Files
realworld/inc/theme.manager.go
T
2026-08-29 23:25:36 +02:00

156 lines
4.2 KiB
Go

package inc
// Themes — the game's two colour themes and its colour tokens.
//
// In canon the machines of this world are matte black with a green or amber
// character display, and in the Real World finale "the Nokia-punk texture
// breaks in" — with inkwell's runtime theme switching that beat is a single
// line (see UseTheme and scriptAwakeningFinale).
//
// The colour rule: tapes speak in amber (green in Nokia-punk), the world and
// Paul speak in bone white. If something is amber, a tape said it.
import (
"image/color"
inkwell "git.teletypegames.org/engines/inkwell"
)
// The two theme names. Runtime switching (inkwell UseTheme) refers to these.
const (
RealWorld = "realworld-93"
NokiaPunk = "nokia-punk"
)
// RGB builds an opaque colour from a hex literal.
func RGB(hex uint32) color.Color {
return color.RGBA{R: uint8(hex >> 16), G: uint8(hex >> 8), B: uint8(hex), A: 0xff}
}
// RGBA builds a colour with the given alpha from a hex literal.
func RGBA(hex uint32, a uint8) color.Color {
return color.RGBA{R: uint8(hex >> 16), G: uint8(hex >> 8), B: uint8(hex), A: a}
}
// realworld-93 — 95% of the game. Muted earth tones, black HUD, amber tape
// channel. The Neumatronic layer is not visible yet.
// The realworld-93 palette. Ink and Amber are the two sides of the two-channel
// colour rule: the world speaks in bone white, tapes speak in amber.
var (
Ink = RGB(0xDCD5C4) // bone white — the voice of the world and of Paul
InkDim = RGB(0x8A806B)
Amber = RGB(0xE0A33E) // tape voice
AmberLo = RGB(0xA8701A)
black = RGB(0x14120E)
panel = RGB(0x0D0B08)
sceneBG = RGB(0x241F18)
)
func realWorldTheme() inkwell.Theme {
return inkwell.Theme{
Name: RealWorld,
PanelBG: black,
StatusText: Ink,
FlashText: Amber,
VerbButtonBG: RGB(0x1E1A14),
VerbButtonSelectedBG: AmberLo,
VerbButtonText: Ink,
InventorySlotBG: RGB(0x1E1A14),
InventorySlotSelectedBG: AmberLo,
SpeechBubbleBG: RGBA(0x14120E, 0xDC),
SpeechDefaultText: Ink,
DialogBG: RGBA(0x0D0B08, 0xF0),
DialogBorder: AmberLo,
DialogChoiceBG: RGB(0x1E1A14),
DialogChoiceHover: Amber,
DialogSpeaker: Amber,
DialogText: Ink,
EndCardBG: RGBA(0x000000, 0xFA),
EndCardText: Ink,
CursorColor: Amber,
HotspotOutline: RGB(0x7A6A44),
SceneBackdrop: sceneBG,
TopBarBG: panel,
TopBarText: InkDim,
TopBarAccent: Amber,
ChatLogBG: panel,
ChatLogPrompt: InkDim, // your own actions — quiet
ChatLogResponse: Amber, // tape voice
ChatLogSystem: RGB(0x6B6353),
CharacterPanelBG: panel,
CharacterPanelBorder: AmberLo,
CharacterPanelTitle: Amber,
}
}
// nokia-punk — at peak decay, on BBS/ECHO terminals, and in the finale.
// Matte black and phosphor green: a tuned variant of the engine's
// terminal-green preset.
// The nokia-punk palette — phosphor green on black glass.
var (
Green = RGB(0x3BE86B)
GreenLo = RGB(0x1F7A39)
npBlack = RGB(0x030603)
)
func nokiaPunkTheme() inkwell.Theme {
return inkwell.Theme{
Name: NokiaPunk,
PanelBG: npBlack,
StatusText: Green,
FlashText: RGB(0xD8F06A),
VerbButtonBG: RGB(0x08140A),
VerbButtonSelectedBG: GreenLo,
VerbButtonText: Green,
InventorySlotBG: RGB(0x08140A),
InventorySlotSelectedBG: GreenLo,
SpeechBubbleBG: RGBA(0x030603, 0xDC),
SpeechDefaultText: Green,
DialogBG: RGBA(0x030603, 0xF0),
DialogBorder: Green,
DialogChoiceBG: RGB(0x08140A),
DialogChoiceHover: RGB(0xB4FFC8),
DialogSpeaker: RGB(0xB4FFC8),
DialogText: Green,
EndCardBG: RGBA(0x000000, 0xFA),
EndCardText: Green,
CursorColor: Green,
HotspotOutline: GreenLo,
SceneBackdrop: npBlack,
TopBarBG: RGB(0x061006),
TopBarText: GreenLo,
TopBarAccent: Green,
ChatLogBG: RGB(0x040A04),
ChatLogPrompt: GreenLo,
ChatLogResponse: Green,
ChatLogSystem: RGB(0x156030),
CharacterPanelBG: RGB(0x040A04),
CharacterPanelBorder: Green,
CharacterPanelTitle: RGB(0xB4FFC8),
}
}
// registerTheme adds both themes to the game.
func registerTheme(g *inkwell.Game) {
g.ThemeManager.Register(realWorldTheme())
g.ThemeManager.Register(nokiaPunkTheme())
}