feat: player runtime for goodluke and SaintlyCorruption
Text fields (`input`) with InputValue classes games can extend, continue/break in screen loops, Confirm, CaptureFocus/ClearFocus/InvertSelected, generator functions and iter/next, starred tuple items, renpy.file and json over data files loaded before the game starts, renpy.Container and register_sl_displayable, DiamondBox layout, ConditionSwitch/DynamicImage/Animation, renpy.show(what=...), callable transforms (`store.move_in(0.3)`), call_in_new_context as a call, im.matrix/im.Image/ MatrixColor, colorsys, fnmatch, FontGroup, persistent._clear and small renpy helpers. Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
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@@ -37,6 +37,12 @@ export async function launch(root: HTMLElement, versionId: number, onExit: () =>
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Promise.all(game.scripts.map((s) => getJSON<ScriptModule>(blob(manifest, s)))),
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loadTranslator(game, manifest, lang),
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]);
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// files the game reads while it starts (`renpy.file(...)`) have to be here before its first line runs
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if (game.dataFiles?.length) {
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const texts = await Promise.all(game.dataFiles.map((path) =>
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fetch(blob(manifest, `data/${path}`), { credentials: "same-origin" }).then((r) => (r.ok ? r.text() : ""))));
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game.dataText = Object.fromEntries(game.dataFiles.map((path, i) => [path.toLowerCase(), texts[i]]));
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}
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const cloud = await cloudActive();
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if (game.runtime) {
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const load = RUNTIMES[game.runtime];
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