package pncdsl import ( "image/color" "github.com/hajimehoshi/ebiten/v2" "github.com/hajimehoshi/ebiten/v2/vector" ) // engine is the ebiten.Game adapter. It owns the per-frame Update/Draw flow // and delegates everything stateful to *Game. type engine struct { g *Game } func (e *engine) Layout(outsideWidth, outsideHeight int) (int, int) { return e.g.Width, e.g.Height } func (e *engine) Update() error { g := e.g dt := 1.0 / 60.0 g.input.poll() g.UI.tick(dt) g.transition.update(dt) if g.transition.active && g.transition.out { // during fade-out, freeze input return nil } if g.UI.endCard != "" { return nil } if g.scriptRunner != nil { ctx := g.scriptCtx ctx.DT = dt // keep Scene reference fresh in case the script changed it if g.currentScene != "" { s := g.SceneManager.MustGet(g.currentScene) ctx.Scene = &s } s := g.scriptRunner.Tick(ctx) if s != StatusRunning { g.scriptRunner = nil g.scriptCtx = nil } g.tickCharacters(dt) return nil } // dialog click handling if g.dialog != nil { if g.input.LeftClicked() { g.input.ConsumeLeft() ctx := g.makeCtx() picked := g.dialog.handleClick(ctx, g.input.Point()) if picked != nil { // record once-tracking if picked.Once { g.State.NoteTalked(g.dialog.node.Name + ":" + picked.Text) } // run the choice's actions as a synthetic script if len(picked.Actions) > 0 { g.queueAction(Seq(picked.Actions...), "choice") } } } g.tickCharacters(dt) return nil } // free interaction e.handleFreeInput() g.tickCharacters(dt) return nil } func (e *engine) handleFreeInput() { g := e.g g.UI.rebuildVerbButtons() mp := g.input.Point() // hover label resolution g.UI.hoverLabel = "" if mp.Y < uiPanelY-4 { if h := e.hotspotAt(mp); h != nil { if h.Label != "" { g.UI.hoverLabel = h.Label } else { g.UI.hoverLabel = h.Name } } } else { // hovering UI: show item description when over an inv slot if hit := g.UI.hitTest(mp); len(hit) > 4 && hit[:4] == "inv:" { name := hit[4:] if it, ok := g.ItemManager.Get(name); ok && it.Description != "" { g.UI.hoverLabel = it.Description } else { g.UI.hoverLabel = name } } } if g.input.RightClicked() { g.input.ConsumeRight() // right click: deselect item / reset verb if g.Inventory.Selected() != "" { g.Inventory.Select("") } else { g.selectedVerb = "look" } } if !g.input.LeftClicked() { return } // UI hits first if hit := g.UI.hitTest(mp); hit != "" { g.input.ConsumeLeft() switch hit[:4] { case "verb": g.selectedVerb = hit[5:] case "inv:": name := hit[4:] if g.selectedVerb == "look" { if it, ok := g.ItemManager.Get(name); ok && it.Description != "" { g.queueAction(Say("player", it.Description), "inv-look") return } } if g.Inventory.Selected() == name { g.Inventory.Select("") } else { g.Inventory.Select(name) } } return } // game-world click g.input.ConsumeLeft() h := e.hotspotAt(mp) if h == nil { return } sel := g.Inventory.Selected() if sel != "" { // use-with: first check hotspot's OnUseWith, then item's if h.OnUseWith != nil { if a, ok := h.OnUseWith[sel]; ok && a != nil { g.queueAction(a, "useWith hotspot") g.Inventory.Select("") return } } if it, ok := g.ItemManager.Get(sel); ok && it.OnUseWith != nil { if a, ok := it.OnUseWith[h.Name]; ok && a != nil { g.queueAction(a, "useWith item") g.Inventory.Select("") return } } g.UI.FlashLine("Nem ehhez.") g.Inventory.Select("") return } a := h.handler(g.selectedVerb) if a == nil { if v, ok := g.VerbManager.Get(g.selectedVerb); ok && v.Default != nil { a = v.Default } } if a == nil { g.UI.FlashLine("Semmi említésre méltó.") return } g.queueAction(a, "hotspot "+g.selectedVerb+" "+h.Name) } func (e *engine) hotspotAt(p Point) *Hotspot { g := e.g if g.currentScene == "" { return nil } s := g.SceneManager.MustGet(g.currentScene) for i := range s.Hotspots { h := &s.Hotspots[i] if h.Area != nil && h.Area.Contains(p) { return h } } return nil } func (e *engine) Draw(screen *ebiten.Image) { g := e.g // scene background if g.currentScene != "" { s := g.SceneManager.MustGet(g.currentScene) img := g.loaded.image(g.AssetManager, s.Background) op := &ebiten.DrawImageOptions{} bw, bh := img.Bounds().Dx(), img.Bounds().Dy() if bw > 0 && bh > 0 { op.GeoM.Scale(float64(g.Width)/float64(bw), float64(g.Height)/float64(bh)) } screen.DrawImage(img, op) // hotspot debug outlines if DebugLog { for _, h := range s.Hotspots { if r, ok := h.Area.(Rectangle); ok { vector.StrokeRect(screen, float32(r.X), float32(r.Y), float32(r.W), float32(r.H), 1, color.RGBA{255, 255, 0, 200}, false) } } } } else { screen.Fill(color.RGBA{0, 0, 0, 255}) } // characters (y-sorted) for _, c := range sortedChars(g) { drawCharacter(screen, g, c) } // speech bubble g.UI.speech.draw(screen, g) // dialog box (if active) if g.dialog != nil { g.dialog.draw(screen, g) } else { g.UI.drawHUD(screen) } // transition overlay g.transition.draw(screen, g.Width, g.Height) // end card if g.UI.endCard != "" { vector.DrawFilledRect(screen, 0, 0, float32(g.Width), float32(g.Height), color.RGBA{0, 0, 0, 230}, false) w := textWidth(g.UI.endCard) drawText(screen, g.UI.endCard, (g.Width-w)/2, g.Height/2-8, color.White) } // cursor on top drawCursor(screen, g) } func sortedChars(g *Game) []*runtimeChar { out := make([]*runtimeChar, 0, len(g.chars)) for _, c := range g.chars { out = append(out, c) } // insertion sort by Y (small N) for i := 1; i < len(out); i++ { for j := i; j > 0 && out[j].pos.Y < out[j-1].pos.Y; j-- { out[j], out[j-1] = out[j-1], out[j] } } return out } func drawCharacter(dst *ebiten.Image, g *Game, c *runtimeChar) { w := c.def.W h := c.def.H if w == 0 { w = 24 } if h == 0 { h = 56 } // Try the real sprite first. Only fall through to the stylized // placeholder when no actual art is on disk. if c.def.Sprite != "" && !g.loaded.isPlaceholder(c.def.Sprite) { img := g.loaded.image(g.AssetManager, c.def.Sprite) sw, sh := img.Bounds().Dx(), img.Bounds().Dy() if sw > 0 && sh > 0 { op := &ebiten.DrawImageOptions{} op.GeoM.Scale(w/float64(sw), h/float64(sh)) op.GeoM.Translate(c.pos.X-w/2, c.pos.Y-h) dst.DrawImage(img, op) return } } // Touch the asset cache so isPlaceholder is populated for later frames. if c.def.Sprite != "" { _ = g.loaded.image(g.AssetManager, c.def.Sprite) } x := c.pos.X - w/2 y := c.pos.Y - h bodyCol := color.RGBA{200, 200, 200, 255} if rgba, ok := c.def.SpeechColor.(color.RGBA); ok { bodyCol = rgba } if w > h { drawQuadrupedPlaceholder(dst, x, y, w, h, bodyCol) } else { drawHumanoidPlaceholder(dst, x, y, w, h, bodyCol) } } func drawHumanoidPlaceholder(dst *ebiten.Image, x, y, w, h float64, body color.RGBA) { pants := color.RGBA{40, 50, 90, 255} skin := color.RGBA{245, 200, 155, 255} outline := color.RGBA{20, 20, 30, 255} headR := h * 0.14 headCY := y + headR + 1 // pants / legs — two narrow strips pantsTop := y + h*0.62 pantsH := h - (pantsTop - y) - 1 legW := w * 0.36 vector.DrawFilledRect(dst, float32(x+w*0.08), float32(pantsTop), float32(legW), float32(pantsH), pants, false) vector.DrawFilledRect(dst, float32(x+w*0.56), float32(pantsTop), float32(legW), float32(pantsH), pants, false) // torso — full-width rect, shirt color torsoTop := headCY + headR torsoH := pantsTop - torsoTop vector.DrawFilledRect(dst, float32(x), float32(torsoTop), float32(w), float32(torsoH), body, false) vector.StrokeRect(dst, float32(x), float32(torsoTop), float32(w), float32(torsoH), 1, outline, false) // head — circle in skin tone vector.DrawFilledCircle(dst, float32(x+w/2), float32(headCY), float32(headR), skin, true) // feet — short dark blobs at the very bottom footH := 2.0 vector.DrawFilledRect(dst, float32(x+w*0.05), float32(y+h-footH), float32(legW+2), float32(footH), outline, false) vector.DrawFilledRect(dst, float32(x+w*0.55), float32(y+h-footH), float32(legW+2), float32(footH), outline, false) } func drawQuadrupedPlaceholder(dst *ebiten.Image, x, y, w, h float64, body color.RGBA) { outline := color.RGBA{20, 20, 30, 255} dark := color.RGBA{ R: body.R / 2, G: body.G / 2, B: body.B / 2, A: 255, } // body bodyY := y + h*0.30 bodyH := h * 0.65 vector.DrawFilledRect(dst, float32(x), float32(bodyY), float32(w*0.78), float32(bodyH), body, false) // head — circle on the right headR := h * 0.30 headCX := x + w - headR headCY := y + h*0.50 vector.DrawFilledCircle(dst, float32(headCX), float32(headCY), float32(headR), body, true) // ears — two triangles approximated as small rects earW := w * 0.07 earH := h * 0.30 vector.DrawFilledRect(dst, float32(headCX-headR*0.7), float32(y), float32(earW), float32(earH), body, false) vector.DrawFilledRect(dst, float32(headCX+headR*0.4), float32(y), float32(earW), float32(earH), body, false) // eye — dark dot vector.DrawFilledCircle(dst, float32(headCX+headR*0.25), float32(headCY-1), 1.2, outline, true) // tail — small dark line stub on the left vector.DrawFilledRect(dst, float32(x-w*0.04), float32(bodyY+1), float32(w*0.08), 2, dark, false) // legs — two short bars at the bottom legW := w * 0.07 vector.DrawFilledRect(dst, float32(x+w*0.10), float32(y+h-3), float32(legW), 3, dark, false) vector.DrawFilledRect(dst, float32(x+w*0.55), float32(y+h-3), float32(legW), 3, dark, false) }