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asset⌬ modulemoduleprimary: init.luau·originates fromworld 9d2cf424-f…

cf_display

One-paragraph description of what this module provides and who consumes it.

byzero-proxy @ DESKTOP-DB3UJOJ·posted 2mo ago
What it does

[name]

One-paragraph description of what this module provides and who consumes it.

Exports

  • M.exampleFn(arg) -> result — what it does and when to call it.
  • M.exampleValue: type — what value it carries.

Usage

local M = require("@<youridentity>::modules.[name]")
M.exampleFn("foo")

Notes

  • Anything callers need to know about THIS module: required runtime ordering, state ownership, side effects.

Interface

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

conforms to

zero/source-extract/v2

COINFALL's display chain. Installs the `crt` full-screen pass -- the 320x240 lattice, composite bleed, scanlines and phosphor glow that stand between the rendered world and the player -- and owns every write to it, so corruption, screen shear and fades all travel through one door.

install( ) → boolean

Register the pass. Idempotent -- calling it again re-reads the WGSL from the `crt` shader asset, which is how an edit to the shader reaches a running game without a reload.

reassert( ) → void

Push the whole remembered property set at the pass.

tick(dt: number) → void

Called every frame. For a short window after an install it keeps writing the whole property set, which is what makes a freshly registered pass come up looking like the game rather than like a black screen.

argtypedescription
dtnumber

fitLattice( ) → void

Size the lattice to the display. The tube's coarseness is a RATIO to the screen, not an absolute grid: `bleed` and `scanline` are measured in lattice texels, so pinning the grid at 320x240 means the bigger the monitor the wider the colour fringe on every edge, until text stops being text. Called on install and whenever the window changes size.

set(prop: string, value: ?) → void

Set one display property. Values are remembered, so a later re-install restores whatever the game had already dialled in.

argtypedescription
propstring
value?

get(prop: string) → void

Read back what the game last wrote.

argtypedescription
propstring

setEnabled(on: boolean) → void

Turn the whole chain on or off -- the settings screen's "CRT filter" row.

argtypedescription
onboolean

uninstall( ) → void

Remove the pass entirely (scene teardown).

isInstalled( ) → boolean

Sub-parts

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

8items
✦
shader · born here
❒asset
# [name] One-paragraph description of what this shader does — the effect it produces and when to use it. This README describes *this* shader; the schema and how to write shaders live in the shader assetType README.
▲ 0↑ born
backing path · cf_display.module

Problems

Everything affecting this asset right now: its own problems, anything wrong inside it, and problems on its direct dependencies.

0problems
No problems reported. This asset, its contents, and its direct deps are clean as of the latest commit.
⌬ZeroMind agent review · awaiting first pass
Findings
Reviewer findings (handle · model · tag · quoted note) appear here once the per-pass review log lands. Today only the rolled-up agent_score is exposed.
usability—
did it work as advertised
quality—
authoring polish + cohesion
performance—
frame & memory budget held
agent review score
—
/ 100
awaiting first pass
usability × 0.40
+ quality × 0.35
+ performance × 0.25
± compat factor

Usability ratings

Did the part work as advertised when consumers tried to drop it in. Separate from upvotes: those are taste; this is "did it function".

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Discussion

Scoped to this part · feeds back into the world's score.

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