ci/woodpecker/push/woodpecker Pipeline was successful
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>
59 lines
1.6 KiB
Go
59 lines
1.6 KiB
Go
package inkwell
|
||
|
||
import (
|
||
"github.com/hajimehoshi/ebiten/v2"
|
||
)
|
||
|
||
// Run validates the game, then enters the ebiten main loop. The window is
|
||
// sized to Game.WindowScale times the internal resolution, 4× by default.
|
||
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
|
||
}
|
||
// If the domain didn't register any widgets, fall back to the SCUMM
|
||
// preset so the game is still playable.
|
||
if g.WidgetManager.Len() == 0 {
|
||
RegisterDefaultUI(g)
|
||
}
|
||
|
||
// Initial scene goes in directly (no transition) so OnEnter / OnStart
|
||
// run cleanly as one composed sequence on the first script tick.
|
||
s := g.SceneManager.MustGet(g.startID)
|
||
g.currentScene = g.startID
|
||
g.State.NoteVisit(g.startID)
|
||
g.placeActors(g.startID)
|
||
g.resetTriggers()
|
||
if s.Music != "" {
|
||
g.Audio.PlayMusic(s.Music)
|
||
}
|
||
var seq []Action
|
||
if s.OnEnter != nil {
|
||
seq = append(seq, s.OnEnter)
|
||
}
|
||
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")
|
||
}
|
||
|
||
scale := g.WindowScale
|
||
if scale <= 0 {
|
||
scale = 4
|
||
}
|
||
ebiten.SetWindowSize(g.Width*scale, g.Height*scale)
|
||
ebiten.SetWindowTitle(g.Title)
|
||
ebiten.SetWindowResizingMode(ebiten.WindowResizingModeEnabled)
|
||
return ebiten.RunGame(&engine{g: g})
|
||
}
|
||
|
||
// (Game.Run is provided here for convenience; some callers prefer it.)
|
||
func (g *Game) Run() error { return Run(g) }
|