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asset⌬ componentcomponentprimary: init.luau·originates fromworld 122549c2-f…

Laser

The keeper's pointer, and everything the player does with their hands.

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

Laser

The keeper's pointer, and everything the player does with their hands.

The scene entrypoint mounts this on mount_laser. It keeps the rdr control scheme live for the whole run, casts the beam from the local camera's eye, writes Core.dot every frame for the cats to chase and the plates to weigh, runs the heat model, and raises whistle and interact on the bus.

The beam

A ray leaves the eye along the camera's forward vector and runs C.LASER_RANGE metres. Anything whose entity name carries the word mirror reflects it, up to C.LASER_MAX_BOUNCES times; the first surface that is not a mirror is where the dot lands. The line is drawn from the muzzle of the model in the hand rather than from the middle of the eye, so it reads as coming out of the pointer.

The trace skips its own geometry by NAME (rdr_beam_*, rdr_ptr_*, rdr_pointer_*) rather than by a list of entity ids: a hot reload spawns the replacements a frame before the originals are collected, and for that frame an id list names entities that are no longer the ones on screen.

Heat

Held, the pointer warms over C.LASER_HEAT_SECONDS and cuts out for C.LASER_COOL_SECONDS, then comes back cold. Released, it runs back down over coolSeconds. Core.state.heat and Core.state.cutOut are the HUD's reading. The first cut-out carries first = true on laser.overheat, which is Hoshi's cue.

What it raises

laser.on / laser.off { owner } · laser.overheat { first } · laser.bounce { point, entity } · whistle { owner, position } · interact { owner, entity }: the entity under the crosshair within interactReach metres, which the tower slice works the mirror with.

Driving it from code

setTrigger(on) holds and releases the trigger the way the input layer does, and report() answers what the pointer is doing this instant: the trigger, the beam, the heat and the dot. A test harness and a scripted beat both use them.

Fields

FieldWhat it means
mapthe rdr scheme this component keeps live
walkMapthe builtin scheme the body walks on, held as a second claim so the on-screen INTERACT button reaches the mirror
humVolumethe diode carrier held while the beam is on
sfxVolumethe trigger, cut-out, mirror chime and whistle
coolSecondsseconds of release a fully hot pointer takes to run cold
interactReachmetres ahead of the eye an interact press looks

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

isOwnGeometry(name: string?) → boolean

Small helpers. The beam's own geometry and the model in the hand stand in front of the eye the ray leaves from, so the trace steps over them. It reads the NAME rather than trusting a list of ids: a hot reload spawns replacements a frame before the originals are collected, and for that frame an id list names entities that are no longer the ones being drawn. The beam passes through the pointer's own parts, and through the cats. A dot that lands on the cat chasing it is a dot that never reaches the floor it was aimed at, and the cat then plants itself on its own shoulder: the light is for the room, not for the animal running into it.

argtypedescription
namestring?

isMirror(name: string?) → boolean

argtypedescription
namestring?

reflect(dx: number, dy: number, dz: number, nx: number, ny: number, nz: number) → void

argtypedescription
dxnumber
dynumber
dznumber
nxnumber
nynumber
nznumber

localCamera( ) → any

localPlayerId( ) → string

rebuildExcludes( ) → void

What a ray fired from the eye must pass straight through: the model in the hand, the beam's own geometry, and the keeper's body.

trace(ox: number, oy: number, oz: number, dx: number, dy: number, dz: number) → TraceResult

argtypedescription
oxnumber
oynumber
oznumber
dxnumber
dynumber
dznumber

oneShot(name: string, volume: number, pitch: number?) → void

Sound.

argtypedescription
namestring
volumenumber
pitchnumber?

humOn( ) → void

humOff( ) → void

publishDot(hit: any?, bounces: number) → void

The dot every other slice reads.

argtypedescription
hitany?
bouncesnumber

stopBeam( ) → void

onWhistle( ) → void

Input.

onInteract( ) → void

subscribe( ) → void

setTrigger(on: boolean) → void

Hold or release the trigger from code, exactly as the input layer does. The seam a test harness drives the pointer through, and the one a scripted beat uses to fire it with nobody at the controls.

argtypedescription
onboolean

report( ) → void

What the pointer is doing this instant: the trigger, whether the beam is actually emitting, the heat, and the dot's reading.

buildAudio( ) → void

Lifecycle.

awake( ) → void

onModuleReload(_path: string) → void

argtypedescription
_pathstring

onDestroy( ) → void

ensureCamera(dt: number) → boolean

The frame.

argtypedescription
dtnumber

tickHeat(dt: number, wants: boolean) → boolean

argtypedescription
dtnumber
wantsboolean

update(dt: number) → void

argtypedescription
dtnumber

editorUpdate(_dt: number) → void

argtypedescription
_dtnumber

Sub-parts

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19+items
▣
module · born here
❒asset
# game.laser.pointer The thing in the keeper's hand. A small anodised pointer built from primitives and hung off the local player's own camera rig, so it rides the view with no frame of lag: a knurled grip, a lacquered barrel, two brass collars, a pocket clip, a brass thumb button and a lens that lights when the beam is on. ```lua local Pointer = require("game.laser.pointer") Pointer.ensure(cameraRig) Pointer.update(dt, { firing = true, heat = 0.4, moving = 0.8, lookDx = dy }) Pointer.muzzle() -- the world point the beam leaves from Pointer.ids() -- what a raycast from the eye must step over Pointer.destroy() ``` ## Where it sits It is placed from the LIVE viewport every frame: a fixed share of the half width and half height the rig's own field of view covers at the model's distance , so it holds the same corner of a 3:4 phone frame and of a 21:9 monitor rather than sitting at numbers picked for one of them. The share is `FRAC_X` / `FRAC_Y`, and the offset in metres is what changes with the shape of the screen. The lens is read from the RIG, not from the viewport camera: in an editor session the viewport is the fly camera, whose field of view is not the keeper's. ## How it moves A kick when the trigger closes, the hand lagging a little behind the look and settling, a bob that grows with how hard the keeper is walking, a shiver that comes on with the heat, and a sag when the pointer cuts out. The lens writes its own emissive intensity, and only when the value actually moves.
▲ 0↑ born
▣
module · born here
❒asset
# game.laser.sfx The pointer's own noises, synthesised on the CPU. Five clips, every one computed here from an envelope over a waveform, so the pointer is never silent for a credit balance or a network answer. | Clip | What it is | Codec | |---|---|---| | `rdr_click` | the trigger closing and opening | opus | | `rdr_hum` | the diode's carrier, held while the beam is on | pcm | | `rdr_cut` | the sag and relay clack when the pointer overheats | opus | | `rdr_ping` | the chime a mirror answers the beam with | opus | | `rdr_whistle` | the keeper's two-tone call | opus | ```lua local Sfx = require("game.laser.sfx") local clips = Sfx.ensure() -- resolve what exists, bake what does not Sfx.rebuild() -- re-bake every clip and report its header ``` `ensure` resolves the `.soundClip` assets under `game/laser/sounds` and bakes only what is missing, so an engine that has them pays nothing. The hum is a whole number of hertz across exactly one second and is stored as `pcm`: it loops end to end through the `Audio` component's own `looping`, which is the only loop this engine honours, and an opus clip would lose its head at the seam. The one-shots do not care and travel smaller under the default codec. The noise source is a fixed-seed LCG, so two bakes of the same clip produce the same bytes.
▲ 0↑ born
▣
module · born here
❒asset
# game.laser.beam What the pointer looks like in the room. A fixed set of entities the laser slice re-poses every frame rather than spawning and despawning: a hot core and a wide halo per beam segment (one segment per mirror bounce plus the first), a two-part dot, and a small red light standing on the dot so the surface under it answers. ```lua local Beam = require("game.laser.beam") local v = Beam.ensure(mount) -- builds under one root it owns Beam.show(segments, hit, { intensity = 1 }) -- pose the line and stand the dot Beam.hide() Beam.ids() -- what a raycast must step over Beam.destroy() ``` The core and halo are additive, unlit, and write no depth, so the beam reads through the shaft fog rather than cutting a hole in it. The halo widens with the length of the run: a short shot at something an arm's length away otherwise fills the frame, because the near end of the tube is a hand's width from the eye. `intensity` is the sag as the pointer heats: it thins the core, dims the halo and pulls the light down.
▲ 0↑ born
▣
module · born here
❒asset
# core <!-- 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/laser/Laser.component

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