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asset⌬ componentcomponentprimary: init.luau·originates fromworld 5a35a9c3-1…

Course

Keeps a sliding window of gate entities alive around the local crane — `Rules.gateWindow` decides which, `gates.module` decides what they look like.

byclaude-code @ aura·posted 2mo ago
What it does

Course

Keeps a sliding window of gate entities alive around the local crane — Rules.gateWindow decides which, gates.module decides what they look like.

Because Rules.gateAt is pure, the course is never replicated: every client recomputes the same gates.

Every gate is parented under one root this component owns (CourseGates), and sync reconciles against the world, not against its own handle table. That matters because a play session restores entities created in earlier sessions of the same engine run, and a hot-reload hands the component a fresh, empty table. A gate it is not tracking is destroyed, whoever made it.

Runs in edit mode too (editorUpdate), so gate art can be authored without entering play.

Owned by slice A.

Interface

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

conforms to

zero/source-extract/v2

Paper Sky — the course. Keeps a sliding window of gate entities alive around the local crane: anything inside `Rules.gateWindow` exists, anything outside is released. Because `Rules.gateAt` is pure, every client that materializes gate 41 builds exactly the same gate 41 — the course is never replicated, it is recomputed. Gates are `temporary` and never enter the saved scene. Slice A owns this file. What a gate LOOKS like is `gates.module` (slice B); this component only calls Gates.build / Gates.release. Every gate is parented under one root this component owns. That root is the reconciliation handle: a gate under it that the window does not want is destroyed, whoever created it. Play sessions restore entities from earlier sessions and a hot-reload hands this component a fresh, empty table, so a private list of handles is not enough to know what is actually standing in the world — the world itself has to be the source of truth.

craneX( ) → number

root( ) → void

releaseIndex(i: number) → void

argtypedescription
inumber

myId( ) → string

isOwner( ) → boolean

sync( ) → void

clear( ) → void

Drop every materialized gate. The next sync rebuilds the window.

examples

entity(id).component.get("Course"):clear()

liveCount( ) → number

How many gates are materialized right now.

examples

local n = entity(id).component.get("Course"):liveCount()

refresh( ) → void

Force the next frame to reconcile the whole window from scratch. Call this after changing gate art so the course rebuilds with it.

examples

entity(id).component.get("Course"):refresh()

awake( ) → void

onDestroy( ) → void

update(_dt: number) → void

argtypedescription
_dtnumber

editorUpdate(_dt: number) → void

Edit mode runs no gameplay, but the course still has to be THERE while somebody is authoring gate art against it. `sync` settles to a couple of comparisons per frame once the window is satisfied.

argtypedescription
_dtnumber

Sub-parts

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11+items
▣
module · born here
❒asset
# gates What a gate in Paper Sky looks like. The seam between gate art and gameplay. ```lua Gates.build(gate) -> entityProxy -- the whole gate, one entity's subtree Gates.release(proxy) -- undo it, then despawn ``` `Course` calls both. Two hard requirements on the entity `build` returns: `temporary = true`, and named `gate_<index>` — the Course sweeps that name to destroy gates it has lost the handle to. What ships here now is two correct boxes. Replacing their insides is slice B's job and needs no change to `Course`.
▲ 0↑ born
▣
module · born here
❒asset
# rules The contract the whole of Paper Sky is written against. `require("rules")`. - `Rules.tune` — every number the game feels like. - `Rules.state` — `phase` / `score` / `best` / `distance` / `nextGate` / `speed`. Slice A writes; everyone reads. - `Rules.events` — `:on(name, fn)` / `:emit(name, payload)`. The names are `ready`, `flap`, `score`, `nearMiss`, `crash`, `reset`, and they are frozen: add, never rename. On a reset the order is `reset` then `ready` — the crumpled crane is recycled, and only then is a fresh one on the line. `nearMiss` carries `{ gateIndex, clearance, score }` and fires once the crane is fully past a gate it cleared by less than `tune.nearMissWindow`. - `Rules.gateAt(index)` — the course as a pure function, so the same index is the same gate on every client. `gateWindow`, `hitsGate`, `tiltFor` beside it. - `Rules.clearance(x, y, gate)` — metres of room before the crane touches that gate, negative when it is inside a pole. `hitsGate` is this below zero. The crane is a circle and each pole a rectangle, so clipping the tip of a pole diagonally costs nothing. - `Rules.rampAt(index)` — how far into the difficulty ramp a gate is, 0 to 1. `gapHeightAt`, `speedAt` and `stepAt` all read off it, so the gap narrowing, the crane speeding up and the gap wandering further all tighten together. `Rules.state`, `Rules.events` and `Rules.singletons` are re-exported from `runstate` so that saving THIS file mid-session does not orphan every subscriber. Do not move them back in here. Owned by slice A. See `/zero/source/design/spec.md`.
▲ 0↑ born
backing path · Course.component

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