16 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 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.
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
One category, one package, one directory. A file keeps the category in its own
name anyway — [category].[name].go inside inc/[category]/ — because the
prefix is what makes a file findable in a list of editor tabs, a grep, or a
diff, where the directory has already fallen off.
- The category is always singular:
item,scene,background,character,tape,dialog,script,world,widget,theme. [category].manager.gois the file that ties a package together — its entity type, itsManager, and whatever else the category shares.- Every other file in a package holds exactly one entity: one scene, one
background, one item. The file registers it itself, in an
init(). - Two files have no category.
inc/constants.gois the vocabulary every package imports, andinc/boot/boot.gobuilds the game.
main.go flags + inkwell.Run
inc/constants.go entity names and world-state keys
inc/boot/boot.go New(Opts) builds the game
inc/theme/theme.manager.go the Theme alias, its Manager, RGB/RGBA
inc/theme/theme.realworld.go realworld-93
inc/theme/theme.nokia_punk.go nokia-punk
inc/world/world.manager.go unsaved runtime state
inc/world/world.action.go custom actions
inc/tape/tape.manager.go the Tape entity and the lookups over it
inc/tape/tape.*.go one tape per file
inc/widget/widget.manager.go the Widget alias, HUD layout, the conditions
inc/widget/widget.*.go one widget per file, registering itself
inc/background/background.*.go one image asset per scene
inc/character/character.*.go the cast, tapes included
inc/item/item.*.go inventory
inc/dialog/dialog.*.go dialogue trees
inc/script/script.*.go named action sequences
inc/scene/scene.manager.go the Scene alias, its Manager, the floor
inc/scene/scene.selector.go the map screen: pins derived from the graph
inc/scene/scene.*.go one file per scene
inc is constants and nothing else, so every package can import it and it can
import none of them. That is also why New sits in inc/boot rather than in
inc: a package cannot be imported by what it imports, and the assembly is the
one thing that has to name every package at once.
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.
Each one is declared in its own package's manager file, beside the alias it holds, and it needs no prefix because the package already is one:
// inc/character/character.manager.go
package character
type Character = inkwell.Character
var Manager = inkwell.NewManager[Character]()
Read from inc/boot the nine of them still line up as a list —
background.Manager, character.Manager, dialog.Manager, item.Manager,
scene.Manager, script.Manager, tape.Manager, theme.Manager,
widget.Manager — only now the list is a consequence of the imports rather
than a block someone has to keep in step.
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 — tape.Is, tape.Of, tape.IsItem,
tape.Dialogue. 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():
package background
func init() {
Manager.Register(Background{
Name: inc.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 a package's Manager exists by the time its 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.
An init() only runs if something imports the package. inc/boot names eight
of the nine for their Manager, which is import enough; tape is the one
nobody names, so it is there as a blank import. That list is per package, not
per entity — a new scene file still touches nothing but itself.
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:
func init() {
Manager.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:
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:
Manager.Register(&inkwell.StatusLine{
Name: "status",
When: whenPlaying,
Y: statusY,
})
whenPlaying, whenCutscene and whenUnpaused are in widget.manager.go, and
they read inc.VarMode and inc.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:
g.AssetManager = background.Manager
g.CharacterManager = character.Manager
g.DialogueManager = dialog.Manager
g.ItemManager = item.Manager
g.SceneManager = scene.Manager
g.ScriptManager = script.Manager
g.WidgetManager = widget.Manager
theme.Manager.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/script.opening.go, not a slice built in the
wiring:
g.StartAt(start)
g.OnStart(inc.ScriptOpening)
if o.Finale {
g.OnFinale(inc.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:
g.WindowScale = 2
g.Player = inc.Paul
g.Walkboxes = scene.Floor
g.UseWithFail = script.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/script.usewith_fail.go.
The world
There is exactly one game, so there is exactly one world — and since there is
exactly one, the package is the singleton. There is no World value to pass
around and no back-reference for a widget to hold: world.Do(…),
world.Slot2(), world.SetPending(…) are reachable from anywhere that imports
world. New calls world.Attach(g), which binds the engine and resets the
run 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 (inc.VarMode, inc.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 package
variables is the two things the engine has no notion of: the tape waiting to
speak, and the cassette on its way into slot 2. Only world.Attach resets them.
This is what lets an entity file be a literal: the tape-insert script closes
over the world package, not over a parameter it would have had to be handed.
Naming
The package is the namespace now, so an identifier never repeats what the
package already says. It is scene.Floor, not scene.SceneFloor;
tape.Dialogue, not tape.TapeDialogue; widget.Manager, not
widget.WidgetManager; world.Do, not world.WorldDo. Read the call site, not
the declaration, when choosing a name:
scene.FillSelectorPins() tape.Is(speaker) world.Do(a) widget.ScreenW
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:
boot.New and boot.Opts, the constants in inc/constants.go, each package's
Manager and entity type, the colour tokens, the tape lookups (tape.Is,
tape.Of, tape.IsItem, tape.Dialogue), the world (world.Do,
world.Slot2, …) and the action constructors (world.Paused, world.SetMode,
world.UseTheme, world.TapeOffer, world.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 stays unexported, and now the compiler holds the line: the HUD
widgets (tapeSlots, letterbox, hudFrame, …), the conditions
(whenPlaying, whenCutscene, whenUnpaused), the runners, setMode,
setNote, setVarIfEmpty.
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
The layering is the import graph, so the compiler keeps it:
inc ← theme ← world ← tape ← widget ← boot ← main
↑ ↑ ↑
└── content ───────────────────-┘
inc imports nothing and everything imports it. world knows nothing about the
HUD or the content; both build on it, never the other way round — and an arrow
pointing back is now an import cycle, not a review comment. The one edge worth
knowing is widget → tape: the tape slots ask which cassette a tape is in, so
the tape concept sits below the HUD rather than beside it.
Adding a scene
- Constants in
inc/constants.go:Scene<Name>,Bg<Name> inc/scene/scene.<name>.go— aninit()registering aSceneinc/background/background.<name>.go— aninit()registering aBackground- 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.