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# Real World
A point & click adventure built on the inkwell engine (Ebitengine).
## Conventions
### No comments
Go source files carry no comments. Not doc comments, not inline comments, not
section headers. If a piece of code needs explaining, rename it or restructure
it until it does not, and put the reasoning in `README.md` instead.
The single exception is compiler directives (`//go:embed`, `//go:build`), which
are instructions to the toolchain rather than prose.
### English only
Everything written in the repository is in English: identifiers, string
literals, commit messages, `README.md`, this file. The design wiki is in
Hungarian; when a concept crosses over, translate it and keep the mapping
one-to-one.
### No tests
Do not write tests and do not add test files. Correctness is checked by running
the game.
### Struct literals are always multi-line
Every field of a struct instance goes on its own line, with a trailing comma —
never on the same line as the brace, never two fields on one line.
```go
return inkwell.Asset{
Name: BgStreet,
Path: "assets/bg/street.png",
Kind: inkwell.AssetImage,
}
```
Not `inkwell.Asset{Name: BgStreet, Path: "...", Kind: inkwell.AssetImage}`.
This holds for nested literals too, including small ones such as
`inkwell.Point`. Slice and map literals are not covered by the rule.
## Layout
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`, `tape`, `dialog`, `script`, `world`, `widget`, `theme`, `names`.
- `[category].manager.go` is the file that ties a category together — its
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.go the managers; New(Opts) builds the game
inc/names.manager.go entity names and world-state keys
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
inc/widget.manager.go the Widget alias, HUD layout, the shared conditions
inc/widget.*.go one widget per file, registering itself
inc/background.*.go one image asset per scene
inc/character.*.go the cast, tapes included
inc/tape.manager.go the Tape entity and the lookups over it
inc/tape.*.go one tape per file
inc/item.*.go inventory
inc/dialog.*.go dialogue trees
inc/script.*.go named action sequences
inc/scene.manager.go the Scene alias, the defaults every scene gets
inc/scene.selector.go the map screen: its pins are derived from the graph
inc/scene.*.go one file per scene
```
## Managers
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.
All nine 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]()
TapeManager = inkwell.NewManager[Tape]()
ThemeManager = inkwell.NewManager[Theme]()
WidgetManager = inkwell.NewManager[Widget]()
)
```
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
```
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
construction-time bug, not an update — so rewriting an entity that is already
in the registry goes through `Set`, which keeps its position in the order.
`All` and `Each` both hand back the entities in registration order.
Nearly every entity type is an alias, `Scene` included. It was once a struct of
our own, because inkwell's `Scene` could not carry exits; that gap was closed in
the engine, so there is nothing left for a second type to hold.
`Tape` is the exception, and it is a real one: a tape is a cassette that speaks,
a thing inkwell has no notion of. It names the character whose voice it is, the
item that carries it and the dialogue it plays, and `tape.manager.go` holds the
four lookups over the registry — `IsTape`, `TapeOf`, `IsTapeItem`,
`TapeDialogue`. What a tape *sounds* like is not in it: the display name and the
log-only voice are `Character.Label` and `Character.Voice`, because those are
facts about a speaker, not about a cassette.
### Entities register themselves
An entity file is a literal and nothing else. No constructor function, no list
somewhere else to keep in step — the file hands itself to its manager in an
`init()`:
```go
package inc
func init() {
BackgroundManager.Register(Background{
Name: BgServerFarm,
Path: "assets/bg/server_farm.png",
Kind: inkwell.AssetImage,
})
}
```
Adding an entity is adding a file. Deleting one is deleting a file. Package-level
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,
which is simply the order the files sit in.
### Widgets name their layer instead of their order
A widget is a file like any other entity — `widget.<name>.go`, one widget,
registering itself in an `init()` — and that includes the engine's own widgets,
which the game registers as literals the same way it registers a background:
```go
func init() {
WidgetManager.Register(&inkwell.Cursor{
Name: "cursor",
})
}
```
What a widget cannot take from alphabetical registration is its place in the
stack: the frame has to be drawn under the slots that sit on it, the cursor over
everything, and the use-with guard has to see a click after the HUD has had it.
So a widget declares a layer rather than inheriting one from the order it was
registered in — `inkwell.LayerScene`, `LayerPanel`, `LayerHUD`, `LayerSpeech`,
`LayerDialog`, `LayerMenu`, `LayerCurtain`, `LayerCursor`. The engine draws from
the bottom layer up and ticks from the top layer down, and registration order
only decides ties inside one layer:
```go
func (h *hudFrame) Layer() inkwell.Layer { return inkwell.LayerPanel }
```
A widget that says nothing sits on `LayerHUD`; ours all say it, because the
layer is the one thing about a widget the file cannot show.
The other thing a widget declares is **when it is there at all**. The HUD is
hidden for a cutscene, and that is a condition over game state, not a wrapper
and not an `if` at the top of every `Draw`:
```go
WidgetManager.Register(&inkwell.StatusLine{
Name: "status",
When: whenPlaying,
Y: statusY,
})
```
`whenPlaying`, `whenCutscene` and `whenUnpaused` are in `widget.manager.go`, and
they read `VarMode` and `VarNote` out of the engine's own `State`. A widget of
ours says the same thing with a method — `VisibleWhen() inkwell.Condition`
because it has no literal to put a field in. A widget that is switched off
neither ticks nor draws nor blocks a click, so nothing else has to ask.
### Handing a category to the engine
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
g.AssetManager = BackgroundManager
g.CharacterManager = CharacterManager
g.DialogueManager = DialogManager
g.ItemManager = ItemManager
g.SceneManager = SceneManager
g.ScriptManager = ScriptManager
g.WidgetManager = WidgetManager
ThemeManager.Each(g.ThemeManager.Register)
```
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.
One consequence of not copying: 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. `fillSelectorPins` runs before the hand-off for the same
reason — it writes the derived pins back into `SceneManager` with `Set`.
The defaults a scene leaves out are no longer written into it at all. `g.Player`
names the character a scene with no actors of its own gets, placed at his
`Start`; `g.Walkboxes` is the floor a scene walks on when it declares none. Both
are fields on the `*Game`, so a scene file that says nothing about either is
saying "the usual", and the selector opts out by declaring both empty.
### What runs at boot
`New` names two scripts and nothing else — the opening a player sees is content
like every other script, in `script.opening.go`, not a slice built in the
wiring:
```go
g.StartAt(start)
g.OnStart(ScriptOpening)
if o.Finale {
g.OnFinale(ScriptFinale)
}
```
`OnFinale` is the engine's hook for a closing script, queued straight after the
opening. Here it is what `-finale` uses to drop into the ending, which is why it
is set from `Opts` rather than always.
The rest of `New` is fields on the `*Game`, and every one of them replaces
something this package used to carry itself:
```go
g.WindowScale = 2
g.Player = Paul
g.Walkboxes = sceneFloor
g.UseWithFail = useWithFail
```
`UseWithFail` is the response to a use-with pair nobody authored — the engine
asks for it the same way it asks for `ExitLook` and `ExitTake`, and the lines
live with the rest of the writing, in `script.usewith_fail.go`.
## The world
There is exactly one game, so there is exactly one world: `World`, a
package-level singleton in `world.manager.go`. Nothing takes a `*world`
parameter and no widget holds a back-reference — `World.Do(…)`, `World.Mode()`,
`World.Slot2()` are reachable from anywhere in the package. `New` calls
`World.attach(g)`, which binds the engine and resets the runtime state, so
building the game twice is clean.
`World` holds as little as it can get away with. The mode and the top bar's
note are `State` vars (`VarMode`, `VarNote`), because state the engine can see
is state a `Condition` can read — that is what makes a widget's `When` possible
and what puts "— paused" in the top bar without anyone pushing it there.
`World.Do` hands its action to `g.Do`, the engine's queue, so the game runs one
action at a time without a pump of its own. What is left in the struct is the
two things the engine has no notion of: the tape waiting to speak, and the
cassette on its way into slot 2.
This is what lets an entity file be a literal: the tape-insert script closes
over `World`, not over a parameter it would have had to be handed.
## Naming
One package means one namespace, so an entity's constructor carries its
category as a prefix:
```go
sceneFloor fillSelectorPins tapeSlots useWithFail
```
Entities themselves need no name at all — they are anonymous literals inside
their file's `init()`, and the file name says which one it is.
Exported names are the authoring vocabulary — what a content file spells out:
`New` and `Opts`, `World`, the managers and the entity types they hold, the
constants in `names.manager.go`, the colour tokens, the tape lookups
(`IsTape`, `TapeOf`, `IsTapeItem`, `TapeDialogue`) and the action constructors
(`Paused`, `SetMode`, `UseTheme`, `TapeOffer`, `Fn`). A tape's line is
`inkwell.Say` like anyone else's — the tape voice is on the character, not on a
second spelling of Say.
Everything else is machinery and stays unexported: the HUD widgets
(`tapeSlots`, `letterbox`, `hudFrame`, …), the conditions (`whenPlaying`,
`whenCutscene`, `whenUnpaused`), the runners, `useWithFail`,
`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
scene did not now lives in inkwell. "Screen" survives only where it means the
display: `ScreenW`, `ScreenH`.
## Layering
Nothing is enforced by the compiler any more, so the layering is a rule kept by
hand:
```
names ← theme ← world ← widget
↑ ↑
content ───┴── boot ← main
```
`world` knows nothing about the HUD or the content. Both build on it, never the
other way round.
## Adding a scene
1. Constants in `inc/names.manager.go`: `Scene<Name>`, `Bg<Name>`
2. `inc/scene.<name>.go` — an `init()` registering a `Scene`
3. `inc/background.<name>.go` — an `init()` registering a `Background`
4. A 640×380 PNG in `assets/bg/`
Nothing else moves. There is no list to update.
## The engine next door
inkwell is checked out beside this repository, and so is the wiki that
documents it. Paths are relative to the game's root:
```
../../engines/inkwell the engine source
../../services/wiki-pages/pages/engines/inkwell/default.en.md the manual, English
../../services/wiki-pages/pages/engines/inkwell/default.hu.md the manual, Hungarian
```
The engine's module path is `git.teletypegames.org/engines/inkwell` and `go.mod`
pins a pseudo-version of it, so a local edit is invisible here until it is
pushed:
```
git -C ../../engines/inkwell commit … && git -C ../../engines/inkwell push
go get git.teletypegames.org/engines/inkwell@master
```
A `replace` directive is fine while trying something out, but it never survives
into a commit — drop it and bump the pin instead.
Three things move together when the engine changes: the code, `README.md` in
the inkwell checkout, and **both** wiki pages. The two pages are a translation
pair, section for section — an edit to one is an edit to the other. The
no-comment rule stops at the module boundary: inkwell's own source is commented,
and edits there follow its style, not this one's.
## Commands
```
make build native binary into bin/
make wasm js/wasm build into dist/
make watch rebuild on change
go run . -scene <name> start on a given scene
go run . -finale start with the finale
```
Art is embedded into the binary (`//go:embed assets` in `main.go`), because
js/wasm has no OS filesystem and `make binaries` ships the executable alone.
The screen is 640×380 because the engine stretches a background over the whole
window: any other size squashes the paintings.