Declare the managers in boot.go, hand them to the engine whole
ci/woodpecker/push/ebitengine Pipeline was successful
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:
@@ -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)
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user