4.7 KiB
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 cases to the ones that already exist. 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.
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,screen,background,character,dialog,script,world,ui,theme,names,boot,content. [category].manager.gois the file that ties a category together — itsregister…function, its shared types, its list of entities.- Every other file in a category holds exactly one entity: one screen, one background, one item.
main.go flags + inkwell.Run
inc/boot.manager.go wiring; New(Opts) builds the game
inc/names.manager.go entity names and world-state keys
inc/theme.manager.go realworld-93 + nokia-punk
inc/world.manager.go unsaved runtime state
inc/world.action.go custom actions and the action pump
inc/ui.manager.go HUD layout and widget registration
inc/ui.*.go custom widgets, coloured text
inc/content.manager.go composition root; calls every register…
inc/background.*.go one image asset per screen
inc/character.*.go the cast, tapes included
inc/item.*.go inventory
inc/dialog.*.go dialogue trees
inc/script.*.go named action sequences
inc/screen.manager.go the deck, the scene builder
inc/screen.exit.go the connections between screens
inc/screen.*.go one file per screen
Naming
One package means one namespace, so an entity's constructor carries its category as a prefix:
screenAlley() backgroundAlley()
itemMysteryTape() characterMysteryTape()
dialogDexTalk() scriptTapeInsert()
Category-level functions follow the same shape: registerScreen,
registerBackground, registerItem, and so on. Only New and Opts are
exported — they are what main.go needs, and nothing else leaves the package.
The engine's word for a screen is Scene. Ours is screen, because the
wiki, the concept-art deck and the beat tables all count screens. "Scene"
survives only where the code talks to the engine (EnterScene,
SceneManager).
Layering
Nothing is enforced by the compiler any more, so the layering is a rule kept by hand:
names ← theme ← world ← ui
↑ ↑
content ──┴── boot ← main
world knows nothing about the HUD or the content. Both build on it, never the
other way round.
Adding a screen
inc/screen.<name>.go—screen<Name>() screeninc/background.<name>.go—background<Name>() inkwell.Asset- One line in
screenDeck(inc/screen.manager.go) - One line in
registerBackground(inc/background.manager.go) - Constants in
inc/names.manager.go:Screen<Name>,Bg<Name> - A 640×380 PNG in
assets/bg/
Nothing else moves.
Commands
make build native binary into bin/
make wasm js/wasm build into dist/
make watch rebuild on change
go run . -screen <name> start on a given screen
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.