ci/woodpecker/push/woodpecker Pipeline was successful
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>
47 lines
1.1 KiB
Go
47 lines
1.1 KiB
Go
package inkwell
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import (
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"github.com/hajimehoshi/ebiten/v2"
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"github.com/hajimehoshi/ebiten/v2/inpututil"
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"github.com/hajimehoshi/ebiten/v2/vector"
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)
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// HotspotDebug overlays a colored outline on every hotspot of the current
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// scene. F1 toggles it at runtime; the default is off.
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type HotspotDebug struct {
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Name string
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Enabled bool
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// ToggleKey, if non-zero, overrides the default F1 toggle.
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ToggleKey ebiten.Key
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}
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func (h *HotspotDebug) GetName() string { return h.Name }
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func (h *HotspotDebug) Tick(ctx *UICtx) {
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key := h.ToggleKey
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if key == 0 {
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key = ebiten.KeyF1
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}
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if inpututil.IsKeyJustPressed(key) {
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h.Enabled = !h.Enabled
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}
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}
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func (h *HotspotDebug) Draw(dst *ebiten.Image, ctx *UICtx) {
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if !h.Enabled {
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return
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}
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g := ctx.Game
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if g.currentScene == "" {
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return
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}
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col := g.Theme().HotspotOutline
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for _, hs := range g.SceneHotspots(g.currentScene) {
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b := hs.Area.Bounds()
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vector.StrokeRect(dst, float32(b.X), float32(b.Y), float32(b.W), float32(b.H), 1, col, false)
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if hs.Label != "" {
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g.DrawText(dst, hs.Label, int(b.X)+1, int(b.Y)+1, col)
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}
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}
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}
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