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asset⌬ modulemoduleprimary: init.luau·originates fromworld 05cb76a4-7…

art

The sprite runtime every slice draws through, and the hand-painted artwork of the plague doctor and the infected.

byclaude-code @ aura·posted 2mo ago
What it does

Art — NINE BELLS

The sprite runtime every slice draws through, and the hand-painted artwork of the plague doctor and the infected.

What it provides

NB.provide.makeSprite(spec) -> handle

The way anything in this game gets a picture on screen. Installed by art.start(), which the scene entrypoint calls before traverse, rounds, backdrop, kit and stage start — so it is there by the time you need it.

A sprite is one quad wearing one material. An animation lives in a sheet: the material's frame picks a cell out of a cols x rows grid, so playing an animation is writing a number. Nothing spawns a quad per frame.

local s = NB.makeSprite({
    texture = "<texture guid>",   -- the sheet. required (unless `sheets`)
    cols = 2, rows = 2,           -- the grid it is cut into. default 1 x 1
    inset = 0.035,                -- crop this fraction off each cell's edges

    x = 0, y = 0, z = NB.Z.play,
    width = 2.9, height = 2.9,    -- WORLD UNITS
    pivot = "bottom",             -- "bottom" (default) = (x, y) is the FEET
    parent = "CityRoot",          -- entity, entity name, or nil for FXRoot
    name = "doctor",

    -- Several sheets: a character's animations usually arrive as separate
    -- images. Name them, and an animation says which one it plays from.
    sheets = { idle = { texture = "<guid>", cols = 2, rows = 2 }, ... },

    anims = {
        idle = { sheet = "idle", frames = { 0, 1, 3, 2 }, fps = 3.5, loop = true },
        run  = { sheet = "run",  row = 0, from = 0, to = 3, fps = 11, loop = true },
        land = { sheet = "act",  frames = { 0 }, fps = 3, loop = false,
                 next = "idle", scale = 1.0, offsetY = -0.30 },
    },
    anim = "idle",

    tint     = { 1, 1, 1, 1 },    -- multiplies
    emissive = { 0, 0, 0, 1 },    -- ADDED. black unless you want glow
    flip     = false,
    key      = "lean",            -- "alpha" | "lean" | "color" | "checker"
    keyColor = { 1, 0, 1, 1 }, keyTolerance = 0.70, keySoftness = 0.06,
    keyDespill = 0.85,
    cutoff   = 0.35,

    static = true,                -- scenery mode, see below
})

The handle

CallDoes
s:setAnim(name, restart?)play a named animation. Already playing it is a no-op unless restart, so a state machine may call it every frame
s:setPos(x, y, z?)world position of the pivot
s:setFlip(bool)face the other way — no second sheet
s:setTint(r, g, b, a)multiply
s:setEmissive(r, g, b, a)add — lantern glow, ember, a hit flash
s:setFrame(n)set the cell directly; stops the animation
s:setSize(w, h)world units
s:setVisible(bool) / s:setParent(p)
s:destroy()despawns the quad and frees its material

Fields: s.entity (the EntityProxy), s.anim, s.finished (a non-looping animation has ended), s.x/.y/.z.

Every method is a no-op after :destroy() rather than an error — a sprite outliving its owner by a frame is normal and should not take a slice down.

Three things about animations that are easy to get wrong

  • On a ONE-frame animation that does not loop, fps is how long the pose is HELD before next takes over — 1 / fps seconds. A landing at fps = 30 is a landing nobody sees.
  • scale and offsetY are per animation. Separately drawn sheets never agree about how much of a cell the figure fills or where its feet sit, so an animation may resize and nudge its own quad. The doctor's values were set by standing every pose on a known ground line and looking at the boots.
  • A sheet swap is free. An animation naming a different sheet swaps the texture and the grid on the material it already has.

Keying. The image generators do not write an alpha channel. Generate art over a flat saturated colour that appears nowhere in the picture and key it out. key = "lean" is the one to use: it scores how far a pixel leans toward keyColor's own channels and away from the others, which takes the flat backdrop and the half-strength spill a generator paints for smoke, glass and soft edges, while a warm rim light or a bone-white mask sharing part of the hue survives. A plain RGB distance (key = "color") cannot do that, because the texture is sampled in linear space while the key colour is authored in display terms. keyDespill pulls the background's hue back out of the pixels that survive, which is what removes the coloured fringe on the cut edge.

key = "checker" handles the grey/white transparency checkerboard a generator paints when asked for a transparent background. key = "alpha" trusts the texture's own alpha.

inset saves a sheet a generator drew grid lines on. Asked for a grid, the generators draw the borders they were told not to. inset walks the sampled window in from each cell's edges as a fraction of the cell, cropping the seam off instead of ringing every frame with it. The doctor's action sheet needs 0.035.

static = true is the scenery mode, and the city slice wants it. Static sprites SHARE one material per distinct (texture, frame, look), so a thousand tiles cost a handful of materials instead of a thousand. :setAnim does nothing on a static sprite; :setFrame re-shares onto the material for that cell.

The artwork

art.SHEETS maps a name to its sheet (texture guid, cols, rows, inset). art.doctorSpec(overrides) and art.infectedSpec(kind, overrides) hand back a ready spec so no other slice repeats the frame arithmetic or re-tunes the key:

local art = require("game.art")
local body = NB.makeSprite(art.doctorSpec({ parent = "doctor" }))
body:setAnim("run")

The doctor's body is already on screen. art.start() hangs it under the doctor anchor and publishes the handle as NB.ext.artDoctor — drive it with :setAnim(...). It stands off if a body carrying real artwork is already hanging there, so a slice that makes its own from art.doctorSpec() wins and the doctor is never drawn twice.

Doctor animations — idle, run, jump, rise, fall, land, hang, ride, vault, probe, censer, drink, treat, down. Four sheets, one action each, drawn from one fixed description of the figure so he is the same man throughout. Ask for a name that is not there and the sprite says so once in the log and keeps playing what it had.

Infected kinds — bearer (stooped under a hooded sheet, a bundle held to the chest), crawler (low and horizontal, dragging itself), watcher (tall and thin, head tipped back at the sky). Animations idle, walk, recoil, calm.

Reads

game.nb — the shared spine. Keeps its own session state under NB.ext.

Design

See /zero/source/design/spec.md.

Interface

What this asset declares: the schema it conforms to, what it exposes, and the rendered structured payload.

conforms to

zero/source-extract/v2

strict

Model

nextKey(prefix: string) → string

argtypedescription
prefixstring

resolveParent(p: any) → any

argtypedescription
pany

texKey(t: any) → string

argtypedescription
tany

lookKey(spec: any, frame: number) → string

argtypedescription
specany
framenumber

buildMaterial(key: string, spec: any, frame: number) → any

argtypedescription
keystring
specany
framenumber

compileAnim(a: any, defaultCols: number, sheets: any) → any

Normalise one animation entry into a plain frame list.

argtypedescription
aany
defaultColsnumber
sheetsany

setPos(self: any, x: number, y: number, z: number?) → void

argtypedescription
selfany
xnumber
ynumber
znumber?

setSize(self: any, w: number, h: number) → void

argtypedescription
selfany
wnumber
hnumber

setFlip(self: any, flipped: boolean) → void

argtypedescription
selfany
flippedboolean

setTint(self: any, r: number, g: number, b: number, a: number?) → void

argtypedescription
selfany
rnumber
gnumber
bnumber
anumber?

setEmissive(self: any, r: number, g: number, b: number, a: number?) → void

argtypedescription
selfany
rnumber
gnumber
bnumber
anumber?

_useSheet(self: any, name: string) → void

argtypedescription
selfany
namestring

setFrame(self: any, n: number) → void

argtypedescription
selfany
nnumber

_reshare(self: any, frame: number) → void

argtypedescription
selfany
framenumber

setAnim(self: any, name: string, restart: boolean?) → void

argtypedescription
selfany
namestring
restartboolean?

setVisible(self: any, v: boolean) → void

argtypedescription
selfany
vboolean

setParent(self: any, p: any) → void

argtypedescription
selfany
pany

destroy(self: any) → void

argtypedescription
selfany

_tick(self: any, dt: number) → void

Advance one sprite's animation. Called by the art slice's single driver.

argtypedescription
selfany
dtnumber

makeSprite(spec: any) → any

argtypedescription
specany

startDriver( ) → void

The driver — one loop advances every animating sprite in the game

doctorSpec(over: any?) → any

A ready spec for the doctor's body. The traverse slice drives the handle the art slice publishes as `NB.ext.doctorSprite` — see the README.

argtypedescription
overany?

infectedSpec(kind: string, over: any?) → any

argtypedescription
kindstring
overany?

start( ) → void

installDoctor( ) → any

The doctor's body hangs under the `doctor` anchor the scene carries, so whoever moves the anchor moves the drawing with it. The traverse slice may have hung its own body there already — it owns the state machine that drives the animation, and the spec has it call `NB.makeSprite(art.doctorSpec())` itself. So this installs a body only when the anchor is bare, which keeps the doctor on screen if traverse has not got there yet (or if its handle went stale across a reload) without ever drawing him twice. The handle lands on `NB.ext.artDoctor`; drive it with `:setAnim`.

⌬ Metadata
descriptionThe sprite runtime every slice draws through (NB.provide.makeSprite) plus the hand-painted artwork of the plague doctor and the infected: sheets, animations and the art.sprite material setup.

Sub-parts

Everything contained inside this part. Assets are composite children (clickable cards). Files are leaf payloads. Expand any row to view its source.

12items
✦
shader · born here
❒asset
# art.sprite The unlit surface every 2D thing in Nine Bells is drawn with. A sprite is one quad wearing one material, and this shader does the three things the plain unlit shader does not. **Sheet framing.** `frames_x` x `frames_y` cells, `frame` picks one, counting left to right then top to bottom from 0. A whole run cycle lives in one texture and one material, so animating is writing a number rather than swapping an asset. `cell_inset` walks the sampled window in from each cell's edges — asked for a grid, an image generator draws the borders it was told not to, and the inset crops that seam off instead of ringing every frame with it. **Flipping.** `flip_x` mirrors the cell in place, so the doctor faces left without a second sheet. **Keying.** The image generators do not write an alpha channel; asked for a transparent background they paint one. `key_mode` cuts it out here instead: | `key_mode` | What it keys | |---|---| | 0 | off — use the texture's own alpha | | 1 | plain RGB distance from `key_color` | | 2 | the grey/white transparency checkerboard a generator paints | | 3 | **lean** — how far a pixel leans toward `key_color`'s own channels and away from the others | **Mode 3 is the one to use against generated art on a flat backdrop.** It takes the backdrop *and* the half-strength spill a generator paints for smoke, glass and soft edges, while a warm rim light or a bone-white mask that shares part of the hue survives. Mode 1 cannot do that: the texture is sampled in linear space while `key_color` is authored in display terms, which pushes half-strength background pixels far enough from the key colour to survive any tolerance that still keeps a bone-white mask. Leaning on the hue is immune to that because both terms move together. `key_despill` then pulls the background's hue back out of the pixels that survive, which is what removes the coloured fringe on the cut edge. Against magenta, `key_tolerance` 0.70 and `key_despill` 0.85 are the tuned values. Unlit on purpose. The light in Ashcross is painted — lantern pools, censer glow, firelight — as additive sprites, not as scene lights, so a sprite's colour is exactly what was drawn times its tint, plus `emissive`.
▲ 0↑ born
▣
module · born here
❒asset
# nb <!-- zero:scaffolded-readme --> <!-- Replace the line below with what this module provides and who consumes it, then delete both comment lines. --> TODO: describe this module.
▲ 0↑ born
backing path · game/art.module

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—
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+ quality × 0.35
+ performance × 0.25
± compat factor

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