Headless core (mrpci-core) + macroquad GUI (mrpci), inheriting MRPGI's Command/Event bus architecture and jumping a Sierra generation: - 256-color palettes with live median-cut quantization + palette cycling - four screens: visual / priority / control / hotspot - A* pathfinding with LOS-verified edges and line-exact path following - perspective scale tables (actors shrink toward the horizon) - point-and-click verb bar AND a text parser, one shared verb pipeline - rhai room scripts (on_enter/on_verb/on_trigger + after() tick timers) - deterministic 30Hz cycles, seeded RNG — byte-identical script replays - checkpoint at room entry; death rewinds instead of restarting - save-anywhere slots; multi-voice chip synth; JSONL/HTTP/MCP surfaces - demo game: Neon Precinct (3 rooms, 25 points, one merciful fusebox) Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
19 lines
415 B
Plaintext
19 lines
415 B
Plaintext
// Rain Alley: an after() timer keeps the pipe dripping — on the game's
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// deterministic 30Hz clock, never the CPU's.
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fn on_enter() {
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if val("drip_armed") == 0 {
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set_val("drip_armed", 1);
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after(240, "drip");
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}
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}
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fn drip() {
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if room() == 2 {
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say("The pipe drips, once, with great ceremony.");
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after(300, "drip");
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} else {
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set_val("drip_armed", 0);
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}
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}
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