Declare the managers in boot.go, hand them to the engine whole
ci/woodpecker/push/ebitengine Pipeline was successful

boot.manager.go becomes boot.go and carries all seven managers as one
block, so what the game holds reads in one place instead of a line hidden
in each category file. The category files keep their entity alias.

The hand-off stops copying. Our managers are the same *inkwell.Manager[T]
the Game holds, so New assigns them onto it and engine and game share one
registry per category. content.manager.go is gone with the copy loop.

Themes stay additive — NewGame seeds four presets we would otherwise
throw away — and registerScene becomes prepareScene, which now has to run
before the hand-off: with no copy pass left, the scene defaults are
written back into SceneManager with Set.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
This commit is contained in:
2026-08-30 10:37:02 +02:00
co-authored by Claude Opus 5
parent a70dff8771
commit 220985ec57
13 changed files with 96 additions and 78 deletions
+51 -31
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@@ -49,25 +49,25 @@ All game code lives in one flat package, `inc`. There are no subdirectories: a
file's name carries the structure, in the form `[category].[name].go`.
- The category is always **singular**: `item`, `scene`, `background`,
`character`, `dialog`, `script`, `world`, `ui`, `theme`, `names`, `boot`,
`content`.
`character`, `dialog`, `script`, `world`, `ui`, `theme`, `names`.
- `[category].manager.go` is the file that ties a category together — its
manager, its entity type, whatever the category shares.
entity type and whatever else the category shares.
- Every other file in a category holds exactly one entity: one scene, one
background, one item. The file registers it itself, in an `init()`.
- `boot.go` is the exception that has no category: it declares every manager
and builds the game.
```
main.go flags + inkwell.Run
inc/boot.manager.go wiring; New(Opts) builds the game
inc/boot.go the managers; New(Opts) builds the game
inc/names.manager.go entity names and world-state keys
inc/theme.manager.go the theme manager and the colour helpers
inc/theme.manager.go the Theme alias and the colour helpers
inc/theme.realworld.go realworld-93
inc/theme.nokia_punk.go nokia-punk
inc/world.manager.go unsaved runtime state
inc/world.action.go custom actions and the action pump
inc/ui.manager.go HUD layout and widget registration
inc/ui.*.go custom widgets, coloured text
inc/content.manager.go composition root; calls every register…
inc/background.*.go one image asset per scene
inc/character.*.go the cast, tapes included
inc/item.*.go inventory
@@ -84,18 +84,30 @@ Every category that owns a collection of entities has a manager, and they are
all the engine's own `inkwell.Manager[T]` — the same registry type the `*Game`
hangs its content off. The game defines no registry of its own.
The entity types are aliases of engine structs, so they already carry
`GetName()` and satisfy `inkwell.Named`; the manager needs nothing else:
All seven are declared together, in `boot.go`, so the list of what the game
holds is one block rather than a line hidden in each category file:
```go
var (
BackgroundManager = inkwell.NewManager[Background]()
CharacterManager = inkwell.NewManager[Character]()
DialogManager = inkwell.NewManager[Dialog]()
ItemManager = inkwell.NewManager[Item]()
SceneManager = inkwell.NewManager[Scene]()
ScriptManager = inkwell.NewManager[Script]()
ThemeManager = inkwell.NewManager[Theme]()
)
```
The entity types stay in their own category files, one alias each, and that is
all a manager file holds now:
```go
type Character = inkwell.Character
var CharacterManager = inkwell.NewManager[Character]()
```
That is the whole of a category's manager file — an alias and one line. There
are seven managers: `BackgroundManager`, `CharacterManager`, `DialogManager`,
`ItemManager`, `ScriptManager`, `SceneManager`, `ThemeManager`.
Aliases of engine structs already carry `GetName()` and satisfy
`inkwell.Named`, which is the whole of what a manager asks of them.
The methods the game uses are `Register`, `Set`, `Get`, `All` and `Each`.
`Register` panics on a duplicate name — a second registration is a
@@ -126,8 +138,9 @@ func init() {
```
Adding an entity is adding a file. Deleting one is deleting a file. Package-level
variables are initialised before any `init()` runs, so the managers exist by the
time the first file registers into one.
variables are initialised before any `init()` runs, whatever file each sits in,
so the managers in `boot.go` exist by the time the first entity file registers
into one.
`init()` order is file-name order, so **registration order is alphabetical**.
Nothing may depend on it — including the order the arrow keys walk the scenes,
@@ -135,23 +148,30 @@ which is simply the order the files sit in.
### Handing a category to the engine
Once the game exists, `Each` walks a manager and gives every entity to the
engine's own manager. `registerContent` is the whole of it:
Nothing is copied. `inkwell.NewGame` builds its own empty managers, and `New`
hands ours over in their place — the types are identical, so the engine and the
game end up sharing one registry per category rather than two in step:
```go
func registerContent() {
BackgroundManager.Each(World.G.AssetManager.Register)
CharacterManager.Each(World.G.CharacterManager.Register)
ItemManager.Each(World.G.ItemManager.Register)
DialogManager.Each(World.G.DialogueManager.Register)
ScriptManager.Each(World.G.ScriptManager.Register)
registerScene()
}
g.AssetManager = BackgroundManager
g.CharacterManager = CharacterManager
g.DialogueManager = DialogManager
g.ItemManager = ItemManager
g.SceneManager = SceneManager
g.ScriptManager = ScriptManager
ThemeManager.Each(g.ThemeManager.Register)
```
`registerScene` is the one that needs its own function: it fills in the defaults
a scene may leave out (Paul's starting position, the floor walkbox), and it
derives the selector's pins by reading the exit graph backwards.
Themes are the odd one out and stay a copy: `NewGame` puts four preset themes
into its `ThemeManager`, and replacing it would throw them away. Ours are added
to that set instead.
Two consequences of not copying. `prepareScene` has to run **before** the
hand-off, because there is no longer a copy pass to fill in the defaults a
scene leaves out — it writes them back into `SceneManager` with `Set`, and
derives the selector's pins by reading the exit graph backwards. And a manager
swapped in this way must be in place before `inkwell.Run`, which is where the
engine wires up the parts that hold a registry directly.
## The world
@@ -171,7 +191,7 @@ One package means one namespace, so an entity's constructor carries its
category as a prefix:
```go
sceneFloor sceneDefaults registerScene fillSelectorPins
sceneFloor sceneDefaults prepareScene fillSelectorPins
```
Entities themselves need no name at all — they are anonymous literals inside
@@ -183,8 +203,8 @@ constants in `names.manager.go`, the colour tokens, and the action constructors
(`TapeSay`, `Paused`, `SetMode`, `EnterScene`, `Back`, `Fn`).
Everything else is machinery and stays unexported: the HUD widgets
(`tapeSlots`, `letterbox`, `hudFrame`, …), the `register…` functions, the
runners, `sceneDefaults`, `fillSelectorPins`.
(`tapeSlots`, `letterbox`, `hudFrame`, …), `registerUI`, the runners,
`prepareScene`, `sceneDefaults`, `fillSelectorPins`.
The word is **scene**, the engine's own. The wiki and the concept-art deck count
*screens*, and this code used to as well, but everything a screen had that a
+18 -9
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@@ -153,16 +153,17 @@ licence.
The game is one flat package, `inc`. There are no subdirectories: a file's
name says where it belongs, in the form `[category].[name].go`. The category is
always singular, and `[category].manager.go` is the file that ties that category
together — its manager, its shared types, its hand-off to the engine.
together — its entity type and whatever else the category shares. `boot.go` is
the one file with no category: it declares every manager and builds the game.
```
main.go flags + inkwell.Run
inc/boot.go the managers, and New(Opts)
inc/names.manager.go entity names and world-state keys
inc/theme.*.go realworld-93 + nokia-punk
inc/world.*.go unsaved runtime state, custom actions, action pump
inc/ui.*.go HUD: layout, custom widgets, coloured text
inc/<kind>.<name>.go one file per registered entity, by kind
inc/boot.manager.go wiring
```
Nothing is enforced by the compiler any more, so the layering is a rule the
@@ -194,13 +195,12 @@ Every category owns a manager, and they are all the engine's own
`inkwell.Manager[T]` — the same registry the `*Game` hangs its content off, kept
in registration order and addressed by name. There is no second registry type
here: the entity types are aliases of engine structs, so they already satisfy
`inkwell.Named` and need no help reading their own name. A category's manager
file is an alias and one line:
`inkwell.Named` and need no help reading their own name. The seven of them are
declared as one block in `boot.go`, and a category's manager file is left
holding the alias:
```go
type Character = inkwell.Character
var CharacterManager = inkwell.NewManager[Character]()
```
An entity file is a literal that hands itself over in an `init()`:
@@ -223,9 +223,18 @@ step with the files by hand, and the deck is a thing to look at, not a thing to
play through.
The game's own catalogue is readable without going through the engine:
`SceneManager.Get("alley")` answers before a single scene has been handed over.
`registerContent` is where the hand-off happens, one `Each` call per category —
the game's manager iterated straight into the engine manager's `Register`.
`SceneManager.Get("alley")` answers long before there is a `*Game` to ask. And
when the game is built, nothing is copied into it — `New` assigns our managers
onto the `*Game` in place of the empty ones `NewGame` made, so engine and game
share one registry per category instead of keeping two of them in step. Themes
are the exception: `NewGame` seeds its theme manager with four presets, so ours
are added to that set rather than replacing it.
The price of not copying is that the defaults a scene may leave out — Paul's
starting position, the floor walkbox — have to be written back into
`SceneManager` before the hand-off rather than filled in on the way past.
`prepareScene` does that with `Set`, and derives the selector's pins in the same
pass by reading the exit graph backwards.
There is one world, and it is a package-level singleton: `World`. Nothing takes
a `*world` parameter and no widget holds a back-reference, which is what lets a
+1 -1
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@@ -3,7 +3,7 @@ module git.teletypegames.org/games/realworld
go 1.26.3
require (
git.teletypegames.org/engines/inkwell v0.1.1-0.20260830075028-08f15a7e3d11
git.teletypegames.org/engines/inkwell v0.1.1-0.20260830083613-39af65f3c98f
github.com/hajimehoshi/ebiten/v2 v2.9.9
)
+2 -2
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@@ -1,5 +1,5 @@
git.teletypegames.org/engines/inkwell v0.1.1-0.20260830075028-08f15a7e3d11 h1:DPN74Xy0xcyelfh5xLuv6XBj6wrdzKVME1a1HyACsj4=
git.teletypegames.org/engines/inkwell v0.1.1-0.20260830075028-08f15a7e3d11/go.mod h1:/v6QtismTE8+e7kobbVR5B/CpTSrd4j2DYwJ8DvINhs=
git.teletypegames.org/engines/inkwell v0.1.1-0.20260830083613-39af65f3c98f h1:Qw/sUeJeCBEFvdiqwGUn919hsmoTILJyKSPlkKvNgh0=
git.teletypegames.org/engines/inkwell v0.1.1-0.20260830083613-39af65f3c98f/go.mod h1:/v6QtismTE8+e7kobbVR5B/CpTSrd4j2DYwJ8DvINhs=
github.com/ebitengine/gomobile v0.0.0-20250923094054-ea854a63cce1 h1:+kz5iTT3L7uU+VhlMfTb8hHcxLO3TlaELlX8wa4XjA0=
github.com/ebitengine/gomobile v0.0.0-20250923094054-ea854a63cce1/go.mod h1:lKJoeixeJwnFmYsBny4vvCJGVFc3aYDalhuDsfZzWHI=
github.com/ebitengine/hideconsole v1.0.0 h1:5J4U0kXF+pv/DhiXt5/lTz0eO5ogJ1iXb8Yj1yReDqE=
-2
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@@ -5,5 +5,3 @@ import (
)
type Background = inkwell.Asset
var BackgroundManager = inkwell.NewManager[Background]()
+20 -3
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@@ -4,6 +4,16 @@ import (
inkwell "git.teletypegames.org/engines/inkwell"
)
var (
BackgroundManager = inkwell.NewManager[Background]()
CharacterManager = inkwell.NewManager[Character]()
DialogManager = inkwell.NewManager[Dialog]()
ItemManager = inkwell.NewManager[Item]()
SceneManager = inkwell.NewManager[Scene]()
ScriptManager = inkwell.NewManager[Script]()
ThemeManager = inkwell.NewManager[Theme]()
)
type Opts struct {
Scene string
Finale bool
@@ -15,6 +25,8 @@ func New(o Opts) *inkwell.Game {
start = SceneAlley
}
prepareScene()
g := inkwell.NewGame("Real World", ScreenW, ScreenH)
g.MaxLogLines = 64
g.SceneRect = inkwell.Rect(0, TopBarH, ScreenW, HUDTop-TopBarH)
@@ -25,10 +37,15 @@ func New(o Opts) *inkwell.Game {
return inkwell.Say(Paul, "It's a way out, not a thing.")
}
World.attach(g)
registerTheme()
registerContent()
g.AssetManager = BackgroundManager
g.CharacterManager = CharacterManager
g.DialogueManager = DialogManager
g.ItemManager = ItemManager
g.SceneManager = SceneManager
g.ScriptManager = ScriptManager
ThemeManager.Each(g.ThemeManager.Register)
World.attach(g)
g.UseTheme(RealWorld)
registerUI()
-2
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@@ -5,5 +5,3 @@ import (
)
type Character = inkwell.Character
var CharacterManager = inkwell.NewManager[Character]()
-10
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@@ -1,10 +0,0 @@
package inc
func registerContent() {
BackgroundManager.Each(World.G.AssetManager.Register)
CharacterManager.Each(World.G.CharacterManager.Register)
ItemManager.Each(World.G.ItemManager.Register)
DialogManager.Each(World.G.DialogueManager.Register)
ScriptManager.Each(World.G.ScriptManager.Register)
registerScene()
}
-2
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@@ -5,5 +5,3 @@ import (
)
type Dialog = inkwell.Dialogue
var DialogManager = inkwell.NewManager[Dialog]()
-2
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@@ -5,5 +5,3 @@ import (
)
type Item = inkwell.Item
var ItemManager = inkwell.NewManager[Item]()
+4 -6
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@@ -6,13 +6,11 @@ import (
type Scene = inkwell.Scene
var SceneManager = inkwell.NewManager[Scene]()
func registerScene() {
func prepareScene() {
fillSelectorPins()
SceneManager.Each(func(entity Scene) {
World.G.SceneManager.Register(sceneDefaults(entity))
})
for _, entity := range SceneManager.All() {
SceneManager.Set(sceneDefaults(entity))
}
}
var sceneFloor = []inkwell.Polygon{
-2
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@@ -5,5 +5,3 @@ import (
)
type Script = inkwell.Script
var ScriptManager = inkwell.NewManager[Script]()
-6
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@@ -8,8 +8,6 @@ import (
type Theme = inkwell.Theme
var ThemeManager = inkwell.NewManager[Theme]()
const (
RealWorld = "realworld-93"
NokiaPunk = "nokia-punk"
@@ -32,7 +30,3 @@ func RGBA(hex uint32, a uint8) color.Color {
A: a,
}
}
func registerTheme() {
ThemeManager.Each(World.G.ThemeManager.Register)
}