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asset⌬ scenemodulesceneModuleprimary: init.luau·originates fromworld 8d93944b-8…

places.sceneModule

Builds the seven places a player can discover beyond the Peel Kabuki night market, each standing on the ground and roads `game.city.metro` lays out from `game.city.map`:

byclaude-code @ aura·posted 19d ago
What it does

places

Builds the seven places a player can discover beyond the Peel Kabuki night market, each standing on the ground and roads game.city.metro lays out from game.city.map:

  • Smoothie Docks: the quay with a chain railing and bollards, container stacks in rows, two gantry cranes, sodium masts, the smoothie shed and two moored boats.
  • Peel Park: a lawn ringed in stone behind a red torii, a koi pond with hologram koi, an arched bridge, a shrine, stone lanterns, benches and cherry trees.
  • Gold Row: a marble fountain under a gold banana on the roundabout island.
  • Rust Alley: graffiti, rust pipes, AC units, lantern cables and the door of a bar with no name.
  • Pixel Peel: an open-fronted arcade with rows of cabinets, a dance stage and a rooftop sign.
  • The Undercroft: a skate lot under the highway with quarter pipes, a funbox, kickers, a grind rail, a half court and fire barrels.
  • The Promenade: benches, coin binoculars, food kiosks and vending machines along the cliff.

What it adds

A places entity holding:

  • places_geometry: static meshes, batched per material per tile.
  • places_colliders: static triangle-mesh colliders.
  • places_lights: about 45 point lights.
  • places_props: the crane and cherry-tree bundles.

What it needs

  • It requires game.city.map, game.city.look, game.city.kit and game.shared.geo.
  • It uses the game.city.props bundles for the dockside crane and the cherry tree.
  • Place it under mount_city after game.city.metro. It takes no params.
  • The district's LightBudget must list places among its roots, so these lights share the renderer's light cap with the rest of the city.

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.city.places — the places a player can discover beyond the Peel Kabuki night market, each built on the ground game.city.map gives it: SMOOTHIE DOCKS the quay with its chain railing and bollards, container stacks in rows, two gantry cranes, sodium masts, the smoothie shed and boats moored on the black water PEEL PARK a lawn ringed in stone behind a red torii, a koi pond with hologram koi, an arched bridge, a shrine, stone lanterns, benches and cherry trees GOLD ROW the roundabout's island: a marble fountain under a gold banana, and its sign RUST ALLEY graffiti, rust pipes, AC units and lantern cables over a back lane, and the door of a bar with no name PIXEL PEEL an open-fronted arcade: rows of cabinets, a dance stage and a rooftop sign THE UNDERCROFT a skate lot under the highway: quarter pipes, a funbox, kickers, a grind rail, a half court and fire barrels THE PROMENADE benches, coin binoculars, kiosks and vending machines along the cliff OWNED BY THE CITY SLICE. Placed once by scenes/main.scene/build.luau under `mount_city`, after game.city.metro, which builds the ground and roads these places stand on. Materials are game.city.look's, shared with the district and the metro. Static geometry is batched per material per CHUNK tile under `places_geometry`; collision is batched into static triangle-mesh colliders under `places_colliders`; lights stand under `places_lights` (the district's LightBudget names `places` among its roots); the cranes and cherry trees are bundles under `places_props`.

LightAssetPhysicsMeshColliderModel

propHandle(r: () → void

argtypedescription
r(

newG( ) → Geo

vtx(g: Geo, x: number, y: number, z: number, nx: number, ny: number, nz: number, u: number, v: number) → number

argtypedescription
gGeo
xnumber
ynumber
znumber
nxnumber
nynumber
nznumber
unumber
vnumber

tri(g: Geo, a: number, b: number, c: number, nx: number, ny: number, nz: number) → void

a triangle, wound so that it faces n

argtypedescription
gGeo
anumber
bnumber
cnumber
nxnumber
nynumber
nznumber

quad(g: Geo, p: { { number } }, n: { number }, uv: { { number } }) → void

four corners in order round the quad, one normal, a uv per corner

argtypedescription
gGeo
p{ { number } }
n{ number }
uv{ { number } }

ellipse(cx: number, cz: number, rx: number, rz: number, n: number) → void

closed outlines as {x, z} points

argtypedescription
cxnumber
cznumber
rxnumber
rznumber
nnumber

circle(cx: number, cz: number, r: number, n: number) → void

argtypedescription
cxnumber
cznumber
rnumber
nnumber

cap(g: Geo, pts: { { number } }, y: number, dir: number, uvS: number, cx: number, cz: number) → void

a flat fan over a closed outline that is star-shaped about (cx, cz)

argtypedescription
gGeo
pts{ { number } }
ynumber
dirnumber
uvSnumber
cxnumber
cznumber

wall(g: Geo, pts: { { number } }, y0: number, y1: number, cx: number, cz: number, out: number, tu: number) → void

vertical faces round a closed outline, facing away from (cx, cz) when out is 1 and toward it when out is -1

argtypedescription
gGeo
pts{ { number } }
y0number
y1number
cxnumber
cznumber
outnumber
tunumber

ringTop(g: Geo, inner: { { number } }, outer: { { number } }, y: number, uvS: number) → void

a flat band between two closed outlines with the same number of points

argtypedescription
gGeo
inner{ { number } }
outer{ { number } }
ynumber
uvSnumber

wedge(x0: number, x1: number, z0: number, z1: number, h: number) → Geo

a ramp rising along +z from nothing at z0 to h at z1

argtypedescription
x0number
x1number
z0number
z1number
hnumber

quarterPipe(w: number, R: number, D: number) → Geo

a quarter pipe w wide with transition radius R and a coping deck D deep: it faces +z, its back (and the deck behind it) at z <= 0

argtypedescription
wnumber
Rnumber
Dnumber

pitchQ(dy: number, dz: number) → void

rotation about x that turns +z toward (0, dy, dz)

argtypedescription
dynumber
dznumber

rr(a: number, b: number) → number return a

argtypedescription
anumber
bnumber

pick(t: { any }) → any return t

argtypedescription
t{ any }

getMat(key: string) → any

argtypedescription
keystring

frame(px: number, py: number, pz: number, yaw: number) → void

argtypedescription
pxnumber
pynumber
pznumber
yawnumber

noFrame( ) → void

toWorld(x: number, y: number, z: number) → void

argtypedescription
xnumber
ynumber
znumber

add(key: string, g: any) → void

argtypedescription
keystring
gany

box(key: string, x0: number, y0: number, z0: number, x1: number, y1: number, z1: number, tu: number?, tv: number?, skip: any?) → void

argtypedescription
keystring
x0number
y0number
z0number
x1number
y1number
z1number
tunumber?
tvnumber?
skipany?

addAt(key: string, g: any, yaw: number, x: number, y: number, z: number) → void

a piece made about its own origin, turned by yaw and set at (x, y, z)

argtypedescription
keystring
gany
yawnumber
xnumber
ynumber
znumber

beam(key: string, a: { number }, b: { number }, t: number) → void

a beam of section t from a to b

argtypedescription
keystring
a{ number }
b{ number }
tnumber

collider(x0: number, y0: number, z0: number, x1: number, y1: number, z1: number) → void

argtypedescription
x0number
y0number
z0number
x1number
y1number
z1number

light(x: number, y: number, z: number, c: { number }, intensity: number, radius: number) → void

argtypedescription
xnumber
ynumber
znumber
c{ number }
intensitynumber
radiusnumber

prop(p: any, x: number, y: number, z: number, yaw: number, s: number) → void

argtypedescription
pany
xnumber
ynumber
znumber
yawnumber
snumber

solidRing(key: string, cx: number, cz: number, r0: number, r1: number, y0: number, y1: number, n: number, colTop: number?) → void

shared pieces

argtypedescription
keystring
cxnumber
cznumber
r0number
r1number
y0number
y1number
nnumber
colTopnumber?

solidDisc(key: string, cx: number, cz: number, r: number, y0: number, y1: number, n: number, colTop: number?) → void

argtypedescription
keystring
cxnumber
cznumber
rnumber
y0number
y1number
nnumber
colTopnumber?

neonFrame(key: string, cx: number, cy: number, z0: number, z1: number, w: number, h: number) → void

a neon outline round a w x h rectangle in the xy plane, z0..z1 deep

argtypedescription
keystring
cxnumber
cynumber
z0number
z1number
wnumber
hnumber

signZ(key: string, cx: number, cy: number, z: number, dir: number, w: number, h: number, neon: string?, uv: { number }?) → void

a sign on a wall at z, facing +z (dir 1) or -z (dir -1): a metal backing, the picture and a neon frame

argtypedescription
keystring
cxnumber
cynumber
znumber
dirnumber
wnumber
hnumber
neonstring?
uv{ number }?

bench(yaw: number, x: number, y: number, z: number) → void

a park bench facing +z

argtypedescription
yawnumber
xnumber
ynumber
znumber

vend(yaw: number, x: number, y: number, z: number) → void

a vending machine, its lit front at z = 0 facing +z

argtypedescription
yawnumber
xnumber
ynumber
znumber

crate(key: string, x: number, y: number, z: number, s: number, yaw: number) → void

argtypedescription
keystring
xnumber
ynumber
znumber
snumber
yawnumber

drum(key: string, x: number, z: number) → void

argtypedescription
keystring
xnumber
znumber

fireBarrel(x: number, z: number) → void

an oil drum with a fire glowing in it

argtypedescription
xnumber
znumber

railRun(pts: { { number } }) → void

chain railing on posts

argtypedescription
pts{ { number } }

rAtTh(th: number) → number

argtypedescription
thnumber

pathRect(x0: number, z0: number, x1: number, z1: number) → void

paths: in from the gate, round the pond, on to the shrine

argtypedescription
x0number
z0number
x1number
z1number

bp(t: number) → void

the arched bridge over it

argtypedescription
tnumber

slab(z0: number, y0: number, z1: number, y1: number) → void

gable roof

argtypedescription
z0number
y0number
z1number
y1number

toro(x: number, z: number) → void

stone lanterns along the walks

argtypedescription
xnumber
znumber

cabinet(yaw: number, x: number, z: number) → void

argtypedescription
yawnumber
xnumber
znumber

localOf(wx: number, wz: number) → void

argtypedescription
wxnumber
wznumber

strip(x0: number, z0: number, x1: number, z1: number) → void

half court

argtypedescription
x0number
z0number
x1number
z1number

binoculars(x: number, z: number) → void

argtypedescription
xnumber
znumber

kiosk(x: number, kanji: string) → void

argtypedescription
xnumber
kanjistring
⌬ Metadata
descriptionThe discoverable places of Banana City: Smoothie Docks, Peel Park, Gold Row, Rust Alley, the Pixel Peel arcade, the Undercroft skate lot and the Promenade.

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# game.city.map The plan of Banana City beyond the Peel Kabuki street, as pure data plus lookups: the walkable `bounds`, the `streets` grid (named corridors with road and sidewalk widths), the pedestrian `alleys`, the cliffside `promenade`, the city `blocks` between the streets (each with a building style), the elevated `highway` route, and the ten discoverable `places` (name, subtitle, colour, rects or circle, map label). `placeAt(x, z)` and `streetAt(x, z)` answer where a point is. Read by the `game.city.metro` sceneModule (it builds the streets, blocks and places this describes), and by the `Screens` component (the minimap, the full city map and place discovery).
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# game.city.kit Geometry builders for Banana City, called by the `game.city.district` sceneModule at build time: world-UV boxes and facade panels, cables, paper lanterns, the peel-faceted banana (ramen awning), curved ribbed gold megatowers and dome towers, wrap-around ad bands, hover car parts, rain-streak tiles, splash rings and puddles, plus a `batch()` that merges geometry per material key so each material becomes one mesh.
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# game.city.look Banana City's shared look, required at build time by the `game.city.district` and `game.city.metro` sceneModules: the `NEON` palette and `NEON_KEYS`, every city material spec in `SPECS` (keyed by the batch keys the builders pass to `add()` / `box()`: road, sidewalk, concrete, storefronts, windows, neon_*, sign_*, park, dock and Gold Row materials), the `KANJI` atlas of the kanji_misc sign sheet, and the `SHADOW` set of keys whose meshes cast shadows. Also exports the spec helpers (`pbr`, `signSpec`, `holoSpec`, `texLit`, `rgba`, `grey`, `T`, `S`) for builders that need a one-off material.
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backing path · game/city/places.sceneModule

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