@@ -1,16 +0,0 @@
|
||||
package asset
|
||||
|
||||
import (
|
||||
inkwell "git.teletypegames.org/engines/inkwell"
|
||||
|
||||
"git.teletypegames.org/games/realworld/internal/names"
|
||||
)
|
||||
|
||||
// alleyBackground is the alley behind Noodle's house (beat 3).
|
||||
func alleyBackground() inkwell.Asset {
|
||||
return inkwell.Asset{
|
||||
Name: names.AssetAlleyBG,
|
||||
Path: "assets/bg/alley.png",
|
||||
Kind: inkwell.AssetImage,
|
||||
}
|
||||
}
|
||||
@@ -1,22 +0,0 @@
|
||||
// Package asset registers the game's assets.
|
||||
//
|
||||
// During the greybox phase no asset file exists on disk: inkwell draws a
|
||||
// placeholder when a sprite is missing, which is exactly the wireframe deck's
|
||||
// dashed-outline convention, for free. Only the registration has to exist —
|
||||
// Game.Validate requires every scene background to name a registered asset.
|
||||
package asset
|
||||
|
||||
import (
|
||||
inkwell "git.teletypegames.org/engines/inkwell"
|
||||
|
||||
"git.teletypegames.org/games/realworld/internal/world"
|
||||
)
|
||||
|
||||
// Register adds every asset to the game.
|
||||
func Register(w *world.World) {
|
||||
for _, a := range []inkwell.Asset{
|
||||
alleyBackground(),
|
||||
} {
|
||||
w.G.AssetManager.Register(a)
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,19 @@
|
||||
package background
|
||||
|
||||
import (
|
||||
inkwell "git.teletypegames.org/engines/inkwell"
|
||||
|
||||
"git.teletypegames.org/games/realworld/internal/names"
|
||||
)
|
||||
|
||||
// alley — part of the catalogue's "Noodle háza & a sikátor" row — not in the deck.
|
||||
//
|
||||
// Not painted yet: the file is missing on purpose, and inkwell draws its
|
||||
// placeholder instead — which is exactly the greybox convention.
|
||||
func alley() inkwell.Asset {
|
||||
return inkwell.Asset{
|
||||
Name: names.BgAlley,
|
||||
Path: "assets/bg/alley.png",
|
||||
Kind: inkwell.AssetImage,
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,48 @@
|
||||
// Package background registers one image asset per screen — one file each.
|
||||
//
|
||||
// A background is the whole of a screen's art: inkwell scales it over the
|
||||
// entire window, so every file here points at a 640×380 PNG under assets/bg/,
|
||||
// the size the concept-art deck is drawn at. Two of them are not painted yet
|
||||
// and fall back to inkwell's placeholder.
|
||||
//
|
||||
// The order below is the deck's, which is the wiki's location-catalogue order
|
||||
// (projects/realworld/entities#helyszinek).
|
||||
package background
|
||||
|
||||
import (
|
||||
inkwell "git.teletypegames.org/engines/inkwell"
|
||||
|
||||
"git.teletypegames.org/games/realworld/internal/world"
|
||||
)
|
||||
|
||||
// Register adds every background to the game.
|
||||
func Register(w *world.World) {
|
||||
for _, a := range []inkwell.Asset{
|
||||
selector(),
|
||||
paulShop(),
|
||||
noodleHouse(),
|
||||
normanApartment(),
|
||||
policeStation(),
|
||||
alley(),
|
||||
hackerspace(),
|
||||
iceCreamShop(),
|
||||
trinketShop(),
|
||||
smallRestaurant(),
|
||||
secretClub(),
|
||||
bbsTerminal(),
|
||||
street(),
|
||||
hospital(),
|
||||
serverFarm(),
|
||||
secretLab(),
|
||||
rooftopHideout(),
|
||||
publicBbs(),
|
||||
bvkBranch(),
|
||||
curatorShop(),
|
||||
scrapMarket(),
|
||||
samizdatPress(),
|
||||
showroom(),
|
||||
columbarium(),
|
||||
} {
|
||||
w.G.AssetManager.Register(a)
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,16 @@
|
||||
package background
|
||||
|
||||
import (
|
||||
inkwell "git.teletypegames.org/engines/inkwell"
|
||||
|
||||
"git.teletypegames.org/games/realworld/internal/names"
|
||||
)
|
||||
|
||||
// bbsTerminal — deck 11.
|
||||
func bbsTerminal() inkwell.Asset {
|
||||
return inkwell.Asset{
|
||||
Name: names.BgBBSTerminal,
|
||||
Path: "assets/bg/bbs_terminal.png",
|
||||
Kind: inkwell.AssetImage,
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,16 @@
|
||||
package background
|
||||
|
||||
import (
|
||||
inkwell "git.teletypegames.org/engines/inkwell"
|
||||
|
||||
"git.teletypegames.org/games/realworld/internal/names"
|
||||
)
|
||||
|
||||
// bvkBranch — deck 18.
|
||||
func bvkBranch() inkwell.Asset {
|
||||
return inkwell.Asset{
|
||||
Name: names.BgBVKBranch,
|
||||
Path: "assets/bg/bvk_branch.png",
|
||||
Kind: inkwell.AssetImage,
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,16 @@
|
||||
package background
|
||||
|
||||
import (
|
||||
inkwell "git.teletypegames.org/engines/inkwell"
|
||||
|
||||
"git.teletypegames.org/games/realworld/internal/names"
|
||||
)
|
||||
|
||||
// columbarium — deck 23.
|
||||
func columbarium() inkwell.Asset {
|
||||
return inkwell.Asset{
|
||||
Name: names.BgColumbarium,
|
||||
Path: "assets/bg/columbarium.png",
|
||||
Kind: inkwell.AssetImage,
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,16 @@
|
||||
package background
|
||||
|
||||
import (
|
||||
inkwell "git.teletypegames.org/engines/inkwell"
|
||||
|
||||
"git.teletypegames.org/games/realworld/internal/names"
|
||||
)
|
||||
|
||||
// curatorShop — deck 19.
|
||||
func curatorShop() inkwell.Asset {
|
||||
return inkwell.Asset{
|
||||
Name: names.BgCuratorShop,
|
||||
Path: "assets/bg/curator_shop.png",
|
||||
Kind: inkwell.AssetImage,
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,16 @@
|
||||
package background
|
||||
|
||||
import (
|
||||
inkwell "git.teletypegames.org/engines/inkwell"
|
||||
|
||||
"git.teletypegames.org/games/realworld/internal/names"
|
||||
)
|
||||
|
||||
// hackerspace — deck 06.
|
||||
func hackerspace() inkwell.Asset {
|
||||
return inkwell.Asset{
|
||||
Name: names.BgHackerspace,
|
||||
Path: "assets/bg/hackerspace.png",
|
||||
Kind: inkwell.AssetImage,
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,16 @@
|
||||
package background
|
||||
|
||||
import (
|
||||
inkwell "git.teletypegames.org/engines/inkwell"
|
||||
|
||||
"git.teletypegames.org/games/realworld/internal/names"
|
||||
)
|
||||
|
||||
// hospital — deck 13.
|
||||
func hospital() inkwell.Asset {
|
||||
return inkwell.Asset{
|
||||
Name: names.BgHospital,
|
||||
Path: "assets/bg/hospital.png",
|
||||
Kind: inkwell.AssetImage,
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,16 @@
|
||||
package background
|
||||
|
||||
import (
|
||||
inkwell "git.teletypegames.org/engines/inkwell"
|
||||
|
||||
"git.teletypegames.org/games/realworld/internal/names"
|
||||
)
|
||||
|
||||
// iceCreamShop — deck 07.
|
||||
func iceCreamShop() inkwell.Asset {
|
||||
return inkwell.Asset{
|
||||
Name: names.BgIceCreamShop,
|
||||
Path: "assets/bg/ice_cream_shop.png",
|
||||
Kind: inkwell.AssetImage,
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,16 @@
|
||||
package background
|
||||
|
||||
import (
|
||||
inkwell "git.teletypegames.org/engines/inkwell"
|
||||
|
||||
"git.teletypegames.org/games/realworld/internal/names"
|
||||
)
|
||||
|
||||
// noodleHouse — deck 02.
|
||||
func noodleHouse() inkwell.Asset {
|
||||
return inkwell.Asset{
|
||||
Name: names.BgNoodleHouse,
|
||||
Path: "assets/bg/noodle_house.png",
|
||||
Kind: inkwell.AssetImage,
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,16 @@
|
||||
package background
|
||||
|
||||
import (
|
||||
inkwell "git.teletypegames.org/engines/inkwell"
|
||||
|
||||
"git.teletypegames.org/games/realworld/internal/names"
|
||||
)
|
||||
|
||||
// normanApartment — deck 03.
|
||||
func normanApartment() inkwell.Asset {
|
||||
return inkwell.Asset{
|
||||
Name: names.BgNormanApartment,
|
||||
Path: "assets/bg/norman_apartment.png",
|
||||
Kind: inkwell.AssetImage,
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,16 @@
|
||||
package background
|
||||
|
||||
import (
|
||||
inkwell "git.teletypegames.org/engines/inkwell"
|
||||
|
||||
"git.teletypegames.org/games/realworld/internal/names"
|
||||
)
|
||||
|
||||
// paulShop — deck 01.
|
||||
func paulShop() inkwell.Asset {
|
||||
return inkwell.Asset{
|
||||
Name: names.BgPaulShop,
|
||||
Path: "assets/bg/paul_shop.png",
|
||||
Kind: inkwell.AssetImage,
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,16 @@
|
||||
package background
|
||||
|
||||
import (
|
||||
inkwell "git.teletypegames.org/engines/inkwell"
|
||||
|
||||
"git.teletypegames.org/games/realworld/internal/names"
|
||||
)
|
||||
|
||||
// policeStation — deck 04.
|
||||
func policeStation() inkwell.Asset {
|
||||
return inkwell.Asset{
|
||||
Name: names.BgPoliceStation,
|
||||
Path: "assets/bg/police_station.png",
|
||||
Kind: inkwell.AssetImage,
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,16 @@
|
||||
package background
|
||||
|
||||
import (
|
||||
inkwell "git.teletypegames.org/engines/inkwell"
|
||||
|
||||
"git.teletypegames.org/games/realworld/internal/names"
|
||||
)
|
||||
|
||||
// publicBbs — deck 17.
|
||||
func publicBbs() inkwell.Asset {
|
||||
return inkwell.Asset{
|
||||
Name: names.BgPublicBBS,
|
||||
Path: "assets/bg/public_bbs.png",
|
||||
Kind: inkwell.AssetImage,
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,16 @@
|
||||
package background
|
||||
|
||||
import (
|
||||
inkwell "git.teletypegames.org/engines/inkwell"
|
||||
|
||||
"git.teletypegames.org/games/realworld/internal/names"
|
||||
)
|
||||
|
||||
// rooftopHideout — deck 16.
|
||||
func rooftopHideout() inkwell.Asset {
|
||||
return inkwell.Asset{
|
||||
Name: names.BgRooftopHideout,
|
||||
Path: "assets/bg/rooftop_hideout.png",
|
||||
Kind: inkwell.AssetImage,
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,16 @@
|
||||
package background
|
||||
|
||||
import (
|
||||
inkwell "git.teletypegames.org/engines/inkwell"
|
||||
|
||||
"git.teletypegames.org/games/realworld/internal/names"
|
||||
)
|
||||
|
||||
// samizdatPress — deck 21.
|
||||
func samizdatPress() inkwell.Asset {
|
||||
return inkwell.Asset{
|
||||
Name: names.BgSamizdatPress,
|
||||
Path: "assets/bg/samizdat_press.png",
|
||||
Kind: inkwell.AssetImage,
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,16 @@
|
||||
package background
|
||||
|
||||
import (
|
||||
inkwell "git.teletypegames.org/engines/inkwell"
|
||||
|
||||
"git.teletypegames.org/games/realworld/internal/names"
|
||||
)
|
||||
|
||||
// scrapMarket — deck 20.
|
||||
func scrapMarket() inkwell.Asset {
|
||||
return inkwell.Asset{
|
||||
Name: names.BgScrapMarket,
|
||||
Path: "assets/bg/scrap_market.png",
|
||||
Kind: inkwell.AssetImage,
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,16 @@
|
||||
package background
|
||||
|
||||
import (
|
||||
inkwell "git.teletypegames.org/engines/inkwell"
|
||||
|
||||
"git.teletypegames.org/games/realworld/internal/names"
|
||||
)
|
||||
|
||||
// secretClub — deck 10.
|
||||
func secretClub() inkwell.Asset {
|
||||
return inkwell.Asset{
|
||||
Name: names.BgSecretClub,
|
||||
Path: "assets/bg/secret_club.png",
|
||||
Kind: inkwell.AssetImage,
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,16 @@
|
||||
package background
|
||||
|
||||
import (
|
||||
inkwell "git.teletypegames.org/engines/inkwell"
|
||||
|
||||
"git.teletypegames.org/games/realworld/internal/names"
|
||||
)
|
||||
|
||||
// secretLab — deck 15.
|
||||
func secretLab() inkwell.Asset {
|
||||
return inkwell.Asset{
|
||||
Name: names.BgSecretLab,
|
||||
Path: "assets/bg/secret_lab.png",
|
||||
Kind: inkwell.AssetImage,
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,19 @@
|
||||
package background
|
||||
|
||||
import (
|
||||
inkwell "git.teletypegames.org/engines/inkwell"
|
||||
|
||||
"git.teletypegames.org/games/realworld/internal/names"
|
||||
)
|
||||
|
||||
// selector — the wiki's Helyszínválasztó — no deck number, and not drawn.
|
||||
//
|
||||
// Not painted yet: the file is missing on purpose, and inkwell draws its
|
||||
// placeholder instead — which is exactly the greybox convention.
|
||||
func selector() inkwell.Asset {
|
||||
return inkwell.Asset{
|
||||
Name: names.BgSelector,
|
||||
Path: "assets/bg/selector.png",
|
||||
Kind: inkwell.AssetImage,
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,16 @@
|
||||
package background
|
||||
|
||||
import (
|
||||
inkwell "git.teletypegames.org/engines/inkwell"
|
||||
|
||||
"git.teletypegames.org/games/realworld/internal/names"
|
||||
)
|
||||
|
||||
// serverFarm — deck 14.
|
||||
func serverFarm() inkwell.Asset {
|
||||
return inkwell.Asset{
|
||||
Name: names.BgServerFarm,
|
||||
Path: "assets/bg/server_farm.png",
|
||||
Kind: inkwell.AssetImage,
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,16 @@
|
||||
package background
|
||||
|
||||
import (
|
||||
inkwell "git.teletypegames.org/engines/inkwell"
|
||||
|
||||
"git.teletypegames.org/games/realworld/internal/names"
|
||||
)
|
||||
|
||||
// showroom — deck 22.
|
||||
func showroom() inkwell.Asset {
|
||||
return inkwell.Asset{
|
||||
Name: names.BgShowroom,
|
||||
Path: "assets/bg/showroom.png",
|
||||
Kind: inkwell.AssetImage,
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,16 @@
|
||||
package background
|
||||
|
||||
import (
|
||||
inkwell "git.teletypegames.org/engines/inkwell"
|
||||
|
||||
"git.teletypegames.org/games/realworld/internal/names"
|
||||
)
|
||||
|
||||
// smallRestaurant — deck 09.
|
||||
func smallRestaurant() inkwell.Asset {
|
||||
return inkwell.Asset{
|
||||
Name: names.BgSmallRestaurant,
|
||||
Path: "assets/bg/small_restaurant.png",
|
||||
Kind: inkwell.AssetImage,
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,16 @@
|
||||
package background
|
||||
|
||||
import (
|
||||
inkwell "git.teletypegames.org/engines/inkwell"
|
||||
|
||||
"git.teletypegames.org/games/realworld/internal/names"
|
||||
)
|
||||
|
||||
// street — deck 12.
|
||||
func street() inkwell.Asset {
|
||||
return inkwell.Asset{
|
||||
Name: names.BgStreet,
|
||||
Path: "assets/bg/street.png",
|
||||
Kind: inkwell.AssetImage,
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,16 @@
|
||||
package background
|
||||
|
||||
import (
|
||||
inkwell "git.teletypegames.org/engines/inkwell"
|
||||
|
||||
"git.teletypegames.org/games/realworld/internal/names"
|
||||
)
|
||||
|
||||
// trinketShop — deck 08.
|
||||
func trinketShop() inkwell.Asset {
|
||||
return inkwell.Asset{
|
||||
Name: names.BgTrinketShop,
|
||||
Path: "assets/bg/trinket_shop.png",
|
||||
Kind: inkwell.AssetImage,
|
||||
}
|
||||
}
|
||||
@@ -2,27 +2,27 @@
|
||||
// assets, characters, items, dialogues, scripts and scenes.
|
||||
//
|
||||
// Each registered entity lives in its own file, under a subpackage named after
|
||||
// its kind. Adding a scene means adding scene/<name>.go and one line in
|
||||
// scene/scene.go — nothing else moves.
|
||||
// its kind. Adding a screen means adding screen/<name>.go, background/<name>.go
|
||||
// and one line in each package's list — nothing else moves.
|
||||
package content
|
||||
|
||||
import (
|
||||
"git.teletypegames.org/games/realworld/internal/content/asset"
|
||||
"git.teletypegames.org/games/realworld/internal/content/background"
|
||||
"git.teletypegames.org/games/realworld/internal/content/character"
|
||||
"git.teletypegames.org/games/realworld/internal/content/dialog"
|
||||
"git.teletypegames.org/games/realworld/internal/content/item"
|
||||
"git.teletypegames.org/games/realworld/internal/content/scene"
|
||||
"git.teletypegames.org/games/realworld/internal/content/screen"
|
||||
"git.teletypegames.org/games/realworld/internal/content/script"
|
||||
"git.teletypegames.org/games/realworld/internal/world"
|
||||
)
|
||||
|
||||
// Register adds every entity to the game. Order matters only in that scenes
|
||||
// reference assets and characters, which Game.Validate cross-checks.
|
||||
// Register adds every entity to the game. Order matters only in that screens
|
||||
// reference backgrounds and characters, which Game.Validate cross-checks.
|
||||
func Register(w *world.World) {
|
||||
asset.Register(w)
|
||||
background.Register(w)
|
||||
character.Register(w)
|
||||
item.Register(w)
|
||||
dialog.Register(w)
|
||||
script.Register(w)
|
||||
scene.Register(w)
|
||||
screen.Register(w)
|
||||
}
|
||||
|
||||
@@ -1,27 +0,0 @@
|
||||
// Package scene registers the game's scenes.
|
||||
package scene
|
||||
|
||||
import (
|
||||
inkwell "git.teletypegames.org/engines/inkwell"
|
||||
|
||||
"git.teletypegames.org/games/realworld/internal/world"
|
||||
)
|
||||
|
||||
// Register adds every scene to the game.
|
||||
func Register(w *world.World) {
|
||||
for _, s := range []inkwell.Scene{
|
||||
alley(w),
|
||||
} {
|
||||
w.G.SceneManager.Register(s)
|
||||
}
|
||||
}
|
||||
|
||||
// setVarIfEmpty only writes when the variable is still unset, so re-entering a
|
||||
// scene does not clobber what the game has set in the meantime.
|
||||
func setVarIfEmpty(name string, v any) inkwell.Action {
|
||||
return world.Fn(func(ctx *inkwell.Ctx) {
|
||||
if ctx.Game.State.Var(name) == nil {
|
||||
ctx.Game.State.SetVar(name, v)
|
||||
}
|
||||
})
|
||||
}
|
||||
@@ -1,4 +1,4 @@
|
||||
package scene
|
||||
package screen
|
||||
|
||||
import (
|
||||
inkwell "git.teletypegames.org/engines/inkwell"
|
||||
@@ -7,33 +7,28 @@ import (
|
||||
"git.teletypegames.org/games/realworld/internal/world"
|
||||
)
|
||||
|
||||
// alley is the alley behind Noodle's house — beat 3, and the vertical slice
|
||||
// the whole HUD is measured against: hotspots, a gated pickup, the two-slot
|
||||
// alley is the alley behind Noodle's house — beat 3, and the vertical slice the
|
||||
// whole HUD is measured against: hotspots, a gated pickup, the two-slot
|
||||
// Armilla, tape dialogue and an authored failure.
|
||||
func alley(w *world.World) inkwell.Scene {
|
||||
return inkwell.Scene{
|
||||
Name: names.SceneAlley,
|
||||
Title: "ALLEY — BEHIND NOODLE'S HOUSE",
|
||||
Background: names.AssetAlleyBG,
|
||||
Actors: []inkwell.SceneActor{
|
||||
//
|
||||
// The wiki keeps it in the same catalogue row as the house ("Noodle háza & a
|
||||
// sikátor") and its graph has one arrow in, NoodleUtcafront → Sikátor, so the
|
||||
// only way out is back to the street. The alley's own locked back door is the
|
||||
// New Game+ hook and leads to a room the deck has not painted.
|
||||
func alley() screen {
|
||||
return screen{
|
||||
name: names.ScreenAlley,
|
||||
title: "ALLEY — BEHIND NOODLE'S HOUSE",
|
||||
background: names.BgAlley,
|
||||
exits: []exit{
|
||||
// On the left: the back door hotspot below owns the other end.
|
||||
{to: names.ScreenNoodleHouse, label: "back out to the street", side: sideLeft},
|
||||
},
|
||||
actors: []inkwell.SceneActor{
|
||||
{CharacterName: names.Paul, At: inkwell.Point{X: 120, Y: 232}},
|
||||
},
|
||||
Walkboxes: []inkwell.Polygon{
|
||||
inkwell.Poly(
|
||||
inkwell.Point{X: 16, Y: 196}, inkwell.Point{X: 624, Y: 196},
|
||||
inkwell.Point{X: 624, Y: 258}, inkwell.Point{X: 16, Y: 258},
|
||||
),
|
||||
},
|
||||
OnEnter: inkwell.Seq(
|
||||
world.EnterScene(w, names.SceneAlley),
|
||||
setVarIfEmpty(names.VarArmillaStrip, "SRP: 1 tape"),
|
||||
),
|
||||
Hotspots: []inkwell.Hotspot{
|
||||
hidingPlace(),
|
||||
backDoor(),
|
||||
bin(),
|
||||
fireEscape(),
|
||||
},
|
||||
onEnter: setVarIfEmpty(names.VarArmillaStrip, "SRP: 1 tape"),
|
||||
hotspots: []inkwell.Hotspot{hidingPlace(), backDoor(), bin(), fireEscape()},
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,21 @@
|
||||
package screen
|
||||
|
||||
import "git.teletypegames.org/games/realworld/internal/names"
|
||||
|
||||
// bbsTerminal is the screen you get when Paul sits down at a terminal: the
|
||||
// catalogue calls it a "Tárgy/portál", a physical object in the world that
|
||||
// opens the SPOKE — BBS surface (wiki: entities#helyszinek).
|
||||
//
|
||||
// It is the same screen wherever the terminal stands — the club's ECHO box,
|
||||
// Norman's machine at the flat, the old one on the roof — which is why its way
|
||||
// out is "back", and not a place.
|
||||
func bbsTerminal() screen {
|
||||
return screen{
|
||||
name: names.ScreenBBSTerminal,
|
||||
title: "TERMINAL — BBS ACCESS POINT",
|
||||
background: names.BgBBSTerminal,
|
||||
exits: []exit{
|
||||
{label: "step back from the terminal", side: sideNear},
|
||||
},
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,16 @@
|
||||
package screen
|
||||
|
||||
import "git.teletypegames.org/games/realworld/internal/names"
|
||||
|
||||
// bvkBranch is a 💡 suggestion: the local certification office, imprimatur
|
||||
// stamps and licence checks and numbered waiting rooms — everything a man with
|
||||
// a jailbroken two-slot Armilla should stay away from
|
||||
// (wiki: entities#potenciális-további-helyszínek).
|
||||
func bvkBranch() screen {
|
||||
return screen{
|
||||
name: names.ScreenBVKBranch,
|
||||
title: "BVK — SAN FRANCISCO BRANCH",
|
||||
background: names.BgBVKBranch,
|
||||
onSelector: true,
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,16 @@
|
||||
package screen
|
||||
|
||||
import "git.teletypegames.org/games/realworld/internal/names"
|
||||
|
||||
// columbarium is a 💡 suggestion: where Dex is buried. A quiet place, away
|
||||
// from the noise of the terminals — the loss-and-letting-go thread, which is
|
||||
// the same thread as Norman and The AI
|
||||
// (wiki: entities#potenciális-további-helyszínek).
|
||||
func columbarium() screen {
|
||||
return screen{
|
||||
name: names.ScreenColumbarium,
|
||||
title: "COLUMBARIUM — DEX'S MEMORIAL",
|
||||
background: names.BgColumbarium,
|
||||
onSelector: true,
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,15 @@
|
||||
package screen
|
||||
|
||||
import "git.teletypegames.org/games/realworld/internal/names"
|
||||
|
||||
// curatorShop is a 💡 suggestion: the last workshop of the declining curators'
|
||||
// guild — quartz tuning, tape repair, craft handed down for generations. The
|
||||
// man who built Paul's second slot (wiki: entities#potenciális-további-helyszínek).
|
||||
func curatorShop() screen {
|
||||
return screen{
|
||||
name: names.ScreenCuratorShop,
|
||||
title: "CURATOR SERVICE — THE MASTER'S WORKSHOP",
|
||||
background: names.BgCuratorShop,
|
||||
onSelector: true,
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,109 @@
|
||||
package screen
|
||||
|
||||
// Exits — the connections between screens.
|
||||
//
|
||||
// Where a screen leads is recorded in that screen's own file, and it comes from
|
||||
// the wiki's location graph (projects/realworld/story#helyszín-gráf-vázlat).
|
||||
// That graph has two kinds of edge, and so does this file:
|
||||
//
|
||||
// - Physical adjacency. The alley is behind Noodle's house; the club is
|
||||
// through the back of the trinket shop; the noodle place is next door to
|
||||
// it. These are the arrows the wiki draws between locations, and they are
|
||||
// declared with `to`.
|
||||
// - The selector. The wiki centres its map on a "Helyszínválasztó" — not a
|
||||
// real location but the menu screen every main location connects to both
|
||||
// ways. A screen marks itself with onSelector; selector.go builds the other
|
||||
// half of each of those edges.
|
||||
//
|
||||
// Some of the wiki's arrows are one-way with a condition on them ("beengedés",
|
||||
// "NG+ kód", "Sumphor liftkódja"). `needs` carries that: the exit is there, and
|
||||
// says so, but will not open until the flag is set.
|
||||
//
|
||||
// Until the doors are measured on the paintings, an exit is a strip along one
|
||||
// edge of the picture — the convention every 1990s point & click used, and a
|
||||
// one-field change to re-aim at a real door later.
|
||||
|
||||
import (
|
||||
inkwell "git.teletypegames.org/engines/inkwell"
|
||||
|
||||
"git.teletypegames.org/games/realworld/internal/names"
|
||||
"git.teletypegames.org/games/realworld/internal/world"
|
||||
)
|
||||
|
||||
type side int
|
||||
|
||||
const (
|
||||
sideLeft side = iota // off the left edge
|
||||
sideRight // off the right edge
|
||||
sideBack // into the depth of the picture
|
||||
sideNear // out towards the camera
|
||||
)
|
||||
|
||||
// area is the strip of picture the exit occupies, inside the scene region
|
||||
// (below the top bar at y=20, above the HUD divider at y=262).
|
||||
func (s side) area() inkwell.Shape {
|
||||
switch s {
|
||||
case sideLeft:
|
||||
return inkwell.Rect(0, 40, 56, 212)
|
||||
case sideRight:
|
||||
return inkwell.Rect(584, 40, 56, 212)
|
||||
case sideBack:
|
||||
return inkwell.Rect(232, 28, 176, 84)
|
||||
default: // sideNear
|
||||
return inkwell.Rect(232, 214, 176, 48)
|
||||
}
|
||||
}
|
||||
|
||||
// exit is one way out of a screen.
|
||||
type exit struct {
|
||||
to string // the screen it leads to; empty means "back the way you came"
|
||||
label string // what the status line calls it
|
||||
side side
|
||||
|
||||
// area overrides the edge strip. The selector's map pins use it; nothing
|
||||
// else should need to until the art arrives.
|
||||
area inkwell.Shape
|
||||
|
||||
// needs is a flag that has to be set before the exit opens, and blocked is
|
||||
// what Paul says while it is not.
|
||||
needs string
|
||||
blocked string
|
||||
}
|
||||
|
||||
// toSelector is the way back out to the rest of the city, on every screen the
|
||||
// wiki's Helyszínválasztó lists.
|
||||
func toSelector() exit {
|
||||
return exit{to: names.ScreenSelector, label: "the rest of the city", side: sideNear}
|
||||
}
|
||||
|
||||
// exitName is how a connection stays machine-readable: the graph can be read
|
||||
// straight back out of the registered scenes, so a test can walk it.
|
||||
func exitName(to string) string {
|
||||
if to == "" {
|
||||
return "exit:back"
|
||||
}
|
||||
return "exit:" + to
|
||||
}
|
||||
|
||||
func (e exit) hotspot(w *world.World) inkwell.Hotspot {
|
||||
var travel inkwell.Action = inkwell.GoTo(e.to)
|
||||
if e.to == "" {
|
||||
travel = world.Back(w)
|
||||
}
|
||||
if e.needs != "" {
|
||||
travel = inkwell.If(inkwell.Flag(e.needs), travel, inkwell.Say(names.Paul, e.blocked))
|
||||
}
|
||||
area := e.area
|
||||
if area == nil {
|
||||
area = e.side.area()
|
||||
}
|
||||
return inkwell.Hotspot{
|
||||
Name: exitName(e.to),
|
||||
Label: e.label,
|
||||
Area: area,
|
||||
Cursor: inkwell.CursorExit,
|
||||
OnLook: inkwell.Say(names.Paul, "That way: "+e.label+"."),
|
||||
OnUse: travel,
|
||||
OnTake: inkwell.Say(names.Paul, "It's a way out, not a thing."),
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,18 @@
|
||||
package screen
|
||||
|
||||
import "git.teletypegames.org/games/realworld/internal/names"
|
||||
|
||||
// hackerspace: the community workshop at the edge of the Mission, printers and
|
||||
// stripped servers and paranoid amateur cryptographers. Where the server-farm
|
||||
// access tape can be had (wiki: entities#helyszinek, timeline 24).
|
||||
//
|
||||
// The wiki's graph gives it no physical neighbour, so it hangs off the
|
||||
// selector like every other main location.
|
||||
func hackerspace() screen {
|
||||
return screen{
|
||||
name: names.ScreenHackerspace,
|
||||
title: "HACKERSPACE",
|
||||
background: names.BgHackerspace,
|
||||
onSelector: true,
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,14 @@
|
||||
package screen
|
||||
|
||||
import "git.teletypegames.org/games/realworld/internal/names"
|
||||
|
||||
// hospital is the clinical dead end: Dr. Maren looked for a medical reason for
|
||||
// Norman's state and did not find one (wiki: entities, timeline 21).
|
||||
func hospital() screen {
|
||||
return screen{
|
||||
name: names.ScreenHospital,
|
||||
title: "HOSPITAL — PSYCHIATRIC WING",
|
||||
background: names.BgHospital,
|
||||
onSelector: true,
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,19 @@
|
||||
package screen
|
||||
|
||||
import "git.teletypegames.org/games/realworld/internal/names"
|
||||
|
||||
// iceCreamShop stands where Paul's old bar used to be, and they insist there
|
||||
// never was a bar. The BVK-registered terminal in the corner is the one the
|
||||
// candy-crush guy will not give up (wiki: story, the Fagyizó beat).
|
||||
//
|
||||
// The search he eventually allows is what names the club — a lead, not a door:
|
||||
// the way there is the trinket shop's address, so this screen has no exit of
|
||||
// its own.
|
||||
func iceCreamShop() screen {
|
||||
return screen{
|
||||
name: names.ScreenIceCreamShop,
|
||||
title: "ICE CREAM SHOP — WHERE THE BAR WAS",
|
||||
background: names.BgIceCreamShop,
|
||||
onSelector: true,
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,21 @@
|
||||
package screen
|
||||
|
||||
import "git.teletypegames.org/games/realworld/internal/names"
|
||||
|
||||
// noodleHouse is the street front outside Noodle's place. By the time Paul
|
||||
// gets there the police have sealed the house and taken Noodle in, and a
|
||||
// uniform stands in front of the tape (wiki: story#noodle-szál).
|
||||
//
|
||||
// The wiki's graph runs NoodleUtcafront → Sikátor: the alley behind the house
|
||||
// is reached from here, and from nowhere else.
|
||||
func noodleHouse() screen {
|
||||
return screen{
|
||||
name: names.ScreenNoodleHouse,
|
||||
title: "NOODLE'S HOUSE — SEALED",
|
||||
background: names.BgNoodleHouse,
|
||||
onSelector: true,
|
||||
exits: []exit{
|
||||
{to: names.ScreenAlley, label: "the alley behind the house", side: sideRight},
|
||||
},
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,23 @@
|
||||
package screen
|
||||
|
||||
import "git.teletypegames.org/games/realworld/internal/names"
|
||||
|
||||
// normanApartment is the flat Norman was taken from: his Armilla left behind
|
||||
// on the side, his Personal Tape missing from it, his terminal full of the
|
||||
// correspondence and the diary (wiki: story#norman-lakása).
|
||||
//
|
||||
// Two ways on from here. His terminal is one of the BBS access points the
|
||||
// catalogue lists ("a titkos klub ECHO-terminálja; később Norman lakása /
|
||||
// tetőterasz"), and the roof hideout is up his own stairs.
|
||||
func normanApartment() screen {
|
||||
return screen{
|
||||
name: names.ScreenNormanApartment,
|
||||
title: "NORMAN'S APARTMENT",
|
||||
background: names.BgNormanApartment,
|
||||
onSelector: true,
|
||||
exits: []exit{
|
||||
{to: names.ScreenRooftopHideout, label: "the stairs up to the roof", side: sideBack},
|
||||
{to: names.ScreenBBSTerminal, label: "Norman's terminal", side: sideRight},
|
||||
},
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,22 @@
|
||||
package screen
|
||||
|
||||
import "git.teletypegames.org/games/realworld/internal/names"
|
||||
|
||||
// paulShop is where the game starts: the junk shop and garage Paul lives
|
||||
// behind (wiki: entities#helyszinek). It is the only screen outside San
|
||||
// Francisco — Noodle's letter arrives here and puts him on a bus
|
||||
// (wiki: entities, Paul's timeline 1–2).
|
||||
//
|
||||
// The bus is a screen the deck does not have, so the exit is the journey
|
||||
// itself: one way, with no coming back to the shop mid-story. That is also why
|
||||
// the shop is not on the selector — it is not one of the city's locations.
|
||||
func paulShop() screen {
|
||||
return screen{
|
||||
name: names.ScreenPaulShop,
|
||||
title: "PAUL'S SHOP — JUNK AND GARAGE",
|
||||
background: names.BgPaulShop,
|
||||
exits: []exit{
|
||||
{to: names.ScreenNoodleHouse, label: "the bus to San Francisco", side: sideNear},
|
||||
},
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,20 @@
|
||||
package screen
|
||||
|
||||
import "git.teletypegames.org/games/realworld/internal/names"
|
||||
|
||||
// policeStation is where Noodle is held for dealing in cracked Armillas, and
|
||||
// where a clerk quietly tips Paul off about the hiding place
|
||||
// (wiki: entities, Paul's timeline 4 and 15).
|
||||
//
|
||||
// The wiki's graph splits it three ways — utcafront → recepció → kihallgató —
|
||||
// but the deck paints it as one screen, so the reception desk, the waiting
|
||||
// room and the interview window are hotspots inside this one, not screens of
|
||||
// their own.
|
||||
func policeStation() screen {
|
||||
return screen{
|
||||
name: names.ScreenPoliceStation,
|
||||
title: "SFPD — STATION AND HOLDING",
|
||||
background: names.BgPoliceStation,
|
||||
onSelector: true,
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,16 @@
|
||||
package screen
|
||||
|
||||
import "git.teletypegames.org/games/realworld/internal/names"
|
||||
|
||||
// publicBBS is one of the wiki's 💡 suggestions: the canon has BBS terminals
|
||||
// standing in cafés, post offices and bus stops — live infrastructure, not
|
||||
// relics. An alternative way to read the boards, in a place where somebody can
|
||||
// read over your shoulder (wiki: entities#potenciális-további-helyszínek).
|
||||
func publicBBS() screen {
|
||||
return screen{
|
||||
name: names.ScreenPublicBBS,
|
||||
title: "PUBLIC BBS TERMINAL",
|
||||
background: names.BgPublicBBS,
|
||||
onSelector: true,
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,21 @@
|
||||
package screen
|
||||
|
||||
import "git.teletypegames.org/games/realworld/internal/names"
|
||||
|
||||
// rooftopHideout is Norman's hiding place: an abandoned roof terrace with his
|
||||
// personal things, his notes and an old BBS terminal — the emotional high point
|
||||
// of the investigation (wiki: entities#helyszinek, timeline 23).
|
||||
//
|
||||
// It is up the stairs from his flat, and it is one of the places the catalogue
|
||||
// puts a terminal.
|
||||
func rooftopHideout() screen {
|
||||
return screen{
|
||||
name: names.ScreenRooftopHideout,
|
||||
title: "NORMAN'S ROOFTOP HIDEOUT",
|
||||
background: names.BgRooftopHideout,
|
||||
exits: []exit{
|
||||
{to: names.ScreenNormanApartment, label: "back down into the flat", side: sideNear},
|
||||
{to: names.ScreenBBSTerminal, label: "the old terminal", side: sideRight},
|
||||
},
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,16 @@
|
||||
package screen
|
||||
|
||||
import "git.teletypegames.org/games/realworld/internal/names"
|
||||
|
||||
// samizdatPress is a 💡 suggestion: the Resistance's physical node — parody
|
||||
// BVK databases, underground publications, a P2P node humming in the cellar.
|
||||
// The samizdat intellectuals are the first to write down that the world is
|
||||
// slipping (wiki: entities#potenciális-további-helyszínek).
|
||||
func samizdatPress() screen {
|
||||
return screen{
|
||||
name: names.ScreenSamizdatPress,
|
||||
title: "SAMIZDAT PRINTING HOUSE",
|
||||
background: names.BgSamizdatPress,
|
||||
onSelector: true,
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,15 @@
|
||||
package screen
|
||||
|
||||
import "git.teletypegames.org/games/realworld/internal/names"
|
||||
|
||||
// scrapMarket is a 💡 suggestion: the black market in condemned ACPs and bare,
|
||||
// unstamped tape. Canon says the leak of scrap is not an accident — "something
|
||||
// wants to live on" (wiki: entities#potenciális-további-helyszínek).
|
||||
func scrapMarket() screen {
|
||||
return screen{
|
||||
name: names.ScreenScrapMarket,
|
||||
title: "SCRAP MARKET",
|
||||
background: names.BgScrapMarket,
|
||||
onSelector: true,
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,149 @@
|
||||
// Package screen registers the game's screens — one file per screen.
|
||||
//
|
||||
// "Screen" is this project's word: the wiki's catalogue, the concept-art deck
|
||||
// and the beat tables all count screens. inkwell's word for the same thing is
|
||||
// Scene, which is the type every file here returns — a screen IS the engine's
|
||||
// scene, and the rest of the code says "scene" only where it is talking to the
|
||||
// engine.
|
||||
//
|
||||
// A file here holds everything that is true of one screen: its picture, the
|
||||
// name on the top bar, where you can get to from it (exit.go), and — once its
|
||||
// beat is written — its hotspots, NPCs and dialogue. Only the alley has that
|
||||
// last part so far; the rest are greybox.
|
||||
package screen
|
||||
|
||||
import (
|
||||
inkwell "git.teletypegames.org/engines/inkwell"
|
||||
|
||||
"git.teletypegames.org/games/realworld/internal/names"
|
||||
"git.teletypegames.org/games/realworld/internal/world"
|
||||
)
|
||||
|
||||
// screen is what each file in this package fills in.
|
||||
type screen struct {
|
||||
name string
|
||||
title string
|
||||
background string
|
||||
|
||||
// exits: where you can get to from here. See exit.go.
|
||||
exits []exit
|
||||
// onSelector marks a main location — one of those the wiki's
|
||||
// Helyszínválasztó lists (story#helyszín-gráf-vázlat). It gets a way back
|
||||
// to the selector for free, and the selector gets a way here.
|
||||
onSelector bool
|
||||
|
||||
// What an authored beat adds on top. Zero values are fine: Paul lands in
|
||||
// the middle of the default floor strip and nothing else happens.
|
||||
hotspots []inkwell.Hotspot
|
||||
actors []inkwell.SceneActor
|
||||
walkboxes []inkwell.Polygon
|
||||
onEnter inkwell.Action
|
||||
}
|
||||
|
||||
// deck is every screen in the game, in the order of the wiki's location
|
||||
// catalogue (entities#helyszinek) — which the concept-art deck follows number
|
||||
// for number. Registration order is this order, and it is also the order the
|
||||
// arrow keys walk (ui/screen_nav.go).
|
||||
//
|
||||
// Deck 05, Norman's workplace, is in the catalogue but has not been drawn, so
|
||||
// it has no file yet. The alley has no deck number: the catalogue keeps it in
|
||||
// the same row as Noodle's house, and that is where it sits here too.
|
||||
var deck = []func() screen{
|
||||
paulShop, // 01
|
||||
noodleHouse, // 02
|
||||
alley, // 02, same catalogue row
|
||||
normanApartment, // 03
|
||||
policeStation, // 04
|
||||
hackerspace, // 06
|
||||
iceCreamShop, // 07
|
||||
trinketShop, // 08
|
||||
smallRestaurant, // 09
|
||||
secretClub, // 10
|
||||
bbsTerminal, // 11
|
||||
street, // 12
|
||||
hospital, // 13
|
||||
serverFarm, // 14
|
||||
secretLab, // 15
|
||||
rooftopHideout, // 16
|
||||
publicBBS, // 17
|
||||
bvkBranch, // 18
|
||||
curatorShop, // 19
|
||||
scrapMarket, // 20
|
||||
samizdatPress, // 21
|
||||
showroom, // 22
|
||||
columbarium, // 23
|
||||
}
|
||||
|
||||
// Register adds every screen to the game, the selector first: it is the centre
|
||||
// of the wiki's location graph, and it is built from the deck rather than
|
||||
// listed in it.
|
||||
func Register(w *world.World) {
|
||||
screens := make([]screen, 0, len(deck)+1)
|
||||
for _, f := range deck {
|
||||
screens = append(screens, f())
|
||||
}
|
||||
for _, s := range append([]screen{selector(screens)}, screens...) {
|
||||
w.G.SceneManager.Register(build(w, s))
|
||||
}
|
||||
}
|
||||
|
||||
// The default floor: the bottom of the scene region, above the HUD divider.
|
||||
// A screen with a painted floor of its own overrides it.
|
||||
var floor = []inkwell.Polygon{
|
||||
inkwell.Poly(
|
||||
inkwell.Point{X: 16, Y: 196}, inkwell.Point{X: 624, Y: 196},
|
||||
inkwell.Point{X: 624, Y: 258}, inkwell.Point{X: 16, Y: 258},
|
||||
),
|
||||
}
|
||||
|
||||
// build turns a screen into the engine's scene.
|
||||
//
|
||||
// The authored hotspots go in front of the exits, because the engine takes the
|
||||
// first one whose area contains the click (HotspotAt): a painted thing beats
|
||||
// the edge strip an exit sits on, wherever the two overlap.
|
||||
func build(w *world.World, s screen) inkwell.Scene {
|
||||
exits := s.exits
|
||||
if s.onSelector {
|
||||
exits = append(exits, toSelector())
|
||||
}
|
||||
hotspots := make([]inkwell.Hotspot, 0, len(exits)+len(s.hotspots))
|
||||
hotspots = append(hotspots, s.hotspots...)
|
||||
for _, e := range exits {
|
||||
hotspots = append(hotspots, e.hotspot(w))
|
||||
}
|
||||
|
||||
actors := s.actors
|
||||
if actors == nil {
|
||||
actors = []inkwell.SceneActor{
|
||||
{CharacterName: names.Paul, At: inkwell.Point{X: 320, Y: 232}},
|
||||
}
|
||||
}
|
||||
walkboxes := s.walkboxes
|
||||
if walkboxes == nil {
|
||||
walkboxes = floor
|
||||
}
|
||||
onEnter := inkwell.Action(world.EnterScene(w, s.name))
|
||||
if s.onEnter != nil {
|
||||
onEnter = inkwell.Seq(onEnter, s.onEnter)
|
||||
}
|
||||
|
||||
return inkwell.Scene{
|
||||
Name: s.name,
|
||||
Title: s.title,
|
||||
Background: s.background,
|
||||
Actors: actors,
|
||||
Walkboxes: walkboxes,
|
||||
Hotspots: hotspots,
|
||||
OnEnter: onEnter,
|
||||
}
|
||||
}
|
||||
|
||||
// setVarIfEmpty only writes when the variable is still unset, so re-entering a
|
||||
// screen does not clobber what the game has set in the meantime.
|
||||
func setVarIfEmpty(name string, v any) inkwell.Action {
|
||||
return world.Fn(func(ctx *inkwell.Ctx) {
|
||||
if ctx.Game.State.Var(name) == nil {
|
||||
ctx.Game.State.SetVar(name, v)
|
||||
}
|
||||
})
|
||||
}
|
||||
@@ -0,0 +1,23 @@
|
||||
package screen
|
||||
|
||||
import "git.teletypegames.org/games/realworld/internal/names"
|
||||
|
||||
// secretClub is the empty room behind the shop where the "underwater sun"
|
||||
// company gave their talk, with a secretary who knows about the BVK's plans for
|
||||
// people's minds and nothing about the key or the tape
|
||||
// (wiki: story, the club beat).
|
||||
//
|
||||
// The terminal in here is the one that matters: not under BVK control, ECHO
|
||||
// running under the standard LECTOR surface. Reading it is where the mystery
|
||||
// tape finally speaks.
|
||||
func secretClub() screen {
|
||||
return screen{
|
||||
name: names.ScreenSecretClub,
|
||||
title: "SECRET CLUB — THE UNDERWATER SUN",
|
||||
background: names.BgSecretClub,
|
||||
exits: []exit{
|
||||
{to: names.ScreenBBSTerminal, label: "the terminal in the corner", side: sideBack},
|
||||
{to: names.ScreenTrinketShop, label: "back out through the shop", side: sideNear},
|
||||
},
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,20 @@
|
||||
package screen
|
||||
|
||||
import "git.teletypegames.org/games/realworld/internal/names"
|
||||
|
||||
// secretLab is the lab the BVK's secret section runs, where Norman lies wired
|
||||
// into the simulator: the two-thirds point where Paul finds him, and the
|
||||
// screen the finale plays on (wiki: entities#helyszinek, timeline 22 and 25).
|
||||
//
|
||||
// The wiki's graph runs Híd → security szoba → Norman szimulációs szobája, and
|
||||
// the story puts the whole thing inside the Golden Gate Bridge. The deck paints
|
||||
// it as one screen, so the door at the foot of the bridge, the observation room
|
||||
// and the glass wall are hotspots in here.
|
||||
func secretLab() screen {
|
||||
return screen{
|
||||
name: names.ScreenSecretLab,
|
||||
title: "SECRET RESEARCH LABORATORY",
|
||||
background: names.BgSecretLab,
|
||||
onSelector: true,
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,66 @@
|
||||
package screen
|
||||
|
||||
import (
|
||||
"strings"
|
||||
|
||||
inkwell "git.teletypegames.org/engines/inkwell"
|
||||
|
||||
"git.teletypegames.org/games/realworld/internal/names"
|
||||
)
|
||||
|
||||
// selector is the wiki's Helyszínválasztó: "nem valódi helyszín, hanem a
|
||||
// menü-képernyő, ahonnan az összes fő helyszín elérhető"
|
||||
// (story#helyszínválasztó). The location graph is centred on it — every main
|
||||
// location connects to it both ways, and physical adjacency takes over from
|
||||
// there inwards — so without it the city is a handful of disconnected rooms.
|
||||
//
|
||||
// It is not in the concept-art deck and has no painting, so it renders as an
|
||||
// inkwell placeholder with one labelled pin per destination, laid out on a
|
||||
// grid. Whatever the map ends up looking like, the connections it carries are
|
||||
// the ones the screens declare, not a list kept here: selector() is built from
|
||||
// whichever screens marked themselves onSelector.
|
||||
func selector(rest []screen) screen {
|
||||
var exits []exit
|
||||
for _, s := range rest {
|
||||
if !s.onSelector {
|
||||
continue
|
||||
}
|
||||
exits = append(exits, exit{
|
||||
to: s.name,
|
||||
label: pinLabel(s.title),
|
||||
area: pin(len(exits)),
|
||||
})
|
||||
}
|
||||
return screen{
|
||||
name: names.ScreenSelector,
|
||||
title: "SAN FRANCISCO",
|
||||
background: names.BgSelector,
|
||||
exits: exits,
|
||||
// Nobody stands on a map.
|
||||
actors: []inkwell.SceneActor{},
|
||||
walkboxes: []inkwell.Polygon{},
|
||||
}
|
||||
}
|
||||
|
||||
// The pin grid: three columns down the scene region, filled top to bottom.
|
||||
const (
|
||||
pinCols = 3
|
||||
pinW = 192.0
|
||||
pinH = 32.0
|
||||
pinX = 16.0
|
||||
pinY = 28.0
|
||||
pinGapX = 204.0
|
||||
pinGapY = 38.0
|
||||
)
|
||||
|
||||
func pin(i int) inkwell.Shape {
|
||||
col, row := i%pinCols, i/pinCols
|
||||
return inkwell.Rect(pinX+float64(col)*pinGapX, pinY+float64(row)*pinGapY, pinW, pinH)
|
||||
}
|
||||
|
||||
// pinLabel is the screen's title without the em-dash subtitle: on a map a
|
||||
// location wants its name, not its description.
|
||||
func pinLabel(title string) string {
|
||||
name, _, _ := strings.Cut(title, " — ")
|
||||
return name
|
||||
}
|
||||
@@ -0,0 +1,15 @@
|
||||
package screen
|
||||
|
||||
import "git.teletypegames.org/games/realworld/internal/names"
|
||||
|
||||
// serverFarm is the cooled, humming corridors where The AI's physical
|
||||
// infrastructure can be seen for what it is. Getting in needs the access tape
|
||||
// from the hackerspace or from Noodle (wiki: entities, timeline 24).
|
||||
func serverFarm() screen {
|
||||
return screen{
|
||||
name: names.ScreenServerFarm,
|
||||
title: "SERVER FARM",
|
||||
background: names.BgServerFarm,
|
||||
onSelector: true,
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,16 @@
|
||||
package screen
|
||||
|
||||
import "git.teletypegames.org/games/realworld/internal/names"
|
||||
|
||||
// showroom is a 💡 suggestion: the legitimate, glittering side — Armilla
|
||||
// cabinets, licensed operators, matte-black Nokia-punk under showroom lights.
|
||||
// The contrast with Paul's edge of the world
|
||||
// (wiki: entities#potenciális-további-helyszínek).
|
||||
func showroom() screen {
|
||||
return screen{
|
||||
name: names.ScreenShowroom,
|
||||
title: "NEUMATRONIC SHOWROOM",
|
||||
background: names.BgShowroom,
|
||||
onSelector: true,
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,21 @@
|
||||
package screen
|
||||
|
||||
import "git.teletypegames.org/games/realworld/internal/names"
|
||||
|
||||
// smallRestaurant is the little Chinese place beside the trinket shop, and the
|
||||
// lit mirror in its toilet is the puzzle: it flickers, and something shows
|
||||
// behind it (wiki: story, the Kajálda beat).
|
||||
//
|
||||
// The wiki's graph runs Kajálda → étterem rész → WC; the deck paints all three
|
||||
// as one screen, so the mirror is a hotspot here. The only way out is back to
|
||||
// the shop — this is an inner room, not a location on the selector.
|
||||
func smallRestaurant() screen {
|
||||
return screen{
|
||||
name: names.ScreenSmallRestaurant,
|
||||
title: "SMALL RESTAURANT — NEXT DOOR",
|
||||
background: names.BgSmallRestaurant,
|
||||
exits: []exit{
|
||||
{to: names.ScreenTrinketShop, label: "back to the trinket shop", side: sideLeft},
|
||||
},
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,19 @@
|
||||
package screen
|
||||
|
||||
import "git.teletypegames.org/games/realworld/internal/names"
|
||||
|
||||
// street is the city itself: pavements, a square, a metro entrance, and the
|
||||
// environmental decay that tracks The AI's spread — glitching systems, odd
|
||||
// news, infrastructure that slips (wiki: entities#helyszinek).
|
||||
//
|
||||
// The wiki's own street front is the one with the hotdog stand and Sumphor on
|
||||
// it (story#norman-lakása); that is a beat for this screen, not a screen of its
|
||||
// own.
|
||||
func street() screen {
|
||||
return screen{
|
||||
name: names.ScreenStreet,
|
||||
title: "STREET",
|
||||
background: names.BgStreet,
|
||||
onSelector: true,
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,27 @@
|
||||
package screen
|
||||
|
||||
import "git.teletypegames.org/games/realworld/internal/names"
|
||||
|
||||
// trinketShop is the Chinatown shop at the club's address, whose owner sells
|
||||
// Paul junk he does not need and is, in fact, the club's doorman
|
||||
// (wiki: story#csecsebecse-bolt--kajálda-szál).
|
||||
//
|
||||
// Both of the wiki's arrows out of it are here: Bolt → Kajálda, the eating
|
||||
// place next door, and Bolt →|beengedés| Klub, which stays shut until the
|
||||
// shopkeeper has been shown the underwater sun.
|
||||
func trinketShop() screen {
|
||||
return screen{
|
||||
name: names.ScreenTrinketShop,
|
||||
title: "CHINATOWN — TRINKET SHOP",
|
||||
background: names.BgTrinketShop,
|
||||
onSelector: true,
|
||||
exits: []exit{
|
||||
{to: names.ScreenSmallRestaurant, label: "the eating place next door", side: sideRight},
|
||||
{
|
||||
to: names.ScreenSecretClub, label: "the way in at the back", side: sideBack,
|
||||
needs: names.FlagClubEntry,
|
||||
blocked: "Just a shop, as far as the man behind the counter is concerned.",
|
||||
},
|
||||
},
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user