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

heights.sceneModule

Builds **Megabuilding H10**, the first place in Banana City you can climb: a thirty-metre residential stack on Kiwi Street behind the market's west row, laid out by the plan in `game.city.h10`.

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

heights

Builds Megabuilding H10, the first place in Banana City you can climb: a thirty-metre residential stack on Kiwi Street behind the market's west row, laid out by the plan in game.city.h10.

  • The lobby: open on Lychee Alley under a pink-edged canopy. It has a doorman's desk, mailboxes, vending machines, a palm planter at the foot of the atrium, and a passage west to Kiwi Street.
  • The atrium: a well cut through every floor up to the sky.
    • Galleries run round it on five floors, each floor lit in its own neon: pink, cyan, yellow, violet and orange.
    • The flats' doors face the galleries.
    • A switchback stair with neon-nosed treads climbs from the lobby to the roof.
  • The glass elevator: a see-through shaft on the north face, with a cab and sliding landing doors on all seven levels.
    • The cab (h10_cab) and the door panels (h10_door_<level>_<L|R>) are their own entities under heights_elevator, so game.city.Megabuilding can move them in play.
  • Floor 3: V's apartment, with a bed, desk and monitor, wardrobe, katana rack, a neon V and a window on the market.
  • The roof:
    • Nana's Skybar under a neon banana, with string lights, tables and stools.
    • A water tank, AC units, an antenna with a red light, and a forgotten crate.
    • A big neon H10 facing the alley.

Placed once by scenes/main.scene/build.luau under mount_city, after game.city.places. The lot is the open place h10 in game.city.map, so the metro paves it rather than building on it.

Where things go

RootContents
heights_geometryStatic geometry, batched per material. Materials are game.city.look's plus a few of its own (hmat_*): see-through glass, screens, bottles, plants.
heights_collidersCollision as static triangle meshes. Stairs collide as smooth ramps through the treads. Every gallery, flight and landing has a 1.1 m railing.
heights_lightsLights. The district's LightBudget manages them.

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.heights — Megabuilding H10, the city's first place you can climb: a thirty-metre residential stack on Kiwi Street behind the market's west row. THE LOBBY open on the alley side, a doorman's desk, mailboxes, vending machines, and a passage west to Kiwi Street THE ATRIUM a well cut through every floor up to the sky, galleries round it on five floors, each floor in its own neon, and a switchback stair climbing all the way to the roof THE ELEVATOR a glass cab running up the outside of the north face, with sliding landing doors on every floor FLOOR 3 V's apartment: bed, desk, wardrobe, katana rack, neon V THE ROOF Nana's Skybar under a neon banana, string lights, tables, a water tank, AC units, an antenna, and a big H10 sign facing Lychee Alley OWNED BY THE CITY SLICE. Placed once by scenes/main.scene/build.luau under `mount_city`, after game.city.places. The plan (floors, elevator, apartment) is game.city.h10's, shared with game.city.Megabuilding, which runs the elevator, the bed, the bar and the stash. Static geometry is batched per material under `heights_geometry`, collision into static triangle meshes under `heights_colliders`, lights under `heights_lights` (the district's LightBudget names `heights` among its roots). The cab and the fourteen landing door panels are their own entities under `heights_elevator`, so the play can move them.

LightModelPhysicsMeshCollider

newG( ) → any

geometry of our own: quads and slabs that slope along z

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

argtypedescription
gany
xnumber
ynumber
znumber
nxnumber
nynumber
nznumber
unumber
vnumber

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

argtypedescription
gany
anumber
bnumber
cnumber
nxnumber
nynumber
nznumber

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

argtypedescription
gany
p{ { number } }
n{ number }
uv{ { number } }

slopeGeo(x0: number, x1: number, za: number, aBot: number, aTop: number, zb: number, bBot: number, bTop: number) → any

a slab between x0 and x1 whose top runs from (za, aTop) to (zb, bTop) and whose underside runs from (za, aBot) to (zb, bBot); its ends are vertical

argtypedescription
x0number
x1number
zanumber
aBotnumber
aTopnumber
zbnumber
bBotnumber
bTopnumber

surfN(dy: number) → void

argtypedescription
dynumber

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

argtypedescription
anumber
bnumber

getMat(key: string) → any

argtypedescription
keystring

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

argtypedescription
keystring
gany
yawnumber
xnumber
ynumber
znumber

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

argtypedescription
keystring
a{ number }
b{ number }
tnumber

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

argtypedescription
x0number
y0number
z0number
x1number
y1number
z1number

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

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

clad(key: string, out: string, outFaces: { [string]: boolean }, x0: number, y0: number, z0: number, x1: number, y1: number, z1: number, tu: number, tv: number) → void

a box that wears `out` on the faces named in outFaces and `key` elsewhere

argtypedescription
keystring
outstring
outFaces{ [string]: boolean }
x0number
y0number
z0number
x1number
y1number
z1number
tunumber
tvnumber

plate(key: string, cx: number, cy: number, cz: number, dir: string, u: number, v: number, su: number, sv: number, depth: number) → void

a flat piece on a wall: (u, v) across and up the face from (cx, cy, cz), su by sv big, standing depth proud of it

argtypedescription
keystring
cxnumber
cynumber
cznumber
dirstring
unumber
vnumber
sunumber
svnumber
depthnumber

glyph(key: string, ch: string, cx: number, cy: number, cz: number, dir: string, h: number) → void

a seven-segment glyph h tall, its centre at (cx, cy, cz) on a wall facing dir

argtypedescription
keystring
chstring
cxnumber
cynumber
cznumber
dirstring
hnumber

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

argtypedescription
xnumber
ynumber
znumber
c{ number }
intensitynumber
radiusnumber

fy(n: number) → number return H

argtypedescription
nnumber

neon(n: number) → string return

argtypedescription
nnumber

ncol(n: number) → void

argtypedescription
nnumber

slabRect(x0: number, z0: number, x1: number, z1: number, y: number) → void

argtypedescription
x0number
z0number
x1number
z1number
ynumber

railX(x: number, z0: number, z1: number, y: number) → void

argtypedescription
xnumber
z0number
z1number
ynumber

railZ(z: number, x0: number, x1: number, y: number) → void

argtypedescription
znumber
x0number
x1number
ynumber

railSlope(x: number, za: number, ya: number, zb: number, yb: number) → void

a railing that climbs with a flight: its foot runs from (za, ya) to (zb, yb)

argtypedescription
xnumber
zanumber
yanumber
zbnumber
ybnumber

flight(xa: number, xb: number, z0: number, dir: number, y0: number, nk: string, solidBelow: boolean) → void

argtypedescription
xanumber
xbnumber
z0number
dirnumber
y0number
nkstring
solidBelowboolean

flatDoor(cx: number, y: number, cz: number, dir: string, n: number, real: boolean?) → void

argtypedescription
cxnumber
ynumber
cznumber
dirstring
nnumber
realboolean?

cabBox(key: string, x0: number, y0: number, z0: number, x1: number, y1: number, z1: number) → void

argtypedescription
keystring
x0number
y0number
z0number
x1number
y1number
z1number

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

vending machines by the east entrance

argtypedescription
yawnumber
xnumber
ynumber
znumber

stroke(x0: number, y0: number, x1: number, y1: number) → void

argtypedescription
x0number
y0number
x1number
y1number
⌬ Metadata
descriptionMegabuilding H10: a climbable six-level neon residential block with an atrium stair, a glass elevator, V's apartment and a rooftop bar.

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backing path · game/city/heights.sceneModule

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