remove demo game
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252
DEMO.md
252
DEMO.md
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# DEMO.md — "Morning Coffee"
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The `domain/` folder contains a 5-minute mini-game that exercises every
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important `pncdsl` feature in one sitting — without the demo itself
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outgrowing the library. The code is a good place to learn from, because
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each mechanic appears in **exactly one small file**.
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## Story
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You've just woken up in your bedroom. The cat (Whiskers) is already
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meowing in the kitchen, and you'd better make coffee before she tears
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the whole apartment apart.
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## Running it
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```bash
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go run .
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```
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A window opens at 1280×800 (internal resolution 320×200, 4× scale). No
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asset files are needed — every graphic is a colored placeholder /
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stylized humanoid until you replace it with real art (see
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[`GFX.md`](GFX.md)).
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Controls:
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- **left click** on a hotspot/UI button: run the active verb
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- **left click** on an inventory item: select it (the cursor picks it up)
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- **left click** on a hotspot while an item is selected: use-with
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- **right click**: deselect the held item, or reset the verb to "Look"
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- click during dialog: advance
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- **F1**: toggle the hotspot debug overlay (yellow rectangles + names on
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every clickable region in the current scene)
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## Walkthrough (spoilers)
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1. **Bedroom** — the `intro` script runs two `Say` lines from the
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`player`.
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2. Click the **nightstand** with the "Take" verb → you receive `key`.
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3. Click the **door** → you switch to the kitchen.
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4. **Kitchen** — Whiskers is sitting in the corner. Try "Talk" on her —
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a conditional dialog opens; one of the branches is only available
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while the cupboard hasn't been opened yet.
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5. Click the **shelf** with "Take" → you receive `mug`.
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6. Click the **cupboard** with "Use" (key in inventory) → it opens, you
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automatically receive `beans`, and the key is consumed. *Or* select
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the key in the inventory and click the cupboard — `OnUseWith` does
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the same thing.
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7. Click the **coffee machine** with `beans` → beans loaded.
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8. Click the coffee machine with `mug` → mug in place.
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9. Once both flags are set, the coffee machine fires the `victory`
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script: two characters talk, a sound plays (stubbed), end card → done.
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## Scenes
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| ID | Background | Music | Contents |
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|------------|------------------|--------------|-----------------------------------------------------------|
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| `bedroom` | `bg/bedroom` | `mus/wakeup` | bed, nightstand (key), door |
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| `kitchen` | `bg/kitchen` | `mus/calm` | cupboard, shelf, coffee machine, cat (NPC), door |
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## Items
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| ID | Acquired from | Used for |
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|---------|----------------------------------------------|---------------------------------------------------------------------|
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| `key` | `bedroom.nightstand` → Take | Use on `kitchen.cupboard`, or as a selected item via `OnUseWith` |
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| `beans` | `kitchen.cupboard` (after unlocking) | Selected, used on `kitchen.coffee_machine` |
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| `mug` | `kitchen.shelf` → Take | Selected, used on `kitchen.coffee_machine` |
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## Characters
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- **`player`** — the player character. Walks (`Walk`), talks (`Say`).
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Size 28×62 (W×H), roughly the SCUMM-style 30% screen height.
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- **`cat`** — Whiskers, the household pet. Present in the kitchen, only
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responds to `Talk`, has a dialog tree.
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Until you provide real sprites, they're rendered as a stylized humanoid
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(skin-tone head + colored torso + dark trousers + feet) and quadruped
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(side-view with ears, head, eye, tail) placeholder shape.
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## Dialog (`dialog.cat_morning.go`)
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```
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[start]
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cat: Meeeoooow. It's late.
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> "Coffee's coming right up." → SetFlag(promised_coffee), end
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> "Did you eat the beans?" (only while NOT cupboard_open) → goto beans
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> "Leave me alone." → end
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[beans]
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cat: They're in the cupboard. They're always in the cupboard.
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> "Thanks." → end
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```
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The `Show: p.Not(p.Flag(FlagCupboardOpen))` condition makes the "Did
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you eat the beans?" choice disappear once you've opened the cupboard
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— this demonstrates conditional choice visibility
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(`DialogueChoice.Show`).
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## Cutscenes
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**`script.intro.go`** — wired up to `OnStart`, runs in the bedroom:
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```go
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p.Seq(
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p.Wait(0.4),
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p.Say("player", "Brr, it's cold."),
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p.Say("player", "I need coffee before my head explodes."),
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p.Walk("player", p.Point{X: 200, Y: 145}),
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)
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```
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**`script.victory.go`** — fired when the coffee machine sees both flags:
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```go
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p.Seq(
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p.Say("player", "All done!"),
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p.PlaySound("snd/coffee_done"),
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p.Wait(0.6),
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p.Say("cat", "Mrrrrow. *content cat noises*"),
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p.Say("player", "Morning coffee: saved."),
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p.ShowEnd("The End — thanks for playing!"),
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)
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```
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## Flag/var table (`domain.flag.go`)
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```go
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const (
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FlagKeyTaken = "key_taken"
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FlagCupboardOpen = "cupboard_open"
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FlagMugTaken = "mug_taken"
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FlagCoffeeHasBeans = "coffee_has_beans"
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FlagCoffeeHasMug = "coffee_has_mug"
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FlagPromisedCoffee = "promised_coffee"
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)
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```
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Naming the flags as constants is worth it because the type system then
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catches typos — `pncdsl.Flag("cupbord_open")` would otherwise silently
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return `false` forever.
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## What the demo exercises
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| Library feature | Where it shows up |
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|------------------------------------|----------------------------------------------------------------|
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| `Scene` + `GoTo` | bedroom ↔ kitchen door, with fade transition |
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| `Hotspot` with every verb | each scene has multiple hotspots: Look / Use / Talk / Take |
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| `Inventory` + `Give` / `TakeAway` | picking up and consuming key, beans, mug |
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| `RequireItem` semantics | cupboard checks `HasItem("key")` |
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| `OnUseWith` (from the hotspot) | cupboard + key |
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| `OnUseWith` (from the item) | coffee machine + beans / mug |
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| `Flag` + `If` | cupboard "already open", shelf "already took one" |
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| `Dialogue` + `Choice.Show` | cat's dialog tree, vanishing branch driven by a flag |
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| `Script` / cutscene | intro (walk+say) + victory (multi-actor, sound, end card) |
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| `Walk` with straight-line stepping | every interaction is preceded by a walk target |
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| `ShowEnd` | last action of the victory script |
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| `Validate()` | `domain/build_test.go` CI-friendly smoke test |
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| `RegisterDefaultUI` + widget tree | `game.go` registers the SCUMM-style HUD widgets |
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| Theme system (`classic-scumm`) | every color comes from the active theme; runtime-switchable |
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| `HotspotDebug` widget | F1 in-game toggles a yellow outline over every clickable area |
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## Files in `domain/`
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```
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domain/
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├── game.go # Build() — calls every define*() in order
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├── domain.asset.go # registerAssets(g) — all assets in one place
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├── domain.flag.go # flag-name constants
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│
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├── character.player.go # definePlayer(g)
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├── character.cat.go # defineCat(g)
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│
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├── item.key.go # defineKey(g) — OnUseWith: {"cupboard": ...}
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├── item.beans.go # defineBeans(g)
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├── item.mug.go # defineMug(g)
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│
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├── dialog.cat_morning.go # defineCatMorning(g) — 2 nodes, 3+1 choices
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│
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├── scene.bedroom.go # defineBedroom(g)
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├── scene.kitchen.go # defineKitchen(g)
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│
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├── script.intro.go # defineIntroScript(g)
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├── script.victory.go # defineVictoryScript(g)
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│
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└── build_test.go # Build() + Validate() smoke test
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```
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Adding a new scene/item: one new file + one line in `Build()` inside
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`game.go`. There's no central registry list to edit.
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## How to extend it
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- **New scene**: create `scene.<name>.go` with a `define<Name>(g *p.Game)`
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function that calls `g.SceneManager.Register(...)`. Add a call in
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`Build()`. If any hotspot uses `GoTo("<name>")`, `Validate()` will
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cross-check the link for you.
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- **New item**: same pattern, `item.<name>.go`, register into
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`g.ItemManager`. Map keys inside `OnUseWith` must exactly match the
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target hotspot's `Name` field.
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- **New dialog**: `dialog.<name>.go` — `DialogueChoice.Show` accepts
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anything that implements `Condition` (`Flag`, `HasItem`, `Not(...)`,
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etc.).
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- **New cutscene**: `script.<name>.go`, register into
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`g.ScriptManager`, then fire it anywhere with
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`p.RunScript("<name>")`.
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## UI customisation
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The demo calls `p.RegisterDefaultUI(g)` for the classic SCUMM HUD, but
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the whole UI is a tree of `Widget`s in `g.UIManager` — swap pieces or
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add your own:
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```go
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// 1. Verb coin instead of verb bar
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p.RegisterRadialVerbUI(g) // alternative preset
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// 2. Or: start from the SCUMM default, then customise
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p.RegisterDefaultUI(g)
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g.UIManager.Remove("verbs") // drop the verb bar
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g.UIManager.Register(&p.RadialVerbs{Name: "verbs", Radius: 40})
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// 3. Add a custom widget — anything implementing pncdsl.Widget plugs in
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g.UIManager.Register(&ChatPanel{Name: "chat", Bounds: p.Rect(220, 4, 96, 130)})
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// 4. Change the theme at any point
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g.UseTheme("terminal-green") // classic-scumm | sierra-coin | paper-notebook | terminal-green
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```
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The built-in widget catalogue (each in its own `pncdsl/ui.<name>.go`):
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`Panel`, `StatusLine`, `VerbBar`, `RadialVerbs`, `InventoryBar`,
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`SpeechBubble`, `DialogBox`, `EndCard`, `Cursor`, `HotspotDebug`.
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`Widget` is a three-method interface (`GetName`, `Tick`, `Draw`); see
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[`UIPLAN.md`](UIPLAN.md) for the design rationale and a chat-panel
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example.
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## Graphics
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The library substitutes a **deterministic colored rectangle** for every
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missing image and renders characters as a stylized humanoid/quadruped
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shape. The game therefore runs without any asset on disk. When you drop
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a generated image into `assets/bg/<name>.png` or
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`assets/spr/<name>.png`, the library switches to it immediately — no
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code change required.
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Prompts and positioning tips for an image AI: [`GFX.md`](GFX.md).
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## Back to the library
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For the framework structure and the Manager pattern itself, see
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[`README.md`](README.md) and [`PLAN.md`](PLAN.md). The widget-based UI
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design is in [`UIPLAN.md`](UIPLAN.md).
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206
README.md
206
README.md
@@ -7,8 +7,16 @@ single `*Game` root. The library handles input, rendering, dialog trees,
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cutscenes, HUD, themes and lazy asset loading; the domain only declares
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content.
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This document is the full library reference. For a 5-minute tour of the
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shipped demo, see [`DEMO.md`](DEMO.md).
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This document is the full library reference. The companion `pncdsl-demo`
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repo at <ssh://git@git.teletype.hu:2222/games/pncdsl-demo> is a small
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end-to-end example ("Morning Coffee") that consumes this library as a
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plain Go module.
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**Module path:** `git.teletype.hu/games/pncdsl`
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```go
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import "git.teletype.hu/games/pncdsl"
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```
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---
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@@ -81,8 +89,9 @@ fluent chains, no scattered registries. The same mental model applies to
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items, scenes, characters, dialogues, scripts, assets, verbs, widgets and
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themes alike.
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A complete example game ("Morning Coffee") lives in `domain/` and is
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described in [`DEMO.md`](DEMO.md).
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A complete example game ("Morning Coffee") lives in the separate
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[`pncdsl-demo`](ssh://git@git.teletype.hu:2222/games/pncdsl-demo) repo
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and consumes this library as a regular Go module.
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---
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@@ -91,18 +100,21 @@ described in [`DEMO.md`](DEMO.md).
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**Prerequisites.** Go 1.24+ (for generic type aliases) and a working OpenGL
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context. Ebitengine handles windowing and the render loop.
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**Run the bundled demo:**
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**Use the library in your own project:**
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```bash
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git clone <repo>
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cd pncdsl
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go run .
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go mod init my-game
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go get git.teletype.hu/games/pncdsl
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```
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A window opens at 1280×800 (the library uses a 320×200 internal resolution
|
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and Ebitengine scales it 4×). No asset files are required — placeholders
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are generated for anything missing under `assets/`. Press **F1** at any
|
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time to toggle the hotspot debug overlay.
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If the private host can't be reached over HTTPS, point Go at the SSH
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endpoint:
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```bash
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git config --global \
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url."ssh://git@git.teletype.hu:2222/".insteadOf "https://git.teletype.hu/"
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export GOPRIVATE=git.teletype.hu/*
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```
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**Minimum game:**
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@@ -111,7 +123,7 @@ package main
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import (
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"log"
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"pncdsl/pncdsl"
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"git.teletype.hu/games/pncdsl"
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)
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func main() {
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@@ -1519,10 +1531,13 @@ should crash loudly in development.
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## 20. Testing
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```bash
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go test ./...
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go build ./...
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```
|
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|
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`domain/build_test.go` is the canonical headless smoke test:
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The library is single-package and has no in-tree unit tests at this
|
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milestone — the manager + action primitives are intentionally small
|
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enough that the `pncdsl-demo` repo's `build_test.go` (a headless
|
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`Build() + Validate()` smoke test) covers the integration surface:
|
||||
|
||||
```go
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func TestBuildValidates(t *testing.T) {
|
||||
@@ -1530,16 +1545,14 @@ func TestBuildValidates(t *testing.T) {
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if err := g.Validate(); err != nil {
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t.Fatalf("validate: %v", err)
|
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}
|
||||
// ... assert specific managers contain expected entries ...
|
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}
|
||||
```
|
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|
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It calls `Build()` (which registers every entity) and `Validate()` (which
|
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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.
|
||||
|
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### 20.1 Useful runtime debug switches
|
||||
@@ -1553,87 +1566,88 @@ pncdsl.DebugLog = true // logf output to stderr (script queue, a
|
||||
|
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## 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.
|
||||
|
||||
---
|
||||
|
||||
|
||||
Binary file not shown.
|
Before Width: | Height: | Size: 1.2 MiB |
Binary file not shown.
|
Before Width: | Height: | Size: 1.4 MiB |
Binary file not shown.
|
Before Width: | Height: | Size: 4.0 MiB |
@@ -1,29 +0,0 @@
|
||||
package domain
|
||||
|
||||
import "testing"
|
||||
|
||||
// TestBuildValidates is the headless smoke test described in PLAN.md:
|
||||
// it composes the full game and asks the library to cross-check every
|
||||
// name reference between managers. No window opens.
|
||||
func TestBuildValidates(t *testing.T) {
|
||||
g := Build()
|
||||
if err := g.Validate(); err != nil {
|
||||
t.Fatalf("validate: %v", err)
|
||||
}
|
||||
for _, name := range []string{"bedroom", "kitchen"} {
|
||||
if !g.SceneManager.Has(name) {
|
||||
t.Errorf("missing scene %q", name)
|
||||
}
|
||||
}
|
||||
for _, name := range []string{"key", "beans", "mug"} {
|
||||
if !g.ItemManager.Has(name) {
|
||||
t.Errorf("missing item %q", name)
|
||||
}
|
||||
}
|
||||
if !g.DialogueManager.Has("cat_morning") {
|
||||
t.Errorf("missing dialogue cat_morning")
|
||||
}
|
||||
if !g.ScriptManager.Has("intro") || !g.ScriptManager.Has("victory") {
|
||||
t.Errorf("missing intro/victory script")
|
||||
}
|
||||
}
|
||||
@@ -1,18 +0,0 @@
|
||||
package domain
|
||||
|
||||
import (
|
||||
"image/color"
|
||||
|
||||
p "pncdsl/pncdsl"
|
||||
)
|
||||
|
||||
func defineCat(g *p.Game) {
|
||||
g.CharacterManager.Register(p.Character{
|
||||
Name: "cat",
|
||||
Sprite: "spr/cat",
|
||||
Speed: 40,
|
||||
SpeechColor: color.RGBA{200, 200, 255, 255},
|
||||
W: 34,
|
||||
H: 20,
|
||||
})
|
||||
}
|
||||
@@ -1,18 +0,0 @@
|
||||
package domain
|
||||
|
||||
import (
|
||||
"image/color"
|
||||
|
||||
p "pncdsl/pncdsl"
|
||||
)
|
||||
|
||||
func definePlayer(g *p.Game) {
|
||||
g.CharacterManager.Register(p.Character{
|
||||
Name: "player",
|
||||
Sprite: "spr/player",
|
||||
Speed: 80,
|
||||
SpeechColor: color.RGBA{255, 230, 160, 255},
|
||||
W: 28,
|
||||
H: 62,
|
||||
})
|
||||
}
|
||||
@@ -1,45 +0,0 @@
|
||||
package domain
|
||||
|
||||
import p "pncdsl/pncdsl"
|
||||
|
||||
func defineCatMorning(g *p.Game) {
|
||||
g.DialogueManager.Register(p.Dialogue{
|
||||
Name: "cat_morning",
|
||||
Start: "start",
|
||||
Nodes: []p.DialogueNode{
|
||||
{
|
||||
Name: "start",
|
||||
Lines: []p.DialogueLine{
|
||||
{Speaker: "cat", Text: "Mióóóóóóóóu. Késő van."},
|
||||
},
|
||||
Choices: []p.DialogueChoice{
|
||||
{
|
||||
Text: "Mindjárt megy a kávé.",
|
||||
Actions: []p.Action{p.SetFlag(FlagPromisedCoffee), p.EndDialogue()},
|
||||
},
|
||||
{
|
||||
Text: "Te etted meg a babot?",
|
||||
Show: p.Not(p.Flag(FlagCupboardOpen)),
|
||||
Actions: []p.Action{p.GotoNode("beans")},
|
||||
},
|
||||
{
|
||||
Text: "Hagyj békén.",
|
||||
Actions: []p.Action{p.EndDialogue()},
|
||||
},
|
||||
},
|
||||
},
|
||||
{
|
||||
Name: "beans",
|
||||
Lines: []p.DialogueLine{
|
||||
{Speaker: "cat", Text: "A szekrényben van. Mindig ott szokott lenni."},
|
||||
},
|
||||
Choices: []p.DialogueChoice{
|
||||
{
|
||||
Text: "Köszi.",
|
||||
Actions: []p.Action{p.EndDialogue()},
|
||||
},
|
||||
},
|
||||
},
|
||||
},
|
||||
})
|
||||
}
|
||||
@@ -1,31 +0,0 @@
|
||||
package domain
|
||||
|
||||
import p "pncdsl/pncdsl"
|
||||
|
||||
// registerAssets declares every asset the game references. Files don't
|
||||
// need to exist on disk — the library will substitute deterministic
|
||||
// colored placeholders for anything missing.
|
||||
func registerAssets(g *p.Game) {
|
||||
imgs := []string{
|
||||
"bg/bedroom", "bg/kitchen",
|
||||
"spr/key", "spr/beans", "spr/mug",
|
||||
"spr/player", "spr/cat",
|
||||
}
|
||||
for _, name := range imgs {
|
||||
g.AssetManager.Register(p.Asset{
|
||||
Name: name,
|
||||
Path: "assets/" + name + ".png",
|
||||
Kind: p.AssetImage,
|
||||
})
|
||||
}
|
||||
audios := []string{
|
||||
"mus/wakeup", "mus/calm", "snd/coffee_done",
|
||||
}
|
||||
for _, name := range audios {
|
||||
g.AssetManager.Register(p.Asset{
|
||||
Name: name,
|
||||
Path: "assets/" + name + ".ogg",
|
||||
Kind: p.AssetAudio,
|
||||
})
|
||||
}
|
||||
}
|
||||
@@ -1,10 +0,0 @@
|
||||
package domain
|
||||
|
||||
const (
|
||||
FlagKeyTaken = "key_taken"
|
||||
FlagCupboardOpen = "cupboard_open"
|
||||
FlagMugTaken = "mug_taken"
|
||||
FlagCoffeeHasBeans = "coffee_has_beans"
|
||||
FlagCoffeeHasMug = "coffee_has_mug"
|
||||
FlagPromisedCoffee = "promised_coffee"
|
||||
)
|
||||
@@ -1,46 +0,0 @@
|
||||
package domain
|
||||
|
||||
import p "pncdsl/pncdsl"
|
||||
|
||||
// Build assembles the full Reggeli Kávé game by registering every entity
|
||||
// into its matching manager on a fresh *Game. The order matters only for
|
||||
// readability — Validate() runs after Build to cross-check references.
|
||||
func Build() *p.Game {
|
||||
g := p.NewGame("Reggeli Kávé", 320, 200)
|
||||
|
||||
registerAssets(g)
|
||||
|
||||
definePlayer(g)
|
||||
defineCat(g)
|
||||
|
||||
defineKey(g)
|
||||
defineBeans(g)
|
||||
defineMug(g)
|
||||
|
||||
defineCatMorning(g)
|
||||
|
||||
defineIntroScript(g)
|
||||
defineVictoryScript(g)
|
||||
|
||||
defineBedroom(g)
|
||||
defineKitchen(g)
|
||||
|
||||
// Story-rich HUD: top bar + NPC character panel + chat log + permanent
|
||||
// verb wheel + small inventory. The player panel is skipped — the
|
||||
// player avatar is always visible in the scene, so the floating card
|
||||
// in the corner just gets in the way. Pass "player" as the second
|
||||
// arg to put it back.
|
||||
p.RegisterRichUI(g, "", "cat")
|
||||
g.MaxLogLines = 64
|
||||
|
||||
// initial HUD vars
|
||||
g.State.SetVar("score", 0)
|
||||
g.State.SetVar("time", "Nap 1 - 07:23")
|
||||
g.State.SetVar("player.state", "Ébren")
|
||||
g.State.SetVar("player.mood", "Álmos")
|
||||
g.State.SetVar("cat.state", "Várakozik")
|
||||
g.State.SetVar("cat.mood", "Türelmetlen")
|
||||
|
||||
g.StartAt("bedroom").OnStart(p.RunScript("intro"))
|
||||
return g
|
||||
}
|
||||
@@ -1,11 +0,0 @@
|
||||
package domain
|
||||
|
||||
import p "pncdsl/pncdsl"
|
||||
|
||||
func defineBeans(g *p.Game) {
|
||||
g.ItemManager.Register(p.Item{
|
||||
Name: "beans",
|
||||
Sprite: "spr/beans",
|
||||
Description: "őrölt kávébab",
|
||||
})
|
||||
}
|
||||
@@ -1,20 +0,0 @@
|
||||
package domain
|
||||
|
||||
import p "pncdsl/pncdsl"
|
||||
|
||||
func defineKey(g *p.Game) {
|
||||
g.ItemManager.Register(p.Item{
|
||||
Name: "key",
|
||||
Sprite: "spr/key",
|
||||
Description: "rozsdás kulcs",
|
||||
OnUseWith: map[string]p.Action{
|
||||
"cupboard": p.Seq(
|
||||
p.Say("player", "Klikk."),
|
||||
p.SetFlag(FlagCupboardOpen),
|
||||
p.Give("beans"),
|
||||
p.TakeAway("key"),
|
||||
p.Say("player", "Bab van benne. Pont, ami kell."),
|
||||
),
|
||||
},
|
||||
})
|
||||
}
|
||||
@@ -1,11 +0,0 @@
|
||||
package domain
|
||||
|
||||
import p "pncdsl/pncdsl"
|
||||
|
||||
func defineMug(g *p.Game) {
|
||||
g.ItemManager.Register(p.Item{
|
||||
Name: "mug",
|
||||
Sprite: "spr/mug",
|
||||
Description: "kedvenc bögréje",
|
||||
})
|
||||
}
|
||||
@@ -1,61 +0,0 @@
|
||||
package domain
|
||||
|
||||
import p "pncdsl/pncdsl"
|
||||
|
||||
func defineBedroom(g *p.Game) {
|
||||
g.SceneManager.Register(p.Scene{
|
||||
Name: "bedroom",
|
||||
Title: "Hálószoba",
|
||||
Background: "bg/bedroom",
|
||||
Music: "mus/wakeup",
|
||||
Actors: []p.SceneActor{
|
||||
{CharacterName: "player", At: p.Point{X: 160, Y: 145}},
|
||||
},
|
||||
Hotspots: []p.Hotspot{
|
||||
{
|
||||
Name: "bed",
|
||||
Area: p.Rect(20, 70, 90, 60),
|
||||
Label: "ágy",
|
||||
OnLook: p.Say("player", "A párnám még meleg."),
|
||||
OnUse: p.Say("player", "Most keltem fel. Nem alszom vissza."),
|
||||
},
|
||||
{
|
||||
Name: "nightstand",
|
||||
Area: p.Rect(115, 80, 35, 50),
|
||||
Label: "éjjeliszekrény",
|
||||
OnLook: p.If(p.Flag(FlagKeyTaken),
|
||||
p.Say("player", "Üres a tetején."),
|
||||
p.Say("player", "Egy rozsdás kulcs az éjjeliszekrényemen."),
|
||||
),
|
||||
OnTake: p.If(p.Flag(FlagKeyTaken),
|
||||
p.Say("player", "Már elvittem."),
|
||||
p.Seq(
|
||||
p.Walk("player", p.Point{X: 130, Y: 145}),
|
||||
p.Give("key"),
|
||||
p.SetFlag(FlagKeyTaken),
|
||||
p.Say("player", "Pont jól jöhet."),
|
||||
),
|
||||
),
|
||||
OnUse: p.If(p.Flag(FlagKeyTaken),
|
||||
p.Say("player", "Már elvittem a kulcsot."),
|
||||
p.Seq(
|
||||
p.Walk("player", p.Point{X: 130, Y: 145}),
|
||||
p.Give("key"),
|
||||
p.SetFlag(FlagKeyTaken),
|
||||
p.Say("player", "Megvan a kulcs."),
|
||||
),
|
||||
),
|
||||
},
|
||||
{
|
||||
Name: "door",
|
||||
Area: p.Rect(260, 50, 40, 90),
|
||||
Label: "ajtó",
|
||||
OnLook: p.Say("player", "Az ajtó a konyhába vezet."),
|
||||
OnUse: p.Seq(
|
||||
p.Walk("player", p.Point{X: 260, Y: 145}),
|
||||
p.GoTo("kitchen"),
|
||||
),
|
||||
},
|
||||
},
|
||||
})
|
||||
}
|
||||
@@ -1,115 +0,0 @@
|
||||
package domain
|
||||
|
||||
import p "pncdsl/pncdsl"
|
||||
|
||||
func defineKitchen(g *p.Game) {
|
||||
g.SceneManager.Register(p.Scene{
|
||||
Name: "kitchen",
|
||||
Title: "Konyha",
|
||||
Background: "bg/kitchen",
|
||||
Music: "mus/calm",
|
||||
Actors: []p.SceneActor{
|
||||
{CharacterName: "player", At: p.Point{X: 60, Y: 145}},
|
||||
{CharacterName: "cat", At: p.Point{X: 215, Y: 142}},
|
||||
},
|
||||
Hotspots: []p.Hotspot{
|
||||
{
|
||||
Name: "cupboard",
|
||||
Area: p.Rect(30, 40, 80, 80),
|
||||
Label: "szekrény",
|
||||
OnLook: p.Say("player", "Konyhaszekrény. Zárva."),
|
||||
OnUse: p.If(p.Flag(FlagCupboardOpen),
|
||||
p.Say("player", "Már nyitva van."),
|
||||
p.If(p.HasItem("key"),
|
||||
p.Seq(
|
||||
p.Walk("player", p.Point{X: 70, Y: 145}),
|
||||
p.Say("player", "Klikk."),
|
||||
p.SetFlag(FlagCupboardOpen),
|
||||
p.Give("beans"),
|
||||
p.TakeAway("key"),
|
||||
),
|
||||
p.Say("player", "Zárva. Kéne egy kulcs."),
|
||||
),
|
||||
),
|
||||
OnUseWith: map[string]p.Action{
|
||||
"key": p.Seq(
|
||||
p.Walk("player", p.Point{X: 70, Y: 145}),
|
||||
p.Say("player", "Klikk."),
|
||||
p.SetFlag(FlagCupboardOpen),
|
||||
p.Give("beans"),
|
||||
p.TakeAway("key"),
|
||||
),
|
||||
},
|
||||
},
|
||||
{
|
||||
Name: "shelf",
|
||||
Area: p.Rect(115, 45, 35, 50),
|
||||
Label: "polc",
|
||||
OnLook: p.Say("player", "A polc tele bögrékkel."),
|
||||
OnTake: p.If(p.Flag(FlagMugTaken),
|
||||
p.Say("player", "Tiszta már mind elfogyott."),
|
||||
p.Seq(
|
||||
p.Walk("player", p.Point{X: 125, Y: 145}),
|
||||
p.Give("mug"),
|
||||
p.SetFlag(FlagMugTaken),
|
||||
p.Say("player", "Egy bögre, kérem."),
|
||||
),
|
||||
),
|
||||
OnUse: p.If(p.Flag(FlagMugTaken),
|
||||
p.Say("player", "Már elvettem egyet."),
|
||||
p.Seq(
|
||||
p.Walk("player", p.Point{X: 125, Y: 145}),
|
||||
p.Give("mug"),
|
||||
p.SetFlag(FlagMugTaken),
|
||||
p.Say("player", "Egy bögre, kérem."),
|
||||
),
|
||||
),
|
||||
},
|
||||
{
|
||||
Name: "coffee_machine",
|
||||
Area: p.Rect(160, 75, 50, 55),
|
||||
Label: "kávéfőző",
|
||||
OnLook: p.Say("player", "A jó öreg kávéfőző."),
|
||||
OnUse: p.If(p.And(p.Flag(FlagCoffeeHasBeans), p.Flag(FlagCoffeeHasMug)),
|
||||
p.RunScript("victory"),
|
||||
p.Say("player", "Még hiányzik valami. Bab? Bögre?"),
|
||||
),
|
||||
OnUseWith: map[string]p.Action{
|
||||
"beans": p.Seq(
|
||||
p.Walk("player", p.Point{X: 180, Y: 145}),
|
||||
p.SetFlag(FlagCoffeeHasBeans),
|
||||
p.TakeAway("beans"),
|
||||
p.Say("player", "Bab a helyén."),
|
||||
p.If(p.And(p.Flag(FlagCoffeeHasBeans), p.Flag(FlagCoffeeHasMug)),
|
||||
p.RunScript("victory")),
|
||||
),
|
||||
"mug": p.Seq(
|
||||
p.Walk("player", p.Point{X: 180, Y: 145}),
|
||||
p.SetFlag(FlagCoffeeHasMug),
|
||||
p.TakeAway("mug"),
|
||||
p.Say("player", "Bögre a helyén."),
|
||||
p.If(p.And(p.Flag(FlagCoffeeHasBeans), p.Flag(FlagCoffeeHasMug)),
|
||||
p.RunScript("victory")),
|
||||
),
|
||||
},
|
||||
},
|
||||
{
|
||||
Name: "cat",
|
||||
Area: p.Rect(195, 118, 35, 22),
|
||||
Label: "Cirmos",
|
||||
OnLook: p.Say("player", "Cirmos, a házikedvencem."),
|
||||
OnTalk: p.RunDialogue("cat_morning"),
|
||||
},
|
||||
{
|
||||
Name: "door",
|
||||
Area: p.Rect(0, 40, 22, 90),
|
||||
Label: "ajtó",
|
||||
OnLook: p.Say("player", "Vissza a hálóba."),
|
||||
OnUse: p.Seq(
|
||||
p.Walk("player", p.Point{X: 20, Y: 145}),
|
||||
p.GoTo("bedroom"),
|
||||
),
|
||||
},
|
||||
},
|
||||
})
|
||||
}
|
||||
@@ -1,16 +0,0 @@
|
||||
package domain
|
||||
|
||||
import p "pncdsl/pncdsl"
|
||||
|
||||
func defineIntroScript(g *p.Game) {
|
||||
g.ScriptManager.Register(p.Script{
|
||||
Name: "intro",
|
||||
Actions: p.Seq(
|
||||
p.Wait(0.4),
|
||||
p.Say("player", "Brr, hideg van."),
|
||||
p.Say("player", "Egy kávé kéne, mielőtt szétszakad a fejem."),
|
||||
p.Walk("player", p.Point{X: 200, Y: 145}),
|
||||
p.SetVar("player.mood", "Eltökélt"),
|
||||
),
|
||||
})
|
||||
}
|
||||
@@ -1,20 +0,0 @@
|
||||
package domain
|
||||
|
||||
import p "pncdsl/pncdsl"
|
||||
|
||||
func defineVictoryScript(g *p.Game) {
|
||||
g.ScriptManager.Register(p.Script{
|
||||
Name: "victory",
|
||||
Actions: p.Seq(
|
||||
p.Say("player", "Készen is van!"),
|
||||
p.PlaySound("snd/coffee_done"),
|
||||
p.Wait(0.6),
|
||||
p.Say("cat", "Mióóóóu. *boldog macska*"),
|
||||
p.Say("player", "Reggeli kávé: megmentve."),
|
||||
p.SetVar("score", 100),
|
||||
p.SetVar("player.mood", "Boldog"),
|
||||
p.SetVar("cat.mood", "Boldog"),
|
||||
p.ShowEnd("Vége — kösz, hogy játszottál!"),
|
||||
),
|
||||
})
|
||||
}
|
||||
5
go.mod
5
go.mod
@@ -1,12 +1,13 @@
|
||||
module pncdsl
|
||||
module git.teletype.hu/games/pncdsl
|
||||
|
||||
go 1.26.3
|
||||
|
||||
require github.com/hajimehoshi/ebiten/v2 v2.9.9
|
||||
|
||||
require (
|
||||
github.com/ebitengine/gomobile v0.0.0-20250923094054-ea854a63cce1 // indirect
|
||||
github.com/ebitengine/hideconsole v1.0.0 // indirect
|
||||
github.com/ebitengine/purego v0.9.0 // indirect
|
||||
github.com/hajimehoshi/ebiten/v2 v2.9.9 // indirect
|
||||
github.com/jezek/xgb v1.1.1 // indirect
|
||||
golang.org/x/sync v0.17.0 // indirect
|
||||
golang.org/x/sys v0.36.0 // indirect
|
||||
|
||||
2
go.sum
2
go.sum
@@ -8,6 +8,8 @@ github.com/hajimehoshi/ebiten/v2 v2.9.9 h1:JdDag6Ndj12iD4lxQGG8kbsrh7ssj4Sbzth6r
|
||||
github.com/hajimehoshi/ebiten/v2 v2.9.9/go.mod h1:DAt4tnkYYpCvu3x9i1X/nK/vOruNXIlYq/tBXxnhrXM=
|
||||
github.com/jezek/xgb v1.1.1 h1:bE/r8ZZtSv7l9gk6nU0mYx51aXrvnyb44892TwSaqS4=
|
||||
github.com/jezek/xgb v1.1.1/go.mod h1:nrhwO0FX/enq75I7Y7G8iN1ubpSGZEiA3v9e9GyRFlk=
|
||||
golang.org/x/image v0.31.0 h1:mLChjE2MV6g1S7oqbXC0/UcKijjm5fnJLUYKIYrLESA=
|
||||
golang.org/x/image v0.31.0/go.mod h1:R9ec5Lcp96v9FTF+ajwaH3uGxPH4fKfHHAVbUILxghA=
|
||||
golang.org/x/sync v0.17.0 h1:l60nONMj9l5drqw6jlhIELNv9I0A4OFgRsG9k2oT9Ug=
|
||||
golang.org/x/sync v0.17.0/go.mod h1:9KTHXmSnoGruLpwFjVSX0lNNA75CykiMECbovNTZqGI=
|
||||
golang.org/x/sys v0.36.0 h1:KVRy2GtZBrk1cBYA7MKu5bEZFxQk4NIDV6RLVcC8o0k=
|
||||
|
||||
14
main.go
14
main.go
@@ -1,14 +0,0 @@
|
||||
package main
|
||||
|
||||
import (
|
||||
"log"
|
||||
|
||||
"pncdsl/domain"
|
||||
"pncdsl/pncdsl"
|
||||
)
|
||||
|
||||
func main() {
|
||||
if err := pncdsl.Run(domain.Build()); err != nil {
|
||||
log.Fatal(err)
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user