ci/woodpecker/push/ebitengine Pipeline was successful
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
261 lines
9.6 KiB
Markdown
261 lines
9.6 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`, `dialog`, `script`, `world`, `ui`, `theme`, `names`, `boot`,
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`content`.
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- `[category].manager.go` is the file that ties a category together — its
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manager, its entity type, whatever 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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```
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main.go flags + inkwell.Run
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inc/boot.manager.go wiring; 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 manager 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 and the action pump
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inc/ui.manager.go HUD layout and widget registration
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inc/ui.*.go custom widgets, coloured text
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inc/content.manager.go composition root; calls every register…
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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/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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The entity types are aliases of engine structs, so they already carry
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`GetName()` and satisfy `inkwell.Named`; the manager needs nothing else:
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```go
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type Character = inkwell.Character
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var CharacterManager = inkwell.NewManager[Character]()
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```
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That is the whole of a category's manager file — an alias and one line. There
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are seven managers: `BackgroundManager`, `CharacterManager`, `DialogManager`,
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`ItemManager`, `ScriptManager`, `SceneManager`, `ThemeManager`.
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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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Every entity type is an alias, `Scene` included. It was once a struct of our
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own, because inkwell's `Scene` could not carry exits; that gap was closed in the
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engine, so there is nothing left for a second type to hold.
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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, so the managers exist by the
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time the first file registers 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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### Handing a category to the engine
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Once the game exists, `Each` walks a manager and gives every entity to the
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engine's own manager. `registerContent` is the whole of it:
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```go
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func registerContent() {
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BackgroundManager.Each(World.G.AssetManager.Register)
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CharacterManager.Each(World.G.CharacterManager.Register)
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ItemManager.Each(World.G.ItemManager.Register)
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DialogManager.Each(World.G.DialogueManager.Register)
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ScriptManager.Each(World.G.ScriptManager.Register)
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registerScene()
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}
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```
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`registerScene` is the one that needs its own function: it fills in the defaults
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a scene may leave out (Paul's starting position, the floor walkbox), and it
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derives the selector's pins by reading the exit graph backwards.
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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(…)`,
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`World.HUDVisible()`, `World.Slot2()` are reachable from anywhere in the
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package. `New` calls `World.attach(g)`, which binds the engine and resets the
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runtime state, so building the game twice is clean.
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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 sceneDefaults registerScene fillSelectorPins
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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, and the action constructors
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(`TapeSay`, `Paused`, `SetMode`, `EnterScene`, `Back`, `Fn`).
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Everything else is machinery and stays unexported: the HUD widgets
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(`tapeSlots`, `letterbox`, `hudFrame`, …), the `register…` functions, the
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runners, `sceneDefaults`, `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 ← ui
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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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