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>
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>