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>
The repo was registered in Woodpecker but had no pipeline, so nothing
ever ran on it. There is no test suite here, so the check is what can
actually catch a regression in a library: that it still compiles and
loads.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
The repo now lives at engines/inkwell, and a Go module path is not
covered by Gitea's redirect: `go get git.teletypegames.org/engines/inkwell`
failed with "module declares its path as git.teletypegames.org/games/inkwell".
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>