remove demo game

This commit is contained in:
2026-05-25 21:28:17 +02:00
parent b1ea3447a8
commit 76f910ab36
75 changed files with 115 additions and 815 deletions

206
README.md
View File

@@ -7,8 +7,16 @@ single `*Game` root. The library handles input, rendering, dialog trees,
cutscenes, HUD, themes and lazy asset loading; the domain only declares
content.
This document is the full library reference. For a 5-minute tour of the
shipped demo, see [`DEMO.md`](DEMO.md).
This document is the full library reference. The companion `pncdsl-demo`
repo at <ssh://git@git.teletype.hu:2222/games/pncdsl-demo> is a small
end-to-end example ("Morning Coffee") that consumes this library as a
plain Go module.
**Module path:** `git.teletype.hu/games/pncdsl`
```go
import "git.teletype.hu/games/pncdsl"
```
---
@@ -81,8 +89,9 @@ fluent chains, no scattered registries. The same mental model applies to
items, scenes, characters, dialogues, scripts, assets, verbs, widgets and
themes alike.
A complete example game ("Morning Coffee") lives in `domain/` and is
described in [`DEMO.md`](DEMO.md).
A complete example game ("Morning Coffee") lives in the separate
[`pncdsl-demo`](ssh://git@git.teletype.hu:2222/games/pncdsl-demo) repo
and consumes this library as a regular Go module.
---
@@ -91,18 +100,21 @@ described in [`DEMO.md`](DEMO.md).
**Prerequisites.** Go 1.24+ (for generic type aliases) and a working OpenGL
context. Ebitengine handles windowing and the render loop.
**Run the bundled demo:**
**Use the library in your own project:**
```bash
git clone <repo>
cd pncdsl
go run .
go mod init my-game
go get git.teletype.hu/games/pncdsl
```
A window opens at 1280×800 (the library uses a 320×200 internal resolution
and Ebitengine scales it 4×). No asset files are required — placeholders
are generated for anything missing under `assets/`. Press **F1** at any
time to toggle the hotspot debug overlay.
If the private host can't be reached over HTTPS, point Go at the SSH
endpoint:
```bash
git config --global \
url."ssh://git@git.teletype.hu:2222/".insteadOf "https://git.teletype.hu/"
export GOPRIVATE=git.teletype.hu/*
```
**Minimum game:**
@@ -111,7 +123,7 @@ package main
import (
"log"
"pncdsl/pncdsl"
"git.teletype.hu/games/pncdsl"
)
func main() {
@@ -1519,10 +1531,13 @@ should crash loudly in development.
## 20. Testing
```bash
go test ./...
go build ./...
```
`domain/build_test.go` is the canonical headless smoke test:
The library is single-package and has no in-tree unit tests at this
milestone — the manager + action primitives are intentionally small
enough that the `pncdsl-demo` repo's `build_test.go` (a headless
`Build() + Validate()` smoke test) covers the integration surface:
```go
func TestBuildValidates(t *testing.T) {
@@ -1530,16 +1545,14 @@ func TestBuildValidates(t *testing.T) {
if err := g.Validate(); err != nil {
t.Fatalf("validate: %v", err)
}
// ... assert specific managers contain expected entries ...
}
```
It calls `Build()` (which registers every entity) and `Validate()` (which
cross-checks every name reference). No Ebiten window is opened — perfect
for CI.
Drop a similar test into any project that consumes the library — it
opens no window and finishes in milliseconds, so it's a cheap CI gate.
Library-internal unit tests are not shipped yet; the manager + action
primitives are intentionally small enough to verify through smoke runs
Library-internal unit tests are not shipped yet; the building blocks are
small enough to verify through smoke runs
of the demo for the time being.
### 20.1 Useful runtime debug switches
@@ -1553,87 +1566,88 @@ pncdsl.DebugLog = true // logf output to stderr (script queue, a
## 21. Project layout
All library source files live at the repo root; no nested package
directory. The naming convention is `theme.identifier.go``ls core.*`
or `ls ui.*` instantly groups related sources.
```
pncdsl/
├── main.go # entry point: pncdsl.Run(domain.Build())
├── pncdsl/ # the library — theme-prefixed file names
│ ├── core.doc.go # package docs
│ ├── core.manager.go # Manager[T Named], Named, TypeLabel
│ ├── core.game.go # Game aggregate, runtime state, helpers
│ ├── core.engine.go # ebiten.Game adapter (Update/Draw/Layout)
│ ├── core.dsl.go # Run()
│ ├── core.errors.go # sentinel errors
│ │
│ ├── util.geometry.go # Point, Rectangle, Polygon, Shape
│ ├── util.timer.go # Timer helper
│ ├── util.log.go # DebugLog + logf
│ │
│ ├── asset.def.go # Asset, AssetKind
│ ├── asset.manager.go # AssetManager alias + lazy loader
│ ├── asset.audio.go # AudioPlayer (stub)
│ ├── asset.text.go # drawText / wrapText helpers
│ │
│ ├── scene.def.go # Scene, SceneActor
│ ├── scene.manager.go # SceneManager alias
│ ├── scene.hotspot.go # Hotspot, CursorKind
│ ├── scene.trigger.go # Trigger (stub)
│ ├── scene.transition.go # fade-to-black overlay (internal)
│ ├── scene.camera.go # Camera (stub identity transform)
│ │
│ ├── item.def.go # Item
│ ├── item.manager.go # ItemManager alias
│ ├── item.inventory.go # Inventory
│ │
│ ├── actor.def.go # Character
│ ├── actor.manager.go # CharacterManager alias
│ ├── actor.animation.go # AnimationClip (stub)
│ │
│ ├── dialog.def.go # Dialogue, DialogueNode, DialogueChoice
│ ├── dialog.manager.go # DialogueManager alias
│ │
│ ├── action.def.go # Action, Runner, Ctx, Status + every built-in action
│ ├── action.condition.go # Condition interface + combinators
│ ├── action.script.go # Script entity
│ ├── action.manager.go # ScriptManager alias
│ │
│ ├── state.def.go # State (flags, vars, visited, talked)
│ ├── state.save.go # Save/Load (stub)
│ │
│ ├── input.def.go # Input (consume-on-use)
│ │
│ ├── ui.widget.go # Widget interface, UICtx, Size, Align
│ ├── ui.manager.go # UIManager alias + reversed/ordered iterators
│ ├── ui.theme.go # Theme + ThemeManager
│ ├── ui.theme_presets.go # 4 preset themes
│ ├── ui.defaults.go # RegisterDefaultUI/RadialVerbUI/RichUI
│ ├── ui.verb.go # Verb + VerbManager
│ ├── ui.verb_bar.go # VerbBar widget
│ ├── ui.verb_radial.go # RadialVerbs widget
│ ├── ui.inventory.go # InventoryBar widget
│ ├── ui.status.go # StatusLine widget
│ ├── ui.speech.go # SpeechBubble widget
│ ├── ui.dialog_box.go # DialogBox widget
│ ├── ui.end_card.go # EndCard widget
│ ├── ui.cursor.go # Cursor widget
│ ├── ui.hotspot_debug.go # HotspotDebug widget
│ ├── ui.panel.go # Panel widget
│ ├── ui.top_bar.go # TopBar widget
│ ├── ui.character_panel.go # CharacterPanel widget + CharStat
│ └── ui.chat_log.go # ChatLog widget
pncdsl/ # module git.teletype.hu/games/pncdsl
├── go.mod
├── go.sum
├── domain/ # the concrete game — see DEMO.md
├── assets/ # optional image / audio files
├── PLAN.md # original design document
├── UIPLAN.md # widget-system design
├── DEMO.md # walkthrough of the bundled game
├── GFX.md # asset prompts for image AIs
├── core.doc.go # package docs
├── core.manager.go # Manager[T Named], Named, TypeLabel
├── core.game.go # Game aggregate, runtime state, helpers
├── core.engine.go # ebiten.Game adapter (Update/Draw/Layout)
├── core.dsl.go # Run()
├── core.errors.go # sentinel errors
├── util.geometry.go # Point, Rectangle, Polygon, Shape
├── util.timer.go # Timer helper
├── util.log.go # DebugLog + logf
├── asset.def.go # Asset, AssetKind
├── asset.manager.go # AssetManager alias + lazy loader
├── asset.audio.go # AudioPlayer (stub)
├── asset.text.go # drawText / wrapText helpers
├── scene.def.go # Scene, SceneActor
├── scene.manager.go # SceneManager alias
├── scene.hotspot.go # Hotspot, CursorKind
├── scene.trigger.go # Trigger (stub)
├── scene.transition.go # fade-to-black overlay (internal)
├── scene.camera.go # Camera (stub identity transform)
├── item.def.go # Item
├── item.manager.go # ItemManager alias
├── item.inventory.go # Inventory
├── actor.def.go # Character
├── actor.manager.go # CharacterManager alias
├── actor.animation.go # AnimationClip (stub)
├── dialog.def.go # Dialogue, DialogueNode, DialogueChoice
├── dialog.manager.go # DialogueManager alias
├── action.def.go # Action, Runner, Ctx, Status + every built-in action
├── action.condition.go # Condition interface + combinators
├── action.script.go # Script entity
├── action.manager.go # ScriptManager alias
├── state.def.go # State (flags, vars, visited, talked)
├── state.save.go # Save/Load (stub)
├── input.def.go # Input (consume-on-use)
├── ui.widget.go # Widget interface, UICtx, Size, Align
├── ui.manager.go # UIManager alias + reversed/ordered iterators
├── ui.theme.go # Theme + ThemeManager
├── ui.theme_presets.go # 4 preset themes
├── ui.defaults.go # RegisterDefaultUI/RadialVerbUI/RichUI
├── ui.verb.go # Verb + VerbManager
├── ui.verb_bar.go # VerbBar widget
├── ui.verb_radial.go # RadialVerbs widget
├── ui.inventory.go # InventoryBar widget
├── ui.status.go # StatusLine widget
├── ui.speech.go # SpeechBubble widget
├── ui.dialog_box.go # DialogBox widget
├── ui.end_card.go # EndCard widget
├── ui.cursor.go # Cursor widget
├── ui.hotspot_debug.go # HotspotDebug widget
├── ui.panel.go # Panel widget
├── ui.top_bar.go # TopBar widget
├── ui.character_panel.go # CharacterPanel widget + CharStat
├── ui.chat_log.go # ChatLog widget
├── UIPLAN.md # widget-system design rationale
├── LICENSE.md # MIT
└── README.md # this file
```
Files under `domain/` follow `theme.identifier.go` (e.g.
`scene.kitchen.go`, `item.key.go`) — `ls domain/scene.*` instantly lists
every location.
The companion demo project (`pncdsl-demo`) lives in its own repo at
<ssh://git@git.teletype.hu:2222/games/pncdsl-demo>. It consumes this
package via `require git.teletype.hu/games/pncdsl …` in its `go.mod`
no in-tree coupling.
---