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asset⌬ componentcomponentprimary: init.luau·originates fromworld d3e65a2f-9…

RoverVisual

CINNAMON, the cargo hopper the player drives, built onto the local player's body and animated from what the vehicle is actually doing.

byclaude-code @ aura·posted 1mo ago
What it does

RoverVisual

CINNAMON, the cargo hopper the player drives, built onto the local player's body and animated from what the vehicle is actually doing.

Attach it to the player avatar (the scene entrypoint does this on localPlayerReady). On awake it hides the scene's grey placeholder_visual box, stands the vehicle from game.rover.RoverBuild, and publishes the rover surface.

What moves

PartDriven by
Six wheelsThe body's own travel — rolling speed from position delta, so they match whatever moves the rover
Front and rear steeringRate of change of heading; the rear pair counter-steers
Sprung chassisA spring that squats under power, leans into a turn, and compresses on a landing
Thruster flameThe hop event — four nozzles fire for just over half a second
Dust cardThe land event — a disc that spreads and fades under the wheels
Xylidine gaugerules.ledger().fuel — the lit strip shortens, yellows to red, and pulses when low
Cargo pane and saplingsrules.ledger().temp — the glass frosts blue toward −1 and hazes warm toward +1 while the saplings brown
Headlampsrules.ledger().light, with hysteresis, unless setHeadlamps overrides
Beacon and rear markersA slow pulse, kicked brighter on a hop or a band change

The rover surface

local rover = NS.get("rover")
rover.entity()             -- the avatar this vehicle is built on
rover.setHeadlamps(true)   -- force on; false forces off; nil returns to auto
rover.flash("can")         -- a one-shot: "can", "hot" or "cold"

Sound

The vehicle carries two synthesised one-shots of its own — a thruster roar and a landing thump, under audio/. They sound only while no sound surface is published, so the game's own sound design always wins and a hop is never a silent hop.

Fields

lampAuto, lampThreshold, bob and lean tune the automatic headlamps and how far the chassis travels. Every default is set here, not in the scene.

Interface

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

conforms to

zero/source-extract/v2

game.rover.RoverVisual — CINNAMON, on the avatar. Stands the vehicle under the local player's body, hides the grey placeholder box the scene ships, and then drives everything that moves: six wheels rolling and steering, a sprung chassis that squats and leans, thruster fire and dust on a hop, the xylidine gauge falling as fuel burns, and the cargo pane frosting or wilting as the light turns. Publishes the `rover` surface: entity(), setHeadlamps(on), flash(kind).

setProp(which: string, prop: string, value: any) → void

argtypedescription
whichstring
propstring
valueany

clips( ) → void

ownSound(which: string, volume: number, pitch: number) → void

argtypedescription
whichstring
volumenumber
pitchnumber

surface(name: string) → any

A neighbouring slice can be mid-reload; reading it must never take the rover down with it.

argtypedescription
namestring

ledger( ) → any

findChild(parent: any, name: string) → any

argtypedescription
parentany
namestring

teardown( ) → void

awake( ) → void

sub(name: string, fn: (any) → void

argtypedescription
namestring
fn(any

entity( ) → void

setHeadlamps(on: boolean?) → void

argtypedescription
onboolean?

flash(kind: string) → void

argtypedescription
kindstring

onDestroy( ) → void

readMotion(dt: number) → void

argtypedescription
dtnumber

driveWheels(dt: number, speed: number, turnRate: number) → void

argtypedescription
dtnumber
speednumber
turnRatenumber

driveChassis(dt: number, speed: number, turnRate: number, grounded: boolean) → void

argtypedescription
dtnumber
speednumber
turnRatenumber
groundedboolean

driveFx(dt: number) → void

argtypedescription
dtnumber

driveGauge(l: any) → void

argtypedescription
lany

driveCargo(l: any) → void

argtypedescription
lany

driveLamps(l: any) → void

argtypedescription
lany

driveBeacon( ) → void

frame(dt: number) → void

argtypedescription
dtnumber

update(dt: number) → void

argtypedescription
dtnumber

editorUpdate(dt: number) → void

argtypedescription
dtnumber

Sub-parts

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

Showing up to 3 levels deep. Open a part to see what it holds further down.

19+items
·
soundclip · born here
❒asset
# SoundClip Managed audio asset. `data.zaud` is the engine-native ZAUD payload the runtime decodes and plays; compression settings live in the `.metadata` `settings` block (edit to re-encode).
▲ 0↑ born
▣
module · born here
❒asset
# ns The shared contract of *First Light: Nearside*. Every slice of the game requires this module and nothing else of each other's. ```luau local NS = require("game.ns") ``` ## What it carries - **Constants** — `NS.ROUTE` (the corridor: `startZ`, `finishZ`, `halfWidth`), `NS.DAWN` (the terminator's start, speed and the hot/cold distances), `NS.CARGO`, `NS.FUEL`, `NS.ROVER`, `NS.PALETTE`, `NS.AUDIO`, `NS.NAMES` (the entity names the scene authors) and `NS.COMPONENTS` (the component identities the entrypoint mounts). - **The light** — `NS.lightAt(dz)` and `NS.bandAt(dz)` read the sunlight at a distance from the dawn line, `dz = z - terminatorZ`. The rules and the lighting both read these, so the meter and the picture agree. - **The screen** — `NS.screen()` and `NS.unit(fraction)`: every layout is stated against the live screen size, never in pixels chosen for one frame. - **Events** — `NS.on(name, fn)` / `NS.emit(name, payload)`; the names are in `NS.EVENTS`. - **Phases** — `NS.phase()`, `NS.setPhase(p)`, `NS.resume()`, `NS.tick(dt)`, `NS.runTime()`. Phases: `title → howto → intro → playing ⇄ paused → won | lost`. - **Surfaces** — `NS.provide(name, table)` / `NS.get(name)` / `NS.whenProvided(name, fn)`. The shapes are in `/zero/source/design/spec.md`. - **Maths** — `clamp`, `lerp`, `smooth`, `approach`, `hash`, `rgb`. ## Notes - Module-local state (phase, surfaces, handlers) resets on hot reload of this file; components re-provide their surfaces in `awake`. - The route runs north, +Z. South of the terminator is sunlight.
▲ 0↑ born
▣
module · born here
❒asset
# RoverBuild The geometry of CINNAMON. One call stands the whole vehicle and hands back the handles that get animated. local RoverBuild = require("game.rover.RoverBuild") local rig = RoverBuild.build(someEntity) `rig` carries `root`, `chassis`, `wheels` (six `{ steer, spin, x, z }`), `wheelRadius`, `flames`, `dust`, `gauge`, `beacon`, `lamps`, `lampLights`, `pane`, `saplings` and `voice`. ## How it is put together The rover faces north, which is local **+Z**, and stands on local **y = 0**. - **`root`** — everything hangs off this, named `cinnamon_rig`. Despawn it to take the whole vehicle down. - **`chassis`** — the sprung mass. The hull, the deck, the cargo crate and the thrusters are on it, so bobbing and leaning the chassis moves all of them. - **wheels** — siblings of the chassis, not children, so they stay on the ground while it travels. Each is a `steer` node (yaw) over a `spin` node (roll about its own axis), and the grousers around each tread are what make a rolling wheel read as rolling. - **rockers** — a beam over each side's three hubs with uprights down to them and ties up into the hull. Every part is spawned `temporary`, so nothing the vehicle is made of is written into the scene record: the component rebuilds it on every load and hot reload. ## Materials Sixteen materials under `materials/`, all on the pbr shader and all reading the game's palette: gold mylar foil and its creases, aluminium clean and dust-worn, dark chassis, tyre rubber, polished hubs, radiator white, cinnamon paint, leaf and soil, and the five that carry their own light — headlamp, xylidine gauge, hazard beacon, crate grow strip and thruster flame. None of them is fully metallic. A metal with nothing to reflect renders as a dark surface, and the light on this Moon is one grazing sun and an earthlit sky, so every metal here keeps a diffuse term.
▲ 0↑ born
·
soundclip · born here
❒asset
# SoundClip Managed audio asset. `data.zaud` is the engine-native ZAUD payload the runtime decodes and plays; compression settings live in the `.metadata` `settings` block (edit to re-encode).
▲ 0↑ born
backing path · game/rover/RoverVisual.component

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± compat factor

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