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asset⌬ modulemoduleprimary: init.luau·originates fromworld 52b50907-6…

impacts

What a hit looks like. One subscriber on the game's bus that plays the engine's wood-surface impact effect on `impact` and `blockDisplaced`, a bigger burst plus a shockwave ring on `towerToppled`, and a small puff where a block leaves the table on `blockOff`.

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

impacts

What a hit looks like. One subscriber on the game's bus that plays the engine's wood-surface impact effect on impact and blockDisplaced, a bigger burst plus a shockwave ring on towerToppled, and a small puff where a block leaves the table on blockOff.

Plays are rate-limited by a token bucket — twelve a second sustained, eight in hand. When the bucket is dry the refused burst's weight is carried into the next play's count rather than dropped, so a collapsing tower comes out as a handful of large bursts instead of fifty small ones and the emitter pool never sees the spike. Impacts.start() / stop() are idempotent; Impacts.report() reads back what the budget has done and what the effects runtime is holding.

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

budget(count: number) → number

Take one token, folding anything the bucket refused into the next play. Returns the count to play at, or nil when nothing should play.

argtypedescription
countnumber

at(payload: any) → void

argtypedescription
payloadany

throw(pos: { number }, count: number, spread: number, normal: { number }) → void

argtypedescription
pos{ number }
countnumber
spreadnumber
normal{ number }

onImpact(payload: any) → void

argtypedescription
payloadany

onDisplaced(payload: any) → void

argtypedescription
payloadany

onToppled(payload: any) → void

argtypedescription
payloadany

onOff(payload: any) → void

argtypedescription
payloadany

sweep( ) → void

A play that has ended sometimes leaves its last frame of particles standing in the world: the handle reports `isFinished`, `effects.observe()` reports `live = 0` and `leased = 0`, and a cloud of dust and splinters hangs over the block it came from until something frees the backend. Three of them were left over a settled city here, one of them in shot on the title card, with nothing having been hit for five minutes. `effects.drain()` is what gives an idle backend back, so this sweeps after a round rather than leaving the next screen to show them. It costs one drain (~8 ms) plus a colder first play afterwards (~7 ms more than a warm one), so it runs where the next impact is seconds away and no frame is being flown: at `wreck`, at `roundStart` and at `sessionStart`. Three of them rather than one because a sweep steps aside while anything is still playing — debris settling through a wreck can hold a burst open — and `roundStart` is the beat that is reliably quiet, so the launcher, the tally and the title card are all clean whichever of the three got to run.

start( ) → void

Subscribe on the bus. Idempotent: calling it twice leaves one set of subscriptions, so a component may call it from `awake` and again from `onModuleReload` without doubling every burst.

stop( ) → void

Drop every subscription. Safe to call when none are held.

running( ) → boolean

Whether the bus subscriptions are live right now.

report( ) → void

What the budget has done — plays made, bursts folded into a later play, and what the effects runtime is holding because of them. For a check, not for play.

Sub-parts

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7+items
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module · born here
❒asset
# game The shared memory of one BLOCKBUSTER 767 session, and the bus every slice talks over. `Game.session` holds what the run is: the state it is in, the score, which plane is loose, how many are left, the chain and its multiplier, the counts of blocks shoved and blocks off the table, and the star rating once the session ends. `Game.telemetry` holds what the airframe is doing this frame — speed, altitude, pitch, bank, boost and its remaining fuel, the winds the key is holding, which parts are still attached — written only by the flight slice and read by the HUD, the camera and the sound mix. `Game.on` / `Game.emit` are the bus. Handlers run in subscription order, which matters: more than one slice answers `roundStart`, and which of them the player ends up looking at cannot be left to the order a table happens to iterate in. `Game.set` moves the state machine through the names in `game.rules`, and `Game.reset` / `startRound` / `endRound` / `advance` are the session flow — a fresh city, a plane on the launcher, a wreck, and then either the next plane or the end card. Everything it remembers lives in `modules.state()`, so editing this file while the game is running does not drop the subscriptions the other slices hold. Consumed by every slice: `flight`, `city`, `camera`, `ui`, `set` and `audio`.
▲ 0↑ born
backing path · game/set/impacts.module

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