Commit Graph
7 Commits
Author SHA1 Message Date
mr.zeroandClaude Opus 5 e26f7345c1 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>
2026-08-30 11:25:49 +02:00
mr.zeroandClaude Opus 5 39af65f3c9 Wire the audio player in Run, not in NewGame
ci/woodpecker/push/woodpecker Pipeline was successful
AudioPlayer keeps the *AssetManager it is handed, so attaching it during
construction quietly pinned it to the manager NewGame happened to make. A
domain that assigns its own registry onto the Game — legal, the fields are
plain *Manager values — got a working image path and a silent audio one.

Run attaches instead, once the Game is final.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-30 10:36:13 +02:00
mr.zeroandClaude Opus 5 f9745e4266 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>
2026-08-30 00:09:20 +02:00
mr.zero fd7cd6d1a9 rename pncdsl to inkwell 2026-07-30 12:16:39 +02:00
mr.zero 5ed7ac4ed9 radial fix 2026-05-25 23:33:46 +02:00
mr.zero f75ada75ba new features 2026-05-25 22:27:53 +02:00
mr.zero 76f910ab36 remove demo game 2026-05-25 21:28:17 +02:00