Files
inkwell/actor.def.go
T
mr.zeroandClaude Opus 5 92fc36bdf5
ci/woodpecker/push/woodpecker Pipeline was successful
Nine things a domain kept having to invent
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>
2026-08-30 22:57:16 +02:00

43 lines
1.2 KiB
Go

package inkwell
import "image/color"
type Character struct {
Name string
// Label is what the UI shows instead of Name — a code name, a title,
// a shout. Empty means the Name is presentable as it stands.
Label string
Sprite string // Asset.Name (placeholder if missing)
Animations map[string]AnimationClip
Speed float64
SpeechColor color.Color
// Voice decides where Say puts this character's lines.
Voice Voice
// Start is where the character stands in a scene that lists no actors
// of its own, and Game.Player names the one placed there.
Start Point
// Size hints used when the sprite is a placeholder rectangle.
W, H float64
}
// Voice is how a character reaches the player: over the scene as a speech
// bubble, or through the message log alone — a radio, a tape, a narrator
// that has no body to speak from.
type Voice int
const (
VoiceBubble Voice = iota // speech bubble over the scene, plus the log
VoiceLog // the log alone
)
func (c Character) GetName() string { return c.Name }
// DisplayName is the Label if there is one, the Name otherwise.
func (c Character) DisplayName() string {
if c.Label != "" {
return c.Label
}
return c.Name
}
func (c Character) TypeLabel() string { return "character" }