Rect(r.X+r.W-edge, r.Y+r.H*exitEdgeInset, edge, r.H*exitEdgeHeight)
|
||||
case ExitBack:
|
||||
return Rect(doorX, r.Y+r.H*exitBackInset, door, r.H*exitBackHeight)
|
||||
default:
|
||||
return Rect(doorX, r.Y+r.H*(1-exitNearHeight), door, r.H*exitNearHeight)
|
||||
}
|
||||
}
|
||||
+17
-14
@@ -15,14 +15,15 @@ const saveVersion = 1
|
||||
// runtime mutable state lands here — managers, themes and assets are
|
||||
// reconstructed by the domain's Build() on every launch.
|
||||
type saveFile struct {
|
||||
Version int `json:"version"`
|
||||
Title string `json:"title"`
|
||||
CurrentScene string `json:"current_scene"`
|
||||
SelectedVerb string `json:"selected_verb"`
|
||||
ActiveTheme string `json:"active_theme"`
|
||||
Characters map[string]savedChar `json:"characters"`
|
||||
Inventory savedInventory `json:"inventory"`
|
||||
State savedState `json:"state"`
|
||||
Version int `json:"version"`
|
||||
Title string `json:"title"`
|
||||
CurrentScene string `json:"current_scene"`
|
||||
PreviousScene string `json:"previous_scene"`
|
||||
SelectedVerb string `json:"selected_verb"`
|
||||
ActiveTheme string `json:"active_theme"`
|
||||
Characters map[string]savedChar `json:"characters"`
|
||||
Inventory savedInventory `json:"inventory"`
|
||||
State savedState `json:"state"`
|
||||
}
|
||||
|
||||
type savedChar struct {
|
||||
@@ -95,12 +96,13 @@ func (g *Game) Load(slot int) error {
|
||||
|
||||
func (g *Game) buildSave() saveFile {
|
||||
sf := saveFile{
|
||||
Version: saveVersion,
|
||||
Title: g.Title,
|
||||
CurrentScene: g.currentScene,
|
||||
SelectedVerb: g.selectedVerb,
|
||||
ActiveTheme: g.activeTheme,
|
||||
Characters: make(map[string]savedChar, len(g.chars)),
|
||||
Version: saveVersion,
|
||||
Title: g.Title,
|
||||
CurrentScene: g.currentScene,
|
||||
PreviousScene: g.previousScene,
|
||||
SelectedVerb: g.selectedVerb,
|
||||
ActiveTheme: g.activeTheme,
|
||||
Characters: make(map[string]savedChar, len(g.chars)),
|
||||
Inventory: savedInventory{
|
||||
Items: g.Inventory.Items(),
|
||||
Selected: g.Inventory.Selected(),
|
||||
@@ -142,6 +144,7 @@ func (g *Game) applySave(sf *saveFile) error {
|
||||
g.flashTimer = 0
|
||||
|
||||
g.currentScene = sf.CurrentScene
|
||||
g.previousScene = sf.PreviousScene
|
||||
if sf.SelectedVerb != "" {
|
||||
g.selectedVerb = sf.SelectedVerb
|
||||
}
|
||||
|
||||
+1
-2
@@ -36,8 +36,7 @@ func (h *HotspotDebug) Draw(dst *ebiten.Image, ctx *UICtx) {
|
||||
return
|
||||
}
|
||||
col := g.Theme().HotspotOutline
|
||||
s := g.SceneManager.MustGet(g.currentScene)
|
||||
for _, hs := range s.Hotspots {
|
||||
for _, hs := range g.SceneHotspots(g.currentScene) {
|
||||
b := hs.Area.Bounds()
|
||||
vector.StrokeRect(dst, float32(b.X), float32(b.Y), float32(b.W), float32(b.H), 1, col, false)
|
||||
if hs.Label != "" {
|
||||
|
||||
Reference in New Issue
Block a user