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
+4 -6
View File
@@ -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{