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

405
core.game.go Normal file
View File

@@ -0,0 +1,405 @@
package pncdsl
import (
"fmt"
"image/color"
"github.com/hajimehoshi/ebiten/v2"
)
// Game is the root aggregate. It carries every Manager plus the runtime
// state. A domain package builds one via NewGame, registers entities,
// optionally calls RegisterDefaultUI / UseTheme, then hands it to Run.
type Game struct {
Title string
Width, Height int
ItemManager *ItemManager
SceneManager *SceneManager
CharacterManager *CharacterManager
DialogueManager *DialogueManager
ScriptManager *ScriptManager
AssetManager *AssetManager
VerbManager *VerbManager
UIManager *UIManager
ThemeManager *ThemeManager
State *State
Inventory *Inventory
Audio *AudioPlayer
Camera *Camera
Input *Input
startID string
onStart Action
activeTheme string
// runtime
loaded *loadedAssets
currentScene string
chars map[string]*runtimeChar
scriptRunner Runner
scriptCtx *Ctx
transition *transition
selectedVerb string
// UI runtime state (read by widgets, written by actions / engine)
hoverLabel string
flash string
flashTimer float64
endCard string
speech speechState
dialog *runtimeDialog
activeDialog string
// in-game message log for ChatLog widgets; ring buffer behavior.
messages []LogMessage
MaxLogLines int // 0 = unlimited (memory grows); set per-game.
}
// LogKind classifies a chat-log entry — UI widgets style them differently.
type LogKind int
const (
LogAction LogKind = iota // player command ("> look at door")
LogResponse // in-world reply / Say output
LogSystem // game/system message
)
// LogMessage is a single line in the chat-log buffer.
type LogMessage struct {
Speaker string // empty for actions / system
Text string
Kind LogKind
}
// speechState is what the SpeechBubble widget renders. Mutated by Say.
type speechState struct {
Active bool
Speaker string
Text string
}
// runtimeDialog holds the in-flight Dialogue state. Mutated by the
// startDialogue/gotoDialogueNode/endDialogue plumbing and read by the
// DialogBox widget.
type runtimeDialog struct {
Dialogue *Dialogue
Node *DialogueNode
LineIdx int
ChoiceHits []Rectangle
}
// NewGame initializes a game with empty entity managers, the SCUMM-style
// verb set, all preset themes, and "classic-scumm" selected. Widgets are
// NOT auto-registered — call RegisterDefaultUI(g) explicitly.
func NewGame(title string, w, h int) *Game {
g := &Game{
Title: title,
Width: w,
Height: h,
ItemManager: NewManager[Item](),
SceneManager: NewManager[Scene](),
CharacterManager: NewManager[Character](),
DialogueManager: NewManager[Dialogue](),
ScriptManager: NewManager[Script](),
AssetManager: NewManager[Asset](),
VerbManager: NewManager[Verb](),
UIManager: NewManager[Widget](),
ThemeManager: NewManager[Theme](),
State: NewState(),
Inventory: NewInventory(),
Audio: NewAudioPlayer(),
Camera: NewCamera(),
Input: newInput(),
loaded: newLoadedAssets(w, h),
chars: make(map[string]*runtimeChar),
transition: &transition{},
selectedVerb: "look",
}
for _, v := range defaultVerbs() {
g.VerbManager.Register(v)
}
RegisterPresetThemes(g)
g.UseTheme("classic-scumm")
return g
}
func (g *Game) StartAt(name string) *Game { g.startID = name; return g }
func (g *Game) OnStart(a Action) *Game { g.onStart = a; return g }
// ----- theme + UI conveniences ------------------------------------------
func (g *Game) Theme() Theme { return g.ThemeManager.MustGet(g.activeTheme) }
func (g *Game) UseTheme(name string) { g.activeTheme = name }
func (g *Game) SelectedVerb() string { return g.selectedVerb }
func (g *Game) SetSelectedVerb(s string) { g.selectedVerb = s }
func (g *Game) HoverLabel() string { return g.hoverLabel }
func (g *Game) SetHoverLabel(s string) { g.hoverLabel = s }
// SetSpeech / ClearSpeech are called by the Say action; widgets render
// whatever the current state says.
func (g *Game) SetSpeech(speaker, text string) {
g.speech = speechState{Active: true, Speaker: speaker, Text: text}
}
func (g *Game) ClearSpeech() { g.speech = speechState{} }
// FlashLine shows a status-line message for ~2 seconds.
func (g *Game) FlashLine(text string) {
g.flash = text
g.flashTimer = 2.0
}
// LogAction appends a player-command line (rendered with the prompt color
// by ChatLog widgets).
func (g *Game) LogAction(text string) {
g.appendLog(LogMessage{Text: text, Kind: LogAction})
}
// LogResponse appends a reply line (rendered with the response color).
func (g *Game) LogResponse(speaker, text string) {
g.appendLog(LogMessage{Speaker: speaker, Text: text, Kind: LogResponse})
}
// LogSystem appends a system/meta line (rendered with the response color).
func (g *Game) LogSystem(text string) {
g.appendLog(LogMessage{Text: text, Kind: LogSystem})
}
func (g *Game) appendLog(m LogMessage) {
g.messages = append(g.messages, m)
if g.MaxLogLines > 0 && len(g.messages) > g.MaxLogLines {
g.messages = g.messages[len(g.messages)-g.MaxLogLines:]
}
}
// Messages returns the current log buffer (read-only).
func (g *Game) Messages() []LogMessage { return g.messages }
// CharacterInScene reports whether a registered character is listed as
// an actor in the current scene. Used by the CharacterPanel widget so
// it auto-hides when the character isn't in view.
func (g *Game) CharacterInScene(name string) bool {
if g.currentScene == "" {
return false
}
s := g.SceneManager.MustGet(g.currentScene)
for _, a := range s.Actors {
if a.CharacterName == name {
return true
}
}
return false
}
// DrawText is a thin wrapper that lets widgets accept a Theme-supplied color
// today and switch to text/v2 later without changing call sites.
func (g *Game) DrawText(dst *ebiten.Image, s string, x, y int, c color.Color) {
drawText(dst, s, x, y, c)
}
// HoverHint composes the "verb + target" string used by the StatusLine.
func (g *Game) HoverHint() string {
verbLabel := ""
if v, ok := g.VerbManager.Get(g.selectedVerb); ok {
verbLabel = v.Label
}
if sel := g.Inventory.Selected(); sel != "" {
if g.hoverLabel != "" {
return verbLabel + " " + sel + " ezen: " + g.hoverLabel
}
return verbLabel + " " + sel
}
if g.hoverLabel == "" {
return ""
}
return verbLabel + " " + g.hoverLabel
}
// ----- validation -------------------------------------------------------
func (g *Game) Validate() error {
if !g.SceneManager.Has(g.startID) {
return fmt.Errorf("%w: %q", ErrNoStartScene, g.startID)
}
for _, name := range g.SceneManager.Names() {
s := g.SceneManager.MustGet(name)
if s.Background == "" {
return fmt.Errorf("%w: scene %q", ErrSceneMissingBackground, name)
}
if s.Background != "" && !g.AssetManager.Has(s.Background) {
return fmt.Errorf("%w: scene %q background %q", ErrUnknownAsset, name, s.Background)
}
if s.Music != "" && !g.AssetManager.Has(s.Music) {
return fmt.Errorf("%w: scene %q music %q", ErrUnknownAsset, name, s.Music)
}
for _, a := range s.Actors {
if !g.CharacterManager.Has(a.CharacterName) {
return fmt.Errorf("%w: scene %q actor %q", ErrUnknownCharacter, name, a.CharacterName)
}
}
}
if g.activeTheme == "" || !g.ThemeManager.Has(g.activeTheme) {
return fmt.Errorf("pncdsl: no active theme (got %q)", g.activeTheme)
}
return nil
}
// ----- runtime: characters & scenes -------------------------------------
type runtimeChar struct {
def Character
pos Point
target Point
moving bool
}
func (g *Game) makeCtx() *Ctx {
c := &Ctx{Game: g, DT: 1.0 / 60.0}
if g.currentScene != "" {
s := g.SceneManager.MustGet(g.currentScene)
c.Scene = &s
}
return c
}
func (g *Game) changeScene(name string) {
if !g.SceneManager.Has(name) {
logf("changeScene: unknown %q", name)
return
}
prev := g.currentScene
g.transition.start(func() {
if prev != "" {
old := g.SceneManager.MustGet(prev)
if old.OnLeave != nil {
g.queueAction(old.OnLeave, "OnLeave")
}
}
g.currentScene = name
g.State.NoteVisit(name)
g.placeActors(name)
s := g.SceneManager.MustGet(name)
if s.Music != "" {
g.Audio.PlayMusic(s.Music)
}
if s.OnEnter != nil {
g.queueAction(s.OnEnter, "OnEnter")
}
})
}
func (g *Game) placeActors(sceneName string) {
s := g.SceneManager.MustGet(sceneName)
for _, a := range s.Actors {
def := g.CharacterManager.MustGet(a.CharacterName)
rc, ok := g.chars[def.Name]
if !ok {
rc = &runtimeChar{def: def, pos: a.At}
g.chars[def.Name] = rc
} else {
rc.def = def
rc.pos = a.At
rc.moving = false
}
}
}
func (g *Game) runtimeChar(name string) (*runtimeChar, bool) {
c, ok := g.chars[name]
return c, ok
}
func (g *Game) walkCharacter(name string, to Point) {
c, ok := g.chars[name]
if !ok {
return
}
c.target = to
c.moving = true
}
func (g *Game) characterMoving(name string) bool {
c, ok := g.chars[name]
return ok && c.moving
}
func (g *Game) tickCharacters(dt float64) {
for _, c := range g.chars {
if !c.moving {
continue
}
dx := c.target.X - c.pos.X
dy := c.target.Y - c.pos.Y
d := c.pos.Dist(c.target)
speed := c.def.Speed
if speed <= 0 {
speed = 60
}
step := speed * dt
if d <= step {
c.pos = c.target
c.moving = false
continue
}
c.pos.X += dx / d * step
c.pos.Y += dy / d * step
}
}
// ----- script & dialog plumbing -----------------------------------------
func (g *Game) queueAction(a Action, label string) {
if a == nil {
return
}
if g.scriptRunner != nil {
logf("queueAction: %s ignored, runner busy", label)
return
}
g.scriptRunner = a.Start()
g.scriptCtx = g.makeCtx()
logf("queueAction %s", label)
}
func (g *Game) startDialogue(name string) {
d, ok := g.DialogueManager.Get(name)
if !ok {
logf("startDialogue: unknown %q", name)
return
}
startNode := d.Start
if startNode == "" && len(d.Nodes) > 0 {
startNode = d.Nodes[0].Name
}
node, ok := d.Node(startNode)
if !ok {
return
}
g.activeDialog = name
g.dialog = &runtimeDialog{Dialogue: &d, Node: &node, LineIdx: 0}
}
func (g *Game) endDialogue() {
g.activeDialog = ""
g.dialog = nil
}
func (g *Game) gotoDialogueNode(name string) {
if g.dialog == nil || g.activeDialog == "" {
return
}
d := g.DialogueManager.MustGet(g.activeDialog)
node, ok := d.Node(name)
if !ok {
logf("gotoNode: unknown %q in %q", name, g.activeDialog)
return
}
g.dialog.Node = &node
g.dialog.LineIdx = 0
g.dialog.ChoiceHits = nil
}
func (g *Game) dialogueActive() bool { return g.dialog != nil }
func (g *Game) showEndCard(text string) { g.endCard = text }