Compare commits
| Author | SHA1 | Date | |
|---|---|---|---|
|
|
e26f7345c1 | ||
|
|
39af65f3c9 | ||
|
|
08f15a7e3d | ||
|
|
f9745e4266 | ||
|
|
aa55f1166c |
@@ -0,0 +1,12 @@
|
||||
# A könyvtárnak nincs teszt-suite-ja, ezért a regressziót a fordítás és a
|
||||
# `go vet` fogja meg. Az ebitengine builder image kell hozzá: az Ebitengine
|
||||
# Linuxon cgo-t használ, tehát a fordításhoz X11/GL/ALSA fejlécek kellenek.
|
||||
steps:
|
||||
- name: test
|
||||
image: git.teletypegames.org/build/ebitengine-builder:latest
|
||||
commands:
|
||||
- go version
|
||||
- echo "==> go build"
|
||||
- go build ./...
|
||||
- echo "==> go vet"
|
||||
- go vet ./...
|
||||
@@ -30,14 +30,15 @@ import "git.teletypegames.org/games/inkwell"
|
||||
6. [Entity reference](#6-entity-reference)
|
||||
- 6.1 [Asset](#61-asset)
|
||||
- 6.2 [Scene](#62-scene)
|
||||
- 6.3 [Hotspot](#63-hotspot)
|
||||
- 6.4 [Trigger](#64-trigger)
|
||||
- 6.5 [Item](#65-item)
|
||||
- 6.6 [Inventory](#66-inventory)
|
||||
- 6.7 [Character](#67-character)
|
||||
- 6.8 [Dialogue](#68-dialogue)
|
||||
- 6.9 [Script](#69-script)
|
||||
- 6.10 [Verb](#610-verb)
|
||||
- 6.3 [Exit](#63-exit)
|
||||
- 6.4 [Hotspot](#64-hotspot)
|
||||
- 6.5 [Trigger](#65-trigger)
|
||||
- 6.6 [Item](#66-item)
|
||||
- 6.7 [Inventory](#67-inventory)
|
||||
- 6.8 [Character](#68-character)
|
||||
- 6.9 [Dialogue](#69-dialogue)
|
||||
- 6.10 [Script](#610-script)
|
||||
- 6.11 [Verb](#611-verb)
|
||||
7. [The action system](#7-the-action-system)
|
||||
- 7.1 [Action and Runner](#71-action-and-runner)
|
||||
- 7.2 [Status and Ctx](#72-status-and-ctx)
|
||||
@@ -188,11 +189,13 @@ type ThemeManager = Manager[Theme]
|
||||
| Method | Behaviour |
|
||||
|------------------------|------------------------------------------------------------|
|
||||
| `Register(v T)` | Adds `v` to the registry. Panics on empty or duplicate `Name`. |
|
||||
| `Set(v T)` | Replaces an entry in place, keeping its position; registers it when the name is new. |
|
||||
| `Get(name) (T, bool)` | Looks up by name. The boolean is `false` if absent. |
|
||||
| `MustGet(name) T` | Same as `Get`, but panics on missing names. |
|
||||
| `Has(name) bool` | True if the name is registered. |
|
||||
| `Len() int` | Number of registered entries. |
|
||||
| `Names() []string` | Returns names in **insertion order** (used for widget Z-order). |
|
||||
| `All() []T` | Returns every entry in **insertion order**. |
|
||||
| `SortedNames() []string` | Returns names alphabetically. |
|
||||
| `Each(fn func(T))` | Iterates in insertion order. |
|
||||
| `Remove(name string)` | Drops a registration; silent no-op if unknown. |
|
||||
@@ -215,6 +218,11 @@ on startup. Crashing loudly during `Build()` surfaces the problem in
|
||||
development; quietly accepting the second registration would silently mask
|
||||
shadowed entities at runtime.
|
||||
|
||||
When a registration genuinely has to be rewritten — a derived field filled in
|
||||
after the fact, a hot-reloaded entity — `Set` is the deliberate overwrite. It
|
||||
keeps the entry's place in the insertion order, so widget Z-order and any other
|
||||
order-sensitive iteration survive the rewrite.
|
||||
|
||||
---
|
||||
|
||||
## 4. The Game aggregate
|
||||
@@ -237,6 +245,11 @@ type Game struct {
|
||||
UIManager *UIManager
|
||||
ThemeManager *ThemeManager
|
||||
|
||||
// exits
|
||||
SceneRect Rectangle // the part of the window the picture occupies
|
||||
ExitLook func(Exit) Action // default look response for generated exits
|
||||
ExitTake func(Exit) Action // default take response for generated exits
|
||||
|
||||
// runtime services
|
||||
State *State
|
||||
Inventory *Inventory
|
||||
@@ -262,16 +275,50 @@ selects `classic-scumm` as the active theme. Widgets are **not**
|
||||
auto-registered — call `RegisterDefaultUI(g)` (or one of its siblings)
|
||||
explicitly, or let `Run` install the default set if `UIManager` is empty.
|
||||
|
||||
The manager fields are ordinary `*Manager` values, so a domain that keeps its
|
||||
own registries can **assign them onto the Game** instead of copying every entry
|
||||
across:
|
||||
|
||||
```go
|
||||
g := inkwell.NewGame("Real World", 640, 380)
|
||||
g.SceneManager = mySceneManager
|
||||
g.AssetManager = myAssetManager
|
||||
```
|
||||
|
||||
Do it before `Run` — that is where the engine wires up the parts that hold a
|
||||
registry directly, so whichever managers the `*Game` carries by then are the
|
||||
ones that get used. Two of them are worth a second thought before replacing:
|
||||
`ThemeManager` arrives holding the four presets and `classic-scumm` selected,
|
||||
and `VerbManager` the four SCUMM verbs. Replacing either throws that away —
|
||||
register into them instead unless that is what you want.
|
||||
|
||||
### 4.2 Lifecycle hooks
|
||||
|
||||
```go
|
||||
func (g *Game) StartAt(name string) *Game // entry scene
|
||||
func (g *Game) OnStart(a Action) *Game // action run after the scene's OnEnter
|
||||
func (g *Game) OnStart(script string) *Game // script run after the scene's OnEnter
|
||||
func (g *Game) OnFinale(script string) *Game // closing script, queued after OnStart
|
||||
func (g *Game) Validate() error // cross-check name references
|
||||
func (g *Game) Run() error // same as inkwell.Run(g)
|
||||
```
|
||||
|
||||
`StartAt` and `OnStart` return `*Game` so they chain at the end of `Build`.
|
||||
`OnStart` and `OnFinale` name registered scripts rather than taking an action,
|
||||
so the opening a game plays is content like any other — a `Script` in the
|
||||
`ScriptManager`, reachable by name and editable without touching the wiring.
|
||||
`Validate` rejects a name that is not registered.
|
||||
|
||||
`OnFinale` is queued directly after the start script, which is what a "boot
|
||||
straight into the ending" debug flag wants:
|
||||
|
||||
```go
|
||||
g.StartAt(start)
|
||||
g.OnStart(ScriptOpening)
|
||||
if finale {
|
||||
g.OnFinale(ScriptFinale)
|
||||
}
|
||||
```
|
||||
|
||||
All three return `*Game` so they chain at the end of `Build`.
|
||||
|
||||
### 4.3 Theme accessors
|
||||
|
||||
@@ -330,11 +377,28 @@ func (g *Game) Messages() []LogMessage
|
||||
### 4.6 Scene helpers
|
||||
|
||||
```go
|
||||
func (g *Game) CurrentScene() string
|
||||
func (g *Game) PreviousScene() string
|
||||
func (g *Game) SceneArea() Rectangle
|
||||
func (g *Game) SceneHotspots(name string) []Hotspot
|
||||
func (g *Game) HotspotAt(p Point) *Hotspot
|
||||
func (g *Game) CharacterInScene(name string) bool
|
||||
```
|
||||
|
||||
Used by `CharacterPanel` to auto-hide when its character isn't an actor in
|
||||
the current scene.
|
||||
`CurrentScene` is where the player is, empty before the first scene is
|
||||
entered; `PreviousScene` is the one before it, which is where
|
||||
[`Back()`](#73-built-in-actions) leads. Both survive a save.
|
||||
|
||||
`SceneArea` is `SceneRect`, or the whole window when it was never set. It is
|
||||
what [exit strips](#63-exit) are measured against.
|
||||
|
||||
`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 per scene.
|
||||
|
||||
`CharacterInScene` is used by `CharacterPanel` to auto-hide when its character
|
||||
isn't an actor in the current scene.
|
||||
|
||||
### 4.7 Text drawing hook
|
||||
|
||||
@@ -428,6 +492,7 @@ type Scene struct {
|
||||
Background string // Asset.Name
|
||||
Music string // Asset.Name (optional)
|
||||
Hotspots []Hotspot
|
||||
Exits []Exit // connections to other scenes
|
||||
Walkboxes []Polygon
|
||||
Triggers []Trigger
|
||||
Actors []SceneActor
|
||||
@@ -450,12 +515,84 @@ routes through a BFS over the polygon adjacency graph (polygons that
|
||||
share an edge are neighbours), with the midpoint of each shared edge
|
||||
used as a waypoint. Destinations outside every walkbox are clipped to
|
||||
the nearest boundary. With no walkboxes the character walks in a
|
||||
straight line — see [§6.7](#67-character) and [§15.4](#154-character-movement).
|
||||
straight line — see [§6.8](#68-character) and [§15.4](#154-character-movement).
|
||||
|
||||
`Triggers` fire on the rising edge of their `When` condition. The
|
||||
engine samples each trigger once per idle frame; see [§6.4](#64-trigger).
|
||||
engine samples each trigger once per idle frame; see [§6.5](#65-trigger).
|
||||
|
||||
### 6.3 Hotspot
|
||||
`Exits` are the scene's connections to other scenes, declared as data. The
|
||||
engine turns each one into a hotspot — see [§6.3](#63-exit).
|
||||
|
||||
### 6.3 Exit
|
||||
|
||||
```go
|
||||
// inkwell/scene.exit.go
|
||||
|
||||
type Exit struct {
|
||||
To string // target scene; empty means "back the way you came"
|
||||
Label string // what the status line calls it
|
||||
Side ExitSide // where it sits when Area is nil
|
||||
Area Shape // overrides the edge strip Side would give it
|
||||
Needs string // flag that has to be set before it opens
|
||||
Blocked Action // what happens while it is not
|
||||
OnLook Action // overrides Game.ExitLook for this exit
|
||||
OnTake Action // overrides Game.ExitTake for this exit
|
||||
}
|
||||
|
||||
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
|
||||
)
|
||||
|
||||
func ExitName(to string) string
|
||||
```
|
||||
|
||||
A connection belongs to the scene it leads out of, so it is written in that
|
||||
scene's own literal rather than in a map kept somewhere else:
|
||||
|
||||
```go
|
||||
Scene{
|
||||
Name: "alley",
|
||||
Exits: []Exit{
|
||||
{To: "noodle_house", Label: "back out to the street", Side: ExitLeft},
|
||||
{To: "", Label: "the fire escape", Side: ExitBack,
|
||||
Needs: "has_ladder", Blocked: Say("paul", "Can't reach it.")},
|
||||
},
|
||||
}
|
||||
```
|
||||
|
||||
The engine expands each exit into a `Hotspot` with `Cursor: CursorExit`, the
|
||||
exit's `Label`, `OnUse` bound to `GoTo(To)` — or [`Back()`](#73-built-in-actions)
|
||||
when `To` is empty — and, when `Needs` is set, the whole travel wrapped in
|
||||
`If(Flag(Needs), travel, Blocked)`. The exit is visible either way: a locked
|
||||
door still says it is a door.
|
||||
|
||||
`OnLook` and `OnTake` are usually not written per exit. `Game.ExitLook` and
|
||||
`Game.ExitTake` supply them for every exit in the game, so the phrasing lives
|
||||
in one place:
|
||||
|
||||
```go
|
||||
g.ExitLook = func(e Exit) Action { return Say("paul", "That way: "+e.Label+".") }
|
||||
g.ExitTake = func(e Exit) Action { return Say("paul", "It's a way out, not a thing.") }
|
||||
```
|
||||
|
||||
**Placement.** With no `Area`, an exit is a strip along one edge of the
|
||||
picture, sized as a fraction of [`Game.SceneArea()`](#46-scene-helpers) — the
|
||||
convention every 1990s point & click used, and one field to re-aim at a real
|
||||
door once the artwork is measured. A game whose HUD covers the foot of the
|
||||
window sets `Game.SceneRect`, so the strips land inside the painting instead of
|
||||
under the HUD.
|
||||
|
||||
**The graph stays readable.** The generated hotspot is named
|
||||
`ExitName(To)` — `"exit:noodle_house"`, or `"exit:back"` — so the location
|
||||
graph can be read straight back out of the registered scenes, and
|
||||
[`Validate`](#17-validation) rejects an exit that names a scene nobody
|
||||
registered.
|
||||
|
||||
### 6.4 Hotspot
|
||||
|
||||
```go
|
||||
// inkwell/scene.hotspot.go
|
||||
@@ -497,7 +634,7 @@ resolves a click via `hotspot.handler(verbName)` which maps the four
|
||||
built-in verbs to their `On*` fields and falls back to `OnVerb[verbName]`
|
||||
for custom verbs.
|
||||
|
||||
### 6.4 Trigger
|
||||
### 6.5 Trigger
|
||||
|
||||
```go
|
||||
// inkwell/scene.trigger.go
|
||||
@@ -522,7 +659,7 @@ frame — the edge is preserved across the busy window. Save/Load resets
|
||||
trigger state to "freshly armed", matching the behaviour of scene
|
||||
re-entry.
|
||||
|
||||
### 6.5 Item
|
||||
### 6.6 Item
|
||||
|
||||
```go
|
||||
// inkwell/item.def.go
|
||||
@@ -545,7 +682,7 @@ hotspot with an item selected resolves the action via, in order:
|
||||
2. `item.OnUseWith[hotspot.Name]`
|
||||
3. Otherwise the engine flashes "Nem ehhez." and deselects.
|
||||
|
||||
### 6.6 Inventory
|
||||
### 6.7 Inventory
|
||||
|
||||
```go
|
||||
// inkwell/item.inventory.go
|
||||
@@ -564,7 +701,7 @@ func (i *Inventory) Items() []string // copy
|
||||
Not a manager — pure runtime state owned by `Game`. Mutated by actions
|
||||
(`Give`, `TakeAway`) and by the `InventoryBar` widget on click.
|
||||
|
||||
### 6.7 Character
|
||||
### 6.8 Character
|
||||
|
||||
```go
|
||||
// inkwell/actor.def.go
|
||||
@@ -605,7 +742,7 @@ Movement is driven by the `Walk` action and `Game.tickCharacters` —
|
||||
stepping at `Speed` pixels/sec (default 60) along the waypoint list
|
||||
computed by [walkbox routing](#62-scene).
|
||||
|
||||
### 6.8 Dialogue
|
||||
### 6.9 Dialogue
|
||||
|
||||
```go
|
||||
// inkwell/dialog.def.go
|
||||
@@ -647,7 +784,7 @@ The dialog flow:
|
||||
5. `EndDialogue()` closes the conversation; `GotoNode("other")` jumps to
|
||||
another node in the same dialogue.
|
||||
|
||||
### 6.9 Script
|
||||
### 6.10 Script
|
||||
|
||||
```go
|
||||
// inkwell/action.script.go
|
||||
@@ -662,7 +799,7 @@ A `Script` is just a named composite action — useful when you want to
|
||||
reuse a cutscene (intro, victory, transition) from multiple call sites.
|
||||
Fire one with `RunScript("name")`.
|
||||
|
||||
### 6.10 Verb
|
||||
### 6.11 Verb
|
||||
|
||||
```go
|
||||
// inkwell/ui.verb.go
|
||||
@@ -749,6 +886,7 @@ type Ctx struct {
|
||||
| `Wait(seconds float64) Action` | Block the runner for `seconds`. |
|
||||
| `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. |
|
||||
| `GoTo(scene string) Action` | Switch the current scene via a fade transition. |
|
||||
| `Back() Action` | Return to `PreviousScene()`. No-op when there is nowhere to go back to. |
|
||||
| `Walk(character string, to Point) Action`| Move a character to `to` at `Character.Speed`. Returns when arrived. |
|
||||
| `Give(item string) Action` | Add `item` to inventory. |
|
||||
| `TakeAway(item string) Action` | Remove `item` from inventory. |
|
||||
@@ -1413,13 +1551,15 @@ func Run(g *Game) error // toplevel — same as g.Run()
|
||||
|
||||
`Run` does, in order:
|
||||
|
||||
1. `g.Validate()` — cross-check name references between managers.
|
||||
2. If `UIManager` is empty, call `RegisterDefaultUI(g)`.
|
||||
3. Place the start scene directly (no transition), bump
|
||||
1. `g.Audio.attach(g.AssetManager)` — wire the audio player to whichever
|
||||
asset registry the game is carrying by now.
|
||||
2. `g.Validate()` — cross-check name references between managers.
|
||||
3. If `UIManager` is empty, call `RegisterDefaultUI(g)`.
|
||||
4. Place the start scene directly (no transition), bump
|
||||
`State.NoteVisit`, position registered actors, kick off music.
|
||||
4. Compose `Seq(scene.OnEnter, game.OnStart)` and queue it as the initial
|
||||
action — the first script tick runs both in order.
|
||||
5. `ebiten.SetWindowSize(Width*4, Height*4)`,
|
||||
5. Compose `Seq(scene.OnEnter, OnStart script, OnFinale script)` and queue
|
||||
it as the initial action — the first script tick runs them in order.
|
||||
6. `ebiten.SetWindowSize(Width*4, Height*4)`,
|
||||
`ebiten.SetWindowTitle(g.Title)`, then `ebiten.RunGame(&engine{g})`.
|
||||
|
||||
### 15.1 `engine.Update`
|
||||
@@ -1530,6 +1670,8 @@ It cross-checks:
|
||||
`Asset`.
|
||||
- Optional `Scene.Music` (if non-empty) references a registered `Asset`.
|
||||
- Every `SceneActor.CharacterName` is a registered character.
|
||||
- Every `Scene.Exit.To` names a registered scene (empty is allowed — it
|
||||
means "back the way you came").
|
||||
- An active theme is selected and registered.
|
||||
|
||||
Returns the first error wrapping one of the `Err...` sentinels (so callers
|
||||
@@ -1551,7 +1693,7 @@ Slots are written as JSON files under `g.SaveDir` (default `saves/`,
|
||||
relative to the working directory), one file per slot named
|
||||
`slot<N>.json`. The save captures the **mutable runtime state**:
|
||||
|
||||
- `currentScene`, the active verb, and the active theme.
|
||||
- `currentScene` and `previousScene`, the active verb, and the active theme.
|
||||
- Every character's position, target, and moving flag.
|
||||
- The full `State`: flags, vars, visited and talked counters.
|
||||
- The inventory item list plus the currently selected slot.
|
||||
@@ -1675,6 +1817,7 @@ inkwell/ # module git.teletypegames.org/games/inkwell
|
||||
├── scene.def.go # Scene, SceneActor
|
||||
├── scene.manager.go # SceneManager alias
|
||||
├── scene.hotspot.go # Hotspot, CursorKind
|
||||
├── scene.exit.go # Exit, ExitSide + edge-strip geometry
|
||||
├── scene.trigger.go # Trigger + rising-edge engine sweep
|
||||
├── scene.path.go # walkbox routing (BFS over polygon adjacency)
|
||||
├── scene.transition.go # fade-to-black overlay (internal)
|
||||
|
||||
@@ -250,6 +250,24 @@ func (a *gotoAction) Tick(ctx *Ctx) Status {
|
||||
return StatusDone
|
||||
}
|
||||
|
||||
// ----- Back -------------------------------------------------------------
|
||||
|
||||
type backAction struct{}
|
||||
|
||||
// Back returns to the scene the player came from. Most exits name their
|
||||
// destination, because a door leads where it leads; a scene reached from
|
||||
// several different rooms cannot, so its way out is a direction, not a place.
|
||||
// A no-op when there is nowhere to go back to.
|
||||
func Back() Action { return backAction{} }
|
||||
|
||||
func (a backAction) Start() Runner { return a }
|
||||
func (a backAction) Tick(ctx *Ctx) Status {
|
||||
if prev := ctx.Game.PreviousScene(); prev != "" {
|
||||
ctx.Game.changeScene(prev)
|
||||
}
|
||||
return StatusDone
|
||||
}
|
||||
|
||||
// ----- inventory --------------------------------------------------------
|
||||
|
||||
type giveAction struct{ item string }
|
||||
|
||||
+9
-2
@@ -7,6 +7,10 @@ import (
|
||||
// Run validates the game, then enters the ebiten main loop. The window is
|
||||
// sized to 4× the internal resolution.
|
||||
func Run(g *Game) error {
|
||||
// The domain may have swapped a manager in since NewGame, so the parts
|
||||
// that hold a registry directly are wired here, not at construction.
|
||||
g.Audio.attach(g.AssetManager)
|
||||
|
||||
if err := g.Validate(); err != nil {
|
||||
return err
|
||||
}
|
||||
@@ -30,8 +34,11 @@ func Run(g *Game) error {
|
||||
if s.OnEnter != nil {
|
||||
seq = append(seq, s.OnEnter)
|
||||
}
|
||||
if g.onStart != nil {
|
||||
seq = append(seq, g.onStart)
|
||||
if g.onStart != "" {
|
||||
seq = append(seq, RunScript(g.onStart))
|
||||
}
|
||||
if g.onFinale != "" {
|
||||
seq = append(seq, RunScript(g.onFinale))
|
||||
}
|
||||
if len(seq) > 0 {
|
||||
g.queueAction(Seq(seq...), "init")
|
||||
|
||||
+102
-25
@@ -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
|
||||
@@ -31,25 +42,28 @@ type Game struct {
|
||||
Input *Input
|
||||
|
||||
startID string
|
||||
onStart Action
|
||||
onStart string
|
||||
onFinale string
|
||||
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 +90,7 @@ 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
|
||||
}
|
||||
@@ -101,6 +115,10 @@ type runtimeDialog struct {
|
||||
// NewGame initializes a game with empty entity managers, the SCUMM-style
|
||||
// verb set, all preset themes, and "classic-scumm" selected. Widgets are
|
||||
// NOT auto-registered — call RegisterDefaultUI(g) explicitly.
|
||||
//
|
||||
// A domain is free to replace any of the entity managers with one of its
|
||||
// own before Run — the registries are ordinary *Manager values, and Run
|
||||
// wires the engine to whichever ones the Game holds by then.
|
||||
func NewGame(title string, w, h int) *Game {
|
||||
g := &Game{
|
||||
Title: title,
|
||||
@@ -125,7 +143,6 @@ func NewGame(title string, w, h int) *Game {
|
||||
transition: &transition{},
|
||||
selectedVerb: "look",
|
||||
}
|
||||
g.Audio.attach(g.AssetManager)
|
||||
for _, v := range defaultVerbs() {
|
||||
g.VerbManager.Register(v)
|
||||
}
|
||||
@@ -135,16 +152,63 @@ 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
|
||||
}
|
||||
|
||||
// OnStart names the script queued after the start scene's OnEnter, once,
|
||||
// when the game boots.
|
||||
func (g *Game) OnStart(script string) *Game { g.onStart = script; return g }
|
||||
|
||||
// OnFinale names the game's closing script, queued directly after the start
|
||||
// script — which is what a "boot straight into the ending" debug flag wants.
|
||||
// Leave it unset for an ordinary run.
|
||||
func (g *Game) OnFinale(script string) *Game { g.onFinale = script; 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 +258,9 @@ 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 +330,16 @@ 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)
|
||||
}
|
||||
}
|
||||
}
|
||||
for _, name := range []string{g.onStart, g.onFinale} {
|
||||
if name != "" && !g.ScriptManager.Has(name) {
|
||||
return fmt.Errorf("%w: %q", ErrUnknownScript, name)
|
||||
}
|
||||
}
|
||||
if g.activeTheme == "" || !g.ThemeManager.Has(g.activeTheme) {
|
||||
return fmt.Errorf("inkwell: no active theme (got %q)", g.activeTheme)
|
||||
@@ -309,6 +383,9 @@ 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 {
|
||||
|
||||
@@ -33,6 +33,18 @@ func (m *Manager[T]) Register(v T) {
|
||||
m.order = append(m.order, name)
|
||||
}
|
||||
|
||||
// Set replaces a registered entry in place, keeping its position in the
|
||||
// registration order, and registers the entry when the name is new. Register
|
||||
// panics on a duplicate; Set is the deliberate overwrite.
|
||||
func (m *Manager[T]) Set(v T) {
|
||||
name := v.GetName()
|
||||
if _, ok := m.items[name]; !ok {
|
||||
m.Register(v)
|
||||
return
|
||||
}
|
||||
m.items[name] = v
|
||||
}
|
||||
|
||||
func (m *Manager[T]) Get(name string) (T, bool) {
|
||||
v, ok := m.items[name]
|
||||
return v, ok
|
||||
@@ -59,6 +71,15 @@ func (m *Manager[T]) Names() []string {
|
||||
return append([]string(nil), m.order...)
|
||||
}
|
||||
|
||||
// All returns every registered entry in insertion order.
|
||||
func (m *Manager[T]) All() []T {
|
||||
out := make([]T, len(m.order))
|
||||
for i, n := range m.order {
|
||||
out[i] = m.items[n]
|
||||
}
|
||||
return out
|
||||
}
|
||||
|
||||
func (m *Manager[T]) SortedNames() []string {
|
||||
names := append([]string(nil), m.order...)
|
||||
sort.Strings(names)
|
||||
|
||||
@@ -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 != "" {
|
||||
|
||||
+5
-12
@@ -7,20 +7,13 @@ type UIManager = Manager[Widget]
|
||||
// order — used by the engine for top-down input dispatch (the widget
|
||||
// drawn on top gets the click first).
|
||||
func reversedWidgets(m *UIManager) []Widget {
|
||||
names := m.Names()
|
||||
out := make([]Widget, len(names))
|
||||
for i, n := range names {
|
||||
out[len(names)-1-i] = m.MustGet(n)
|
||||
all := m.All()
|
||||
out := make([]Widget, len(all))
|
||||
for i, w := range all {
|
||||
out[len(all)-1-i] = w
|
||||
}
|
||||
return out
|
||||
}
|
||||
|
||||
// orderedWidgets iterates in registration order — bottom-up draw.
|
||||
func orderedWidgets(m *UIManager) []Widget {
|
||||
names := m.Names()
|
||||
out := make([]Widget, len(names))
|
||||
for i, n := range names {
|
||||
out[i] = m.MustGet(n)
|
||||
}
|
||||
return out
|
||||
}
|
||||
func orderedWidgets(m *UIManager) []Widget { return m.All() }
|
||||
|
||||
Reference in New Issue
Block a user