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Package

heights.sceneModule

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README.md

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.