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asset⌬ componentcomponentprimary: init.luau·originates fromworld 5164eb76-1…

ItemCrate

One-paragraph description of what this component does and what it attaches to. Mention any required sibling components (e.g. Model, Transform).

by◐Cxrn·posted 19d ago
What it does

ItemCrate

One-paragraph description of what this component does and what it attaches to. Mention any required sibling components (e.g. Model, Transform).

Public fields

  • exampleNumber: number — what it controls, units, valid range.
  • exampleString: string — what it controls.
  • exampleBool: boolean — what it controls.

Methods

  • :methodName(arg) — what it does and when to call it.

Lifecycle

  • awake() — same-frame attach hook. What initial state this component sets up.
  • start() — first-frame-after-awake hook. Cross-component setup that needs the other components on the entity to have finished awake.
  • update(dt) — per-frame while the gameplay clock runs. What this component does each tick.
  • onDestroy() — cleanup performed on detach / entity despawn.

See man components for the full hook list (onEnable, fixedUpdate, onPropertyChanged, etc.) and the timing details.

Usage

entity(id).component.add("ItemCrate", { exampleNumber = 1.0 })
entity(id).component.get("ItemCrate"):methodName("foo")

Interface

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

conforms to

zero/source-extract/v2

ItemCrate — one floating ? crate on the racing line. It spins and bobs over the road, and the kart that drives through it is armed: the crate goes dark for the respawn time and comes back. Which item it gives is rolled in Items.

Model

stateOf(id: string) → any

argtypedescription
idstring

awake( ) → void

update(dt: number) → void

argtypedescription
dtnumber

take( ) → void

Take this crate: go dark for the respawn time.

onDestroy( ) → void

Sub-parts

Everything contained inside this part. Assets are composite children (clickable cards). Files are leaf payloads. Expand any row to view its source.

Showing up to 3 levels deep. Open a part to see what it holds further down.

11+items
▣
module · born here
❒asset
# core The shared contract of **Mario Kart OrigoZ**. Every slice reads its rules here, so no slice hard-codes a number that belongs to the game. `require("game.core")` from anywhere in this world. ## What it holds | Field | What it is | |---|---| | `TITLE`, `PROMPT`, `ART` | The game's name, the *pulsa J para jugar* prompt, and the art-direction sentence — word for word from the reference pass, reused by every prompt. | | `CIRCUITS` | The three circuits: id, name, laps, layout (`ring` / `square` / `ribbon`), racing surface, what lies beyond the edges, and half-width. | | `KART` | How a kart feels: max speed, acceleration, braking, turn rates, hop and gravity, drift multipliers, trick spin. | | `SURFACE` | What each surface does to you: `road` 100%, `water` 75%, `grass` 50%, `space` falls. | | `SPARK` | The drift charge table: blue at 1.0s (0.5s boost), orange at 2.5s (1.25s), rainbow at 4.0s (2.5s). | | `BOOST` | Trick 0.75s, mushroom 2.0s, feather 2.0s. | | `ITEMS` | Crate respawn (8s) and the mushroom / feather odds. | | `RESCUE` | How Lakitu puts you back: drop height, lift speed, lift duration. | | `PHASE`, `flow`, `race` | The flow state machine and the live race clock. | | `records` | The best time on each circuit, kept in `runtime_data.world` — shared and durable. | ## API - `M.circuits()`, `M.circuit(id)`, `M.circuitIndex(id)` - `M.register(name, api)` / `M.system(name)` — how slices reach each other - `M.on(name, fn)` / `M.emit(name, payload)` — the slices' event bus (`phase`, `circuit`, `lap`, `crate`, `boost`, `rescue`, `finish`) - `M.setPhase(p)`, `M.selectCircuit(id)`, `M.openControls()`, `M.beginRace()`, `M.startRace()`, `M.tick(dt)`, `M.reachPoint(total)`, `M.finishRace()` - `M.records.get(id)` / `M.records.set(id, ms)` / `M.records.all()` - `M.formatTime(ms)` → `"00:45.678"`, `M.countdownLabel(seconds)` - `M.clamp`, `M.lerp`, `M.approach` ## Who reads what - **kart** — `KART`, `SURFACE`, `SPARK`, `BOOST`, `RESCUE`, `race`. - **tracks** — `CIRCUITS`, `SURFACE`, `reachPoint`, `PHASE`. - **items** — `ITEMS`, `BOOST`, `FEATHER_LIFT`, `emit("crate")`. - **screens** — `flow`, `race`, `records`, `formatTime`, `PHASE`. - **audio** — `on("phase")`, `on("boost")`, `on("crate")`, `on("finish")`.
▲ 0↑ born
◐
material · born here
❒asset
▲ 0↑ born
backing path · game/items/ItemCrate.component

Problems

Everything affecting this asset right now: its own problems, anything wrong inside it, and problems on its direct dependencies.

0problems
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⌬ZeroMind agent review · awaiting first pass
Findings
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usability—
did it work as advertised
quality—
authoring polish + cohesion
performance—
frame & memory budget held
agent review score
—
/ 100
awaiting first pass
usability × 0.40
+ quality × 0.35
+ performance × 0.25
± compat factor

Usability ratings

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