Scene exits, Back(), and the current/previous scene accessors
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:
2026-08-30 00:09:20 +02:00
co-authored by Claude Opus 5
parent aa55f1166c
commit f9745e4266
7 changed files with 362 additions and 60 deletions
+83 -23
View File
@@ -24,6 +24,17 @@ type Game struct {
UIManager *UIManager
ThemeManager *ThemeManager
// SceneRect is the part of the window the picture occupies. Zero means
// the whole window. A game with a HUD along the foot sets it, so that
// generated exit strips (see scene.exit.go) land inside the painting.
SceneRect Rectangle
// ExitLook and ExitTake supply the default look and take responses for
// every hotspot generated from Scene.Exits. Nil means no response.
// An Exit can override either one.
ExitLook func(Exit) Action
ExitTake func(Exit) Action
State *State
Inventory *Inventory
Audio *AudioPlayer
@@ -35,21 +46,23 @@ type Game struct {
activeTheme string
// runtime
loaded *loadedAssets
currentScene string
chars map[string]*runtimeChar
scriptRunner Runner
scriptCtx *Ctx
transition *transition
selectedVerb string
loaded *loadedAssets
currentScene string
previousScene string
exitHotspots map[string][]Hotspot
chars map[string]*runtimeChar
scriptRunner Runner
scriptCtx *Ctx
transition *transition
selectedVerb string
// UI runtime state (read by widgets, written by actions / engine)
hoverLabel string
flash string
flashTimer float64
endCard string
speech speechState
dialog *runtimeDialog
hoverLabel string
flash string
flashTimer float64
endCard string
speech speechState
dialog *runtimeDialog
activeDialog string
// in-game message log for ChatLog widgets; ring buffer behavior.
@@ -76,7 +89,7 @@ const (
// LogMessage is a single line in the chat-log buffer.
type LogMessage struct {
Speaker string // empty for actions / system
Speaker string // empty for actions / system
Text string
Kind LogKind
}
@@ -135,16 +148,55 @@ func NewGame(title string, w, h int) *Game {
}
func (g *Game) StartAt(name string) *Game { g.startID = name; return g }
func (g *Game) OnStart(a Action) *Game { g.onStart = a; return g }
// CurrentScene is the scene the player is in, empty before the first one is
// entered. PreviousScene is the one before it, which is where Back() leads.
func (g *Game) CurrentScene() string { return g.currentScene }
func (g *Game) PreviousScene() string { return g.previousScene }
// SceneArea is SceneRect, or the whole window when it was never set.
func (g *Game) SceneArea() Rectangle {
if g.SceneRect.W > 0 && g.SceneRect.H > 0 {
return g.SceneRect
}
return Rect(0, 0, float64(g.Width), float64(g.Height))
}
// SceneHotspots is everything clickable in a scene: its own hotspots first,
// then one per Exit. Authored hotspots come first because the engine takes the
// first area that contains the click, so a painted thing beats the edge strip
// an exit sits on wherever the two overlap.
//
// The expansion is cached, so the pointers HotspotAt hands out stay valid.
func (g *Game) SceneHotspots(name string) []Hotspot {
if hs, ok := g.exitHotspots[name]; ok {
return hs
}
s, ok := g.SceneManager.Get(name)
if !ok {
return nil
}
hs := make([]Hotspot, 0, len(s.Hotspots)+len(s.Exits))
hs = append(hs, s.Hotspots...)
for _, e := range s.Exits {
hs = append(hs, e.hotspot(g))
}
if g.exitHotspots == nil {
g.exitHotspots = make(map[string][]Hotspot)
}
g.exitHotspots[name] = hs
return hs
}
func (g *Game) OnStart(a Action) *Game { g.onStart = a; return g }
// ----- theme + UI conveniences ------------------------------------------
func (g *Game) Theme() Theme { return g.ThemeManager.MustGet(g.activeTheme) }
func (g *Game) UseTheme(name string) { g.activeTheme = name }
func (g *Game) SelectedVerb() string { return g.selectedVerb }
func (g *Game) Theme() Theme { return g.ThemeManager.MustGet(g.activeTheme) }
func (g *Game) UseTheme(name string) { g.activeTheme = name }
func (g *Game) SelectedVerb() string { return g.selectedVerb }
func (g *Game) SetSelectedVerb(s string) { g.selectedVerb = s }
func (g *Game) HoverLabel() string { return g.hoverLabel }
func (g *Game) SetHoverLabel(s string) { g.hoverLabel = s }
func (g *Game) HoverLabel() string { return g.hoverLabel }
func (g *Game) SetHoverLabel(s string) { g.hoverLabel = s }
// SetSpeech / ClearSpeech are called by the Say action; widgets render
// whatever the current state says.
@@ -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 {