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
View File
@@ -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