391 lines
15 KiB
Markdown
391 lines
15 KiB
Markdown
# Real World
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A point & click adventure built on the inkwell engine (Ebitengine).
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## Conventions
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### No comments
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Go source files carry no comments. Not doc comments, not inline comments, not
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section headers. If a piece of code needs explaining, rename it or restructure
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it until it does not, and put the reasoning in `README.md` instead.
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The single exception is compiler directives (`//go:embed`, `//go:build`), which
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are instructions to the toolchain rather than prose.
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### English only
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Everything written in the repository is in English: identifiers, string
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literals, commit messages, `README.md`, this file. The design wiki is in
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Hungarian; when a concept crosses over, translate it and keep the mapping
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one-to-one.
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### No tests
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Do not write tests and do not add test files. Correctness is checked by running
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the game.
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### Struct literals are always multi-line
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Every field of a struct instance goes on its own line, with a trailing comma —
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never on the same line as the brace, never two fields on one line.
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```go
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return inkwell.Asset{
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Name: BgStreet,
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Path: "assets/bg/street.png",
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Kind: inkwell.AssetImage,
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}
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```
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Not `inkwell.Asset{Name: BgStreet, Path: "...", Kind: inkwell.AssetImage}`.
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This holds for nested literals too, including small ones such as
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`inkwell.Point`. Slice and map literals are not covered by the rule.
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## Layout
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All game code lives in one flat package, `inc`. There are no subdirectories: a
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file's name carries the structure, in the form `[category].[name].go`.
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- The category is always **singular**: `item`, `scene`, `background`,
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`character`, `tape`, `dialog`, `script`, `world`, `widget`, `theme`, `names`.
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- `[category].manager.go` is the file that ties a category together — its
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entity type and whatever else the category shares.
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- Every other file in a category holds exactly one entity: one scene, one
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background, one item. The file registers it itself, in an `init()`.
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- `boot.go` is the exception that has no category: it declares every manager
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and builds the game.
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```
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main.go flags + inkwell.Run
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inc/boot.go the managers; New(Opts) builds the game
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inc/names.manager.go entity names and world-state keys
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inc/theme.manager.go the Theme alias and the colour helpers
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inc/theme.realworld.go realworld-93
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inc/theme.nokia_punk.go nokia-punk
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inc/world.manager.go unsaved runtime state
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inc/world.action.go custom actions
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inc/widget.manager.go the Widget alias, HUD layout, the shared conditions
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inc/widget.*.go one widget per file, registering itself
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inc/background.*.go one image asset per scene
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inc/character.*.go the cast, tapes included
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inc/tape.manager.go the Tape entity and the lookups over it
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inc/tape.*.go one tape per file
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inc/item.*.go inventory
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inc/dialog.*.go dialogue trees
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inc/script.*.go named action sequences
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inc/scene.manager.go the Scene alias, the defaults every scene gets
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inc/scene.selector.go the map screen: its pins are derived from the graph
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inc/scene.*.go one file per scene
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```
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## Managers
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Every category that owns a collection of entities has a manager, and they are
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all the engine's own `inkwell.Manager[T]` — the same registry type the `*Game`
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hangs its content off. The game defines no registry of its own.
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All nine are declared together, in `boot.go`, so the list of what the game
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holds is one block rather than a line hidden in each category file:
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```go
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var (
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BackgroundManager = inkwell.NewManager[Background]()
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CharacterManager = inkwell.NewManager[Character]()
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DialogManager = inkwell.NewManager[Dialog]()
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ItemManager = inkwell.NewManager[Item]()
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SceneManager = inkwell.NewManager[Scene]()
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ScriptManager = inkwell.NewManager[Script]()
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TapeManager = inkwell.NewManager[Tape]()
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ThemeManager = inkwell.NewManager[Theme]()
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WidgetManager = inkwell.NewManager[Widget]()
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)
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```
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The entity types stay in their own category files, one alias each, and that is
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all a manager file holds now:
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```go
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type Character = inkwell.Character
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```
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Aliases of engine structs already carry `GetName()` and satisfy
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`inkwell.Named`, which is the whole of what a manager asks of them.
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The methods the game uses are `Register`, `Set`, `Get`, `All` and `Each`.
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`Register` panics on a duplicate name — a second registration is a
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construction-time bug, not an update — so rewriting an entity that is already
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in the registry goes through `Set`, which keeps its position in the order.
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`All` and `Each` both hand back the entities in registration order.
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Nearly every entity type is an alias, `Scene` included. It was once a struct of
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our own, because inkwell's `Scene` could not carry exits; that gap was closed in
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the engine, so there is nothing left for a second type to hold.
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`Tape` is the exception, and it is a real one: a tape is a cassette that speaks,
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a thing inkwell has no notion of. It names the character whose voice it is, the
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item that carries it and the dialogue it plays, and `tape.manager.go` holds the
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four lookups over the registry — `IsTape`, `TapeOf`, `IsTapeItem`,
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`TapeDialogue`. What a tape *sounds* like is not in it: the display name and the
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log-only voice are `Character.Label` and `Character.Voice`, because those are
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facts about a speaker, not about a cassette.
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### Entities register themselves
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An entity file is a literal and nothing else. No constructor function, no list
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somewhere else to keep in step — the file hands itself to its manager in an
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`init()`:
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```go
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package inc
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func init() {
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BackgroundManager.Register(Background{
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Name: BgServerFarm,
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Path: "assets/bg/server_farm.png",
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Kind: inkwell.AssetImage,
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})
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}
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```
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Adding an entity is adding a file. Deleting one is deleting a file. Package-level
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variables are initialised before any `init()` runs, whatever file each sits in,
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so the managers in `boot.go` exist by the time the first entity file registers
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into one.
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`init()` order is file-name order, so **registration order is alphabetical**.
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Nothing may depend on it — including the order the arrow keys walk the scenes,
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which is simply the order the files sit in.
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### Widgets name their layer instead of their order
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A widget is a file like any other entity — `widget.<name>.go`, one widget,
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registering itself in an `init()` — and that includes the engine's own widgets,
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which the game registers as literals the same way it registers a background:
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```go
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func init() {
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WidgetManager.Register(&inkwell.Cursor{
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Name: "cursor",
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})
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}
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```
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What a widget cannot take from alphabetical registration is its place in the
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stack: the frame has to be drawn under the slots that sit on it, the cursor over
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everything, and the use-with guard has to see a click after the HUD has had it.
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So a widget declares a layer rather than inheriting one from the order it was
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registered in — `inkwell.LayerScene`, `LayerPanel`, `LayerHUD`, `LayerSpeech`,
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`LayerDialog`, `LayerMenu`, `LayerCurtain`, `LayerCursor`. The engine draws from
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the bottom layer up and ticks from the top layer down, and registration order
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only decides ties inside one layer:
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```go
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func (h *hudFrame) Layer() inkwell.Layer { return inkwell.LayerPanel }
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```
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A widget that says nothing sits on `LayerHUD`; ours all say it, because the
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layer is the one thing about a widget the file cannot show.
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The other thing a widget declares is **when it is there at all**. The HUD is
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hidden for a cutscene, and that is a condition over game state, not a wrapper
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and not an `if` at the top of every `Draw`:
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```go
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WidgetManager.Register(&inkwell.StatusLine{
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Name: "status",
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When: whenPlaying,
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Y: statusY,
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})
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```
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`whenPlaying`, `whenCutscene` and `whenUnpaused` are in `widget.manager.go`, and
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they read `VarMode` and `VarNote` out of the engine's own `State`. A widget of
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ours says the same thing with a method — `VisibleWhen() inkwell.Condition` —
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because it has no literal to put a field in. A widget that is switched off
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neither ticks nor draws nor blocks a click, so nothing else has to ask.
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### Handing a category to the engine
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Nothing is copied. `inkwell.NewGame` builds its own empty managers, and `New`
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hands ours over in their place — the types are identical, so the engine and the
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game end up sharing one registry per category rather than two in step:
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```go
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g.AssetManager = BackgroundManager
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g.CharacterManager = CharacterManager
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g.DialogueManager = DialogManager
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g.ItemManager = ItemManager
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g.SceneManager = SceneManager
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g.ScriptManager = ScriptManager
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g.WidgetManager = WidgetManager
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ThemeManager.Each(g.ThemeManager.Register)
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```
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Themes are the odd one out and stay a copy: `NewGame` puts four preset themes
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into its `ThemeManager`, and replacing it would throw them away. Ours are added
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to that set instead.
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One consequence of not copying: a manager swapped in this way must be in place
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before `inkwell.Run`, which is where the engine wires up the parts that hold a
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registry directly. `fillSelectorPins` runs before the hand-off for the same
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reason — it writes the derived pins back into `SceneManager` with `Set`.
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The defaults a scene leaves out are no longer written into it at all. `g.Player`
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names the character a scene with no actors of its own gets, placed at his
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`Start`; `g.Walkboxes` is the floor a scene walks on when it declares none. Both
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are fields on the `*Game`, so a scene file that says nothing about either is
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saying "the usual", and the selector opts out by declaring both empty.
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### What runs at boot
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`New` names two scripts and nothing else — the opening a player sees is content
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like every other script, in `script.opening.go`, not a slice built in the
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wiring:
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```go
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g.StartAt(start)
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g.OnStart(ScriptOpening)
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if o.Finale {
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g.OnFinale(ScriptFinale)
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}
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```
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`OnFinale` is the engine's hook for a closing script, queued straight after the
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opening. Here it is what `-finale` uses to drop into the ending, which is why it
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is set from `Opts` rather than always.
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The rest of `New` is fields on the `*Game`, and every one of them replaces
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something this package used to carry itself:
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```go
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g.WindowScale = 2
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g.Player = Paul
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g.Walkboxes = sceneFloor
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g.UseWithFail = useWithFail
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```
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`UseWithFail` is the response to a use-with pair nobody authored — the engine
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asks for it the same way it asks for `ExitLook` and `ExitTake`, and the lines
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live with the rest of the writing, in `script.usewith_fail.go`.
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## The world
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There is exactly one game, so there is exactly one world: `World`, a
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package-level singleton in `world.manager.go`. Nothing takes a `*world`
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parameter and no widget holds a back-reference — `World.Do(…)`, `World.Mode()`,
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`World.Slot2()` are reachable from anywhere in the package. `New` calls
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`World.attach(g)`, which binds the engine and resets the runtime state, so
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building the game twice is clean.
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`World` holds as little as it can get away with. The mode and the top bar's
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note are `State` vars (`VarMode`, `VarNote`), because state the engine can see
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is state a `Condition` can read — that is what makes a widget's `When` possible
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and what puts "— paused" in the top bar without anyone pushing it there.
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`World.Do` hands its action to `g.Do`, the engine's queue, so the game runs one
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action at a time without a pump of its own. What is left in the struct is the
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two things the engine has no notion of: the tape waiting to speak, and the
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cassette on its way into slot 2.
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This is what lets an entity file be a literal: the tape-insert script closes
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over `World`, not over a parameter it would have had to be handed.
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## Naming
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One package means one namespace, so an entity's constructor carries its
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category as a prefix:
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```go
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sceneFloor fillSelectorPins tapeSlots useWithFail
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```
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Entities themselves need no name at all — they are anonymous literals inside
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their file's `init()`, and the file name says which one it is.
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Exported names are the authoring vocabulary — what a content file spells out:
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`New` and `Opts`, `World`, the managers and the entity types they hold, the
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constants in `names.manager.go`, the colour tokens, the tape lookups
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(`IsTape`, `TapeOf`, `IsTapeItem`, `TapeDialogue`) and the action constructors
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(`Paused`, `SetMode`, `UseTheme`, `TapeOffer`, `Fn`). A tape's line is
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`inkwell.Say` like anyone else's — the tape voice is on the character, not on a
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second spelling of Say.
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Everything else is machinery and stays unexported: the HUD widgets
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(`tapeSlots`, `letterbox`, `hudFrame`, …), the conditions (`whenPlaying`,
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`whenCutscene`, `whenUnpaused`), the runners, `useWithFail`,
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`fillSelectorPins`.
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The word is **scene**, the engine's own. The wiki and the concept-art deck count
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*screens*, and this code used to as well, but everything a screen had that a
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scene did not now lives in inkwell. "Screen" survives only where it means the
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display: `ScreenW`, `ScreenH`.
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## Layering
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Nothing is enforced by the compiler any more, so the layering is a rule kept by
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hand:
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```
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names ← theme ← world ← widget
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↑ ↑
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content ───┴── boot ← main
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```
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`world` knows nothing about the HUD or the content. Both build on it, never the
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other way round.
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## Adding a scene
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1. Constants in `inc/names.manager.go`: `Scene<Name>`, `Bg<Name>`
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2. `inc/scene.<name>.go` — an `init()` registering a `Scene`
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3. `inc/background.<name>.go` — an `init()` registering a `Background`
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4. A 640×380 PNG in `assets/bg/`
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Nothing else moves. There is no list to update.
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## The engine next door
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inkwell is checked out beside this repository, and so is the wiki that
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documents it. Paths are relative to the game's root:
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```
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../../engines/inkwell the engine source
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../../services/wiki-pages/pages/engines/inkwell/default.en.md the manual, English
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../../services/wiki-pages/pages/engines/inkwell/default.hu.md the manual, Hungarian
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```
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The engine's module path is `git.teletypegames.org/engines/inkwell` and `go.mod`
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pins a pseudo-version of it, so a local edit is invisible here until it is
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pushed:
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```
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git -C ../../engines/inkwell commit … && git -C ../../engines/inkwell push
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go get git.teletypegames.org/engines/inkwell@master
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```
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A `replace` directive is fine while trying something out, but it never survives
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into a commit — drop it and bump the pin instead.
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Three things move together when the engine changes: the code, `README.md` in
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the inkwell checkout, and **both** wiki pages. The two pages are a translation
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pair, section for section — an edit to one is an edit to the other. The
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no-comment rule stops at the module boundary: inkwell's own source is commented,
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and edits there follow its style, not this one's.
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## Commands
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```
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make build native binary into bin/
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make wasm js/wasm build into dist/
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make watch rebuild on change
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go run . -scene <name> start on a given scene
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go run . -finale start with the finale
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```
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Art is embedded into the binary (`//go:embed assets` in `main.go`), because
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js/wasm has no OS filesystem and `make binaries` ships the executable alone.
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The screen is 640×380 because the engine stretches a background over the whole
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window: any other size squashes the paintings.
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