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asset⌬ componentcomponentprimary: init.luau·part ofpackage platformsKit.package·originates fromworld ed62a6a5-b…

Platform

The one platform component. Put it on any entity and pick `kind` (path, pingpong, rotate, seesaw, crumble, fall, spring, mushroom, conveyor, oneway, beat, ice, sticky, elevator, ladder, rope) and `look` (cartoon, scifi, fantasy, pixel, realistic); every other setting has a per-ki…

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

Platform

The one platform component. Put it on any entity and pick kind (path, pingpong, rotate, seesaw, crumble, fall, spring, mushroom, conveyor, oneway, beat, ice, sticky, elevator, ladder, rope) and look (cartoon, scifi, fantasy, pixel, realistic); every other setting has a per-kind default. Changing any setting rebuilds it at once. It needs no sibling components: it builds its own look and colliders as temporary children, moves on the shared clock, and carries / launches / slows / climbs the local player through the built-in CharacterController. Runs before the controller (executionOrder -250). See the package README for every setting.

Interface

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

conforms to

zero/source-extract/v2

platformsKit.Platform: ONE platform component for platformers and obstacle courses. Two settings decide what it is: kind what it does: path, pingpong, rotate, seesaw, crumble, fall, spring, mushroom, conveyor, oneway, beat, ice, sticky, elevator, ladder, rope look what it looks like: cartoon, scifi, fantasy, pixel, realistic Change either (in the editor, or from code) and the platform turns into the other one straight away. Everything else has a good default per kind; 0 (or -1 where it says so) means "use the kind's default". local p = entity.spawn("Lift", { position = { 0, 1, 6 } }) p.component.add(asset.resolve("platformsKit.Platform", "component"), { kind = "elevator", look = "scifi" }) Multiplayer: every machine moves every platform from the same shared clock, so platforms are in the same place at the same moment for everyone. Touches, runs, calls and grabs are shared events (platformsKit.net). Each machine carries, slides, launches and swings only its own player, through the normal built-in CharacterController (platformsKit.rider).

BoxCollider

juiceModule( ) → any

juiceLook( ) → string

juice(name: string, target: any, opts: any?) → void

argtypedescription
namestring
targetany
optsany?

kindDef( ) → any

num(v: number, sentinel: number, default: number?) → number

argtypedescription
vnumber
sentinelnumber
defaultnumber?

pathPoints( ) → void

triggerOf( ) → string

config( ) → any

buildKey(c: any) → string

argtypedescription
cany

addCollider(parent: any, center: { number }, half: { number }, role: string?, data: any?) → any

argtypedescription
parentany
center{ number }
half{ number }
rolestring?
dataany?

setCollider(c: any, on: boolean) → void

argtypedescription
cany
onboolean

clearColliders( ) → void

teardown( ) → void

hasButtons(c: any) → boolean

argtypedescription
cany

build( ) → void

activeRun(goes: { number }, runFor: number, t: number) → number

Runs started by step/button: a press while a run is going is ignored. Every machine folds the same sorted list the same way, so they agree on which presses started runs.

argtypedescription
goes{ number }
runFornumber
tnumber

runCount(goes: { number }, runFor: number, t: number) → void

argtypedescription
goes{ number }
runFornumber
tnumber

activeBreak(touches: { number }, hold: number, respawn: number, t: number) → number

argtypedescription
touches{ number }
holdnumber
respawnnumber
tnumber

rootPose( ) → void

runFor(c: any) → number

argtypedescription
cany

pose(t: number, dt: number) → any

argtypedescription
tnumber
dtnumber

applyPose(p: any) → void

argtypedescription
pany

cosmetics(t: number, dt: number) → void

argtypedescription
tnumber
dtnumber

phaseEffects( ) → void

phase changes play their effect once on every machine

rootDirs( ) → void

moveSpeed( ) → number

gravity( ) → number

pressNear(pos: any, radius: number) → boolean

argtypedescription
posany
radiusnumber

worldOf(localPt: any) → any

argtypedescription
localPtany

localOf(worldPt: any) → any

argtypedescription
worldPtany

goIfIdle(t: number) → void

argtypedescription
tnumber

elevatorCall(floor: number, t: number, force: boolean?) → void

argtypedescription
floornumber
tnumber
forceboolean?

ladderTick(t: number, dt: number) → void

argtypedescription
tnumber
dtnumber

ropeTick(t: number, dt: number) → void

argtypedescription
tnumber
dtnumber

seesawTick(t: number, dt: number) → void

argtypedescription
tnumber
dtnumber

onewayTick( ) → void

launchCarry(height: number) → boolean

A launch `height` metres up that keeps the way the player was walking for the flight (the built-in controller only allows a little air control on its own).

argtypedescription
heightnumber

playerEffects(t: number, dt: number) → void

argtypedescription
tnumber
dtnumber

colliderStates(t: number) → void

argtypedescription
tnumber

setDrawn(on: boolean) → void

Past the draw distance (platformsKit.looks.drawDistance) a platform is not drawn at all: its parts are hidden, so a phone draws nothing for it. The parts it hid are shown again when it comes back in range, and the cosmetics re-apply the current state (a broken crumble, a beat that is off).

argtypedescription
onboolean

updateTier(live: boolean) → void

argtypedescription
liveboolean

tick(dt: number, live: boolean) → void

argtypedescription
dtnumber
liveboolean

awake( ) → void

isVec(v: any) → boolean

argtypedescription
vany

encodeValue(v: any) → any

argtypedescription
vany

sig(v: any) → string

argtypedescription
vany

applySharedSettings( ) → void

onPropertyChanged(key: string, value: any, old: any) → void

argtypedescription
keystring
valueany
oldany

onDestroy( ) → void

editorUpdate(dt: number) → void

argtypedescription
dtnumber

update(dt: number) → void

argtypedescription
dtnumber

settings( ) → any

The current settings with defaults filled in: { sx, sy, sz, axis, stops, speed, wait, trigger, ... }.

pose( ) → any

Where the moving part is right now, relative to the platform: { pos, rot, scale }.

poseAt(t: number) → any

Where the moving part will be at shared time `t`, relative to the platform (no side effects for time-driven kinds).

argtypedescription
tnumber

isSolid( ) → boolean

Whether the platform's surface is solid right now (beat, crumble, fall and one-way switch it).

handle( ) → any

The runtime handle the rider registry knows this platform by.

press(floor: number?) → void

Press this platform's button (step/button triggers start a run; an elevator is called to `floor`).

argtypedescription
floornumber?

touch( ) → void

Break or drop a crumble / fall platform now, as if someone stood on it.

rebuild( ) → void

Rebuild now (after changing settings from code in the same frame).

parts( ) → any

The parts built for the current look (for tests): { mover, root, colliders }.

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.

38+items
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module · born here
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# motion The pure maths of every platform: vectors and quaternions, path and ping-pong poses with waits and easing, triggered runs, stepped rotation, beat on/off state, crumble and fall phases, the elevator's call queue (deterministic, whatever order calls arrive in), seesaw and rope-swing steps, and launch speed for a jump height. Every function takes settings and a time and returns a pose, so every machine asking for the same time gets the same answer. Used by the Platform component and the tests.
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module · pulled in
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# juice The juiceKit front door: `require("juiceKit.juice")`. `play(name, target, opts)` resolves a preset into its pieces, applies the global intensity, the look and reduce motion, routes each piece by scope (player pieces stay with their player, world pieces go to every peer through `net`), and returns what ran. It also holds the preset registry (`list`, `names`, `get`, `has`, `define`, `remove`), the settings (look, intensity, reduce motion), `stopAll`, `stats` and `_receive`, the handler other peers' messages arrive at. Gameplay code and the gallery call it; the package README documents every call.
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module · born here
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# clock The shared clock every platform moves on: the host's real-time clock, read on every machine (the other machines ping the host and keep the offset of the fastest answer). `Clock.now()` is seconds on it, `Clock.tick()` keeps it in step (platforms call it each frame), `Clock.info()` reports the offset and round trip. Real time, so a local slow-motion effect never puts one machine's platforms behind.
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module · born here
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# rider What platforms do to the LOCAL player, through the normal built-in `CharacterController` only: it finds what the player stands on each frame, carries them with a moving/turning platform, pushes (conveyor), rewrites movement intent (ice, sticky), sets upward speed through the controller's own jump (springs, ladders, ropes), switches gravity off while climbing or swinging, and puts every changed controller field back the frame no platform asks for it. Also holds the Interact control while button platforms exist.
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module · born here
❒asset
# net Shared platform events: a crumble or fall being touched (`touch`), a step/button run starting (`go`), an elevator call (`call`), a rope grab and release, and the cosmetic `bounce`. Each is stamped with the shared clock and sent to every machine; every machine keeps the same sorted set per platform, so they fold to the same result. A late joiner asks the host for a snapshot. `Net.send`, `Net.state(key)`, `Net.on(key, fn)`, `Net.reset(key?)`, `Net.stats()`.
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module · born here
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# looks Builds what a platform looks like for every kind in every look (cartoon, scifi, fantasy, pixel, realistic) out of the engine's primitive meshes, using Trapline's part helpers. Parts are temporary local child entities, never saved into the scene. `L.build(kind, look, base, mover, cfg)` returns the handles the Platform component animates (coil, cap, stripes, chunks, glows, call stands). Also the edit-mode path markers and button stands.
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module · pulled in
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# Trapline.parts Small helpers the looks are built from: P.part (a primitive mesh child with colour, material and glow), groups, lights, Text3D labels, colour maths, Euler and axis-angle quaternions, easing, deterministic hashing, and loop helpers (P.cycle, P.loop, P.ramp, P.onOff) for timed hazards. Every part is a temporary local child, so looks are rebuilt by each machine and never saved into a scene.
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module · born here
❒asset
# catalog Every platform kind and look the kit offers, as data: the 16 kinds with their default sizes, speeds and tags (`C.KIND`), the 5 looks (`C.STYLE`), and the 80 named kind x look rows. `C.list(filter)` browses them by kind, look, tag, a word of the name or a table `{ kind, look, tag }`; `C.get(kind, look)` returns one row; `C.markdown()` prints the whole list. Used by the Platform component for defaults and by `platformsKit.api` (`PK.list`).
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package · born here
❒asset
# platformsKit **Every platform a platformer or obstacle course needs, as one `Platform` component: pick what it does with `kind` (16 kinds) and what it looks like with `look` (5 styles), in multiplayer, on the normal built-in player movement.** ## Install One call: `zeromind_install guid=0c812a97-6662-4664-b81b-4e3caa64700c`. That brings the kit and what it uses with it: **juiceKit** (landing, crumble, bounce and respawn effects) and **Trapline's part helpers** (the shapes the looks are built from), under `/source/deps/`. You don't need to install anything else, and the kit never gives players Trapline lives or health. It pairs well with Trapline's own checkpoints and kill zones if you want them. If your world already has the full Trapline installed and its log shows `no root to resolve against` from copies of Lifeline or SecondWind under `/source/deps/`, those come from Trapline's own dependencies (SecondWind's install problem, #19188 in Trapline's README), not from this kit. ## First example This works in a brand-new world with only platformsKit installed. A new world's main scene builds everything in `scenes/main.scene/build.luau`. Paste this at the end of its `content()` function: ```lua local PK = require("platformsKit.api") -- a spring in front of where you spawn, and a high ledge it throws you onto PK.spawn("spring", "cartoon", { position = { 0, 0.6, 4 } }) local ledge = entity.spawn("Ledge", { position = { 0, 3.4, 6.2 } }) ledge.component.add("Model", { model = "cube" }) ledge.component.add("BoxCollider", {}) ledge.localScale = { 3, 0.4, 3 } -- at the end of the ledge, a platform that ferries you out and back PK.spawn("pingpong", "scifi", { position = { 0, 3.6, 9.4 }, path = { { x = 0, y = 0, z = 8 } } }) -- to the right, a crumbling stone to jump onto; to the left, a rope to swing on PK.spawn("crumble", "fantasy", { position = { 4, 0.8, 6 } }) PK.spawn("rope", "pixel", { position = { -4, 6, 6 }, yaw = 90 }) -- turned to swing toward you ``` Press Play and walk forward. You run into the spring, it launches you 7 m up and carries you on onto the ledge. Walk to the end of the ledge and step onto the sci-fi platform when it's there: it takes you 8 m out and brings you back. Jump down, then jump onto the fantasy stone on the right: it shakes, breaks under you and comes back three seconds later. Jump into the pixel chain on the left to grab it, push forward and back to swing, and jump to let go. To turn the spring into a bouncy mushroom, change one word: `PK.spawn("mushroom", ...)`. To make it pixel art, change `"cartoon"` to `"pixel"`. The same works with no code at all: add the `platformsKit.Platform` component to any entity in the editor and pick `kind` and `look`. ## What it does - **16 kinds:** moving along a path, ping-pong, rotating, tilting seesaw, crumbling, falling, spring pad, bouncy mushroom, conveyor, one-way (jump up through it), beat blocks, ice, sticky, elevator with call buttons, ladder, rope swing. - **5 looks for every kind:** `cartoon`, `scifi`, `fantasy`, `pixel`, `realistic`. Keep one look across a whole world, or mix them. - **Change a setting on a placed platform and it turns into the other kind or look straight away**, in the editor or from code. - **Multiplayer:** every platform is in the same place at the same moment for everyone (they move on a shared clock), crumbles, falls, runs, elevator calls and rope grabs are shared events, and everything that breaks comes back for everyone. - **Riders are carried smoothly:** each machine moves its own player with whatever it stands on (moving, rising, turning, tilting), before the player's controller runs, so there is no jitter, no sliding off and no dropping through. - **Normal player movement:** the kit never replaces the built-in `CharacterController`. It works through that controller's public settings, so the world's usual player setup is all you need. - **Light enough for a phone:** primitive meshes only, no physics bodies, small parts cast no shadows, platforms past the draw distance are not drawn at all, and a `lite` detail level leaves the decoration out. Runs in the browser (checked in Chrome). - **Falls are caught:** a `SafetyNet` puts a player who drops off the level back on the last solid ground they stood on (`PK.safetyNet(belowY)`). ## Kinds Every platform's own position is the middle of the surface you stand on (the slab fills the space below it). Ladders stand on their position and go up; ropes hang down from it. | kind | what it does | defaults | |---|---|---| | `path` | Moves along the points of `path` and back to its start, round and round, waiting `wait` s at every point. | 3 x 0.4 x 3 m, 2 m/s, waits 0.6 s, always running | | `pingpong` | Goes along `path` to the end and back, waiting at each end. | 3 x 0.4 x 3 m, 8 m along +X, 2 m/s, waits 1 s | | `rotate` | Turns around its centre about `axis` (`y` = flat like a turntable, `x`/`z` = rolls over). With `wait`, turns in steps (90 or 180 degrees) and pauses. | 7 x 0.4 x 1.6 m beam, 35 deg/s | | `seesaw` | Tips toward whoever stands on it (every player counts, by where they stand) and levels out when they leave. | 7 x 0.35 x 2.2 m plank, tips up to 20 deg | | `crumble` | Shakes when someone lands on it, breaks into falling chunks `wait` s later (whoever stands on it falls at once), comes back `respawn` s after that. | 2.6 x 0.5 x 2.6 m, 0.8 s, back after 3 s | | `fall` | Drops away (riders go down with it) `wait` s after someone touches it, floats back `respawn` s later. | 2.6 x 0.4 x 2.6 m, 0.35 s, back after 3.5 s | | `spring` | Launches you up when you land on it or walk into it, carrying you on the way you were walking. `power` = height in metres. | 1.8 x 0.6 x 1.8 m, 7 m | | `mushroom` | A springy cap that bounces you every landing (jump onto it). `power` = height in metres. `sizeY` = total height of the mushroom. | 2.8 x 1.1 x 2.8 m, 4.5 m | | `conveyor` | Carries whoever stands on it along its +X at `speed` m/s (negative runs backwards). | 7 x 0.45 x 2.2 m, 2.5 m/s | | `oneway` | Solid from above only: jump up through it from below and land on top. | 4 x 0.25 x 2.2 m | | `beat` | There for `onBeats` beats, gone for `offBeats`, on a shared beat of `beat` seconds. `offset` makes rows take turns. It blinks before it goes. | 2.6 x 0.4 x 2.6 m, 0.6 s, 3 on, 3 off | | `ice` | Slippery: you speed up slowly and slide on after you let go. `slide` 0 (grippy) to 1 (no grip). | 7 x 0.45 x 3 m, 0.85 | | `sticky` | Goo: you walk at `slow` times your speed and jump lower. | 7 x 0.45 x 3 m, 0.4 | | `elevator` | Travels between floors: its start plus every point of `path`. A call stand at each floor brings it there (step on it, or press Interact next to it). Stand on the car and it takes you to the next floor. `trigger = "always"` makes it cycle on its own. | 3 x 0.3 x 3 m, floors +4 m and +8 m, 2.2 m/s, waits 1.5 s | | `ladder` | Walk into it to climb. Push toward it to go up, away to go down, jump to let go. At the top you hop onto whatever it leans on. Climbed from its front (+Z) side. | 1 m wide, 5 m high | | `rope` | Hangs from its position. Jump into it to grab on, push to swing, jump to let go and fly. It swings along its local X axis: give it `yaw = 90` (or a rotation) so it swings toward the way players run at it. | 5 m long | ## Looks | look | style | |---|---| | `cartoon` | Rounded candy shapes in bright colours with a dark toon outline. | | `scifi` | Dark brushed metal with glowing cyan and magenta trim. | | `fantasy` | Old stone and timber, moss and gold, with a little magic glow. | | `pixel` | Chunky blocks in flat retro colours, every edge stepped. | | `realistic` | Muted steel, concrete, rubber and timber; no glow. | ## Every kind in every look Browse it in code with `PK.list(filter)` (see below). Tags are the kind, the look, what it does and what the style is made of. | kind | cartoon | scifi | fantasy | pixel | realistic | |---|---|---|---|---|---| | `path` | Bubblegum Cruiser | Hover Shuttle | Floating Isle | Pixel Lift | Steel Cargo Platform | | `pingpong` | Toybox Glider | Mag-Rail Sled | Wizard's Raft | 8-Bit Shuttle | Industrial Carriage | | `rotate` | Pinwheel Spinner | Rotor Bridge | Windmill Beam | Pixel Propeller | Turntable Girder | | `seesaw` | Candy Seesaw | Balance Beam MK-II | Troll Scale | Pixel Teeter | Timber Seesaw | | `crumble` | Cookie Crumble | Unstable Hexplate | Ancient Ruin Slab | Brittle Brick | Cracked Concrete | | `fall` | Jelly Dropper | Grav-Fail Panel | Cursed Flagstone | Falling Block | Rusty Drop Slab | | `spring` | Boing Spring | Gravity Launcher | Rune Leap Stone | Pixel Spring | Coil Spring Pad | | `mushroom` | Bouncy Toadstool | Bio-Gel Mushroom | Fairy Ring Cap | Pixel Shroom | Bracket Fungus | | `conveyor` | Sushi Belt | Plasma Conveyor | Millstone Walk | Arrow Belt | Rubber Belt | | `oneway` | Cloud Ledge | Hardlight Ledge | Vine Bridge | Pass-Through Brick | Scaffold Plank | | `beat` | Disco Tile | Phase Block | Spirit Stepping Stone | Blink Block | Strobe Grate | | `ice` | Frosty Slab | Cryo Plate | Glacier Shelf | Ice Block | Sheet Ice | | `sticky` | Bubblegum Pad | Gluon Field | Swamp Moss | Slime Block | Tar Patch | | `elevator` | Gumball Lift | Grav Elevator | Dwarven Lift | Pixel Elevator | Freight Elevator | | `ladder` | Candy Ladder | Maintenance Ladder | Vine Ladder | Pixel Ladder | Aluminium Ladder | | `rope` | Licorice Rope | Energy Tether | Jungle Vine | Pixel Chain | Hemp Rope | Tags by kind: `path` moving, loop, rideable · `pingpong` moving, path, back-and-forth, rideable · `rotate` moving, rotating, rideable, timing · `seesaw` tilting, physics, weight, rideable · `crumble` breakable, timed, respawns, hazard · `fall` falling, timed, respawns, hazard · `spring` and `mushroom` bounce, launch, jump · `conveyor` push, surface, moving-surface · `oneway` jump-through, one-way, surface · `beat` timed, rhythm, appearing, disappearing, timing · `ice` slippery, surface, momentum · `sticky` slow, surface, goo · `elevator` moving, vertical, buttons, floors, rideable · `ladder` climb, vertical, traversal · `rope` swing, traversal, momentum. Tags by look: `cartoon` bright, rounded, toon-outline · `scifi` metal, neon, glowing · `fantasy` stone, wood, gold, magic · `pixel` retro, blocky, voxel · `realistic` industrial, muted, metal, concrete. ## Settings (`platformsKit.Platform`) 0 (or -1 where it says so) means "the kind's default", so most platforms need nothing but `kind` and `look`. | field | default | used by | what it does | |---|---|---|---| | `kind` | `path` | all | What the platform does (the 16 above). | | `look` | `cartoon` | all | What it looks like (the 5 above). | | `sizeX`, `sizeY`, `sizeZ` | 0 | all | Width, thickness (ladder/rope: height or length; mushroom: total height) and depth in metres. Use these rather than scaling the entity. | | `path` | empty | path, pingpong, elevator | The points it travels to after its start, relative to the platform and turned with it. In the editor they show as yellow dots and lines. | | `speed` | 0 | path, pingpong, elevator, conveyor, rotate, seesaw | m/s; degrees/s for rotate; how fast a seesaw responds. | | `wait` | -1 | path, pingpong, elevator, rotate, crumble, fall | Seconds it waits at each stop / each end / between turns, or how long it holds after a touch before it breaks or falls. | | `offset` | 0 | all timed kinds | Seconds to shift it along its cycle, so several of the same kind take turns. | | `trigger` | `auto` | path, pingpong, rotate, elevator | `always` (runs on its own), `step` (one run when someone steps on it), `button` (one run when someone presses its button stand). `auto` is the kind's default: elevators use buttons, everything else runs always. | | `axis` | `auto` | rotate | `y`, `x` or `z`. | | `beat`, `onBeats`, `offBeats` | 0, 0, -1 | beat | Seconds per beat, beats there, beats gone. | | `power` | 0 | spring, mushroom, rope | Launch height in metres; for a rope, how hard pushing pumps the swing (1 = normal). | | `respawn` | 0 | crumble, fall | Seconds before it comes back. | | `slide` | -1 | ice | 0 (grippy) to 1 (no grip). | | `slow` | -1 | sticky | Your speed as a fraction of normal. | | `tilt` | 0 | seesaw | The most it tips, in degrees. | | `buttonOffset` | unset | elevator, button trigger | Where the call / trigger button stands, relative to the platform (and to each floor). Unset = beside it. | | `active` | true | all | Off: it rests at its start and does nothing to players. | Methods on the component: `settings()` (every setting with defaults filled in), `pose()` / `poseAt(t)` (where the moving part is, relative to the platform), `isSolid()`, `press(floor?)`, `touch()`, `rebuild()` (build its look again from its settings), `parts()`, `handle()`. A setting changed during play (in the inspector, with `PK.setKind` / `PK.setLook`, or by assigning a field) reaches every machine, including players who join later, for platforms placed in a scene and spawned ones alike. Changes made in edit mode are scene edits and are saved with the scene as usual. ## Code: `local PK = require("platformsKit.api")` | call | what it does | |---|---| | `PK.spawn(kind, look?, opts?)` | Spawn a platform. `opts`: `position`, `rotation` (quaternion), `yaw` (degrees about the up axis, the easy way to turn a platform), `name`, `parent`, `synced` (spawn it on every machine at runtime; its settings replicate, so it is the same platform everywhere), `temporary`, plus any setting above (`path = { {x=,y=,z=}, ... }`, `speed`, `trigger`, ...). Returns the entity. | | `PK.setKind(platform, kind)`, `PK.setLook(platform, look)` | Turn a placed platform into another kind or look, at once. Setting the `kind` / `look` field does the same on the next frame. | | `PK.get(platform)` | The Platform component on an entity (entity, id or component). | | `PK.list(filter?)` | Every kind x look row: `{ key, kind, look, name, kindLabel, lookLabel, tags, description }`. `filter`: a kind (`"rope"`), a look (`"pixel"`), any other word (a tag like `"bounce"` or part of a name), or a table `{ kind?, look?, tag? }`. | | `PK.catalog.get(kind, look)`, `PK.catalog.markdown()` | One row; the whole list as a markdown table. | | `PK.press(platform, floor?)` | Press a platform's button from code (start a step/button run, or call an elevator to a floor). | | `PK.on(platform, fn)` | Hear its shared events on every machine: `touch`, `go`, `call` (data.floor), `grab` / `release` (data.avatar), `bounce`. Returns a connection with `:Disconnect()`. | | `PK.standingOn()` | The platform the local player stands on (entity id and kind), or nil. | | `PK.now()`, `PK.clockInfo()` | The shared clock platforms move on, and how this machine keeps time with the host. On the host, `clockInfo().peers[peerId].error` is how far each other machine's clock is from it, in seconds: a platform moving at v m/s is |error| x v metres apart on the two screens. | | `PK.netStats()` | `{ sent, received, platforms, greeted }`. | | `PK.setDetail("full" / "lite")`, `PK.detail()` | How much every platform draws; placed platforms rebuild at once. See Phones and the browser. | | `PK.setDrawDistance(metres)`, `PK.drawDistance()` | Past this a platform is not drawn at all (default 130). | | `PK.all()` | Every Platform component in the world. | | `PK.setOutlines(on)`, `PK.outlines()` | Whether cartoon platforms draw their toon outline (default on; placed platforms rebuild at once). The engine draws that rim through floors and walls, so switch it off when cartoon platforms sit under or behind other geometry. | | `PK.safetyNet(belowY?, opts?)` | Catch players who fall off the level: spawns a `SafetyNet` (or updates the one there). Below world height `belowY` (default -30) a player is put back on the last solid ground they stood on, or on `opts.respawnAt` (`{ x, y, z }` or `{ x, y, z }` list). Returns the entity. | | `PK.KINDS`, `PK.LOOKS`, `PK.VERSION`, `PK.motion` | Constants and the pure motion maths. | ```lua -- a row of beat blocks that take turns for i = 0, 3 do PK.spawn("beat", "pixel", { position = { 0, 2, 4 + i * 3 }, offset = i * 0.6 }) end -- an elevator with three floors that only moves when called PK.spawn("elevator", "realistic", { position = { 6, 0, 0 }, path = { { x = 0, y = 5, z = 0 }, { x = 0, y = 10, z = 0 } } }) -- a ping-pong that only goes when someone steps on it PK.spawn("pingpong", "fantasy", { position = { -6, 1, 0 }, trigger = "step" }) -- react to a crumble anywhere in the world PK.on(myCrumble, function(ev) if ev == "touch" then print("it's going!") end end) ``` ## Catching falls (`platformsKit.SafetyNet`) Put one `SafetyNet` in a scene (or call `PK.safetyNet(belowY)` from code) and nobody falls forever: ```lua local PK = require("platformsKit.api") PK.safetyNet(-20) -- below y -20, back to the last solid ground PK.safetyNet(-20, { respawnAt = { 0, 1, 0 } }) -- or always to one spot ``` | field | default | what it does | |---|---|---| | `belowY` | -30 | World height below which a falling player is put back. | | `respawnAt` | unset | Where to put them. Unset = the last solid ground they stood on (or where they first appeared). | | `active` | true | Switch the net on or off. | Each machine watches its own player. "Solid ground" is level geometry, never a kit platform, since a crumbling tile or a moving platform may be gone or elsewhere by then. The player comes back standing still, let go of any rope or ladder. It gives no health or lives; for those, pair the kit with a lives system such as Trapline. Methods: `rescues()` (how many times this machine's player was caught), `safePoint()`, `setSafePoint(p)`. ## Phones and the browser The kit runs in the browser and on phones as it is. To draw less on a small screen, add two lines at the top of your scene's `content()` (or call them from a settings menu at any time; platforms already placed rebuild at once): ```lua local PK = require("platformsKit.api") PK.setDetail("lite") -- leave the decoration out; every kind still reads as itself PK.setDrawDistance(60) -- don't draw platforms more than 60 m away (default 130) ``` Both are per machine, so each player can choose. The engine doesn't tell a world whether it runs on a phone, so the kit never switches on its own: offer it as a setting, or use it in levels made for phones. ## How it works - **Same place, same moment.** Every machine computes a platform's pose from the shared clock (`platformsKit.clock`, the host's real-time clock read on each machine), so nothing about a platform's motion is sent over the network at all. A seesaw is the exception: each machine tilts it by where every player's body stands. - **Shared events.** A crumble or fall being touched, a step/button run, an elevator call and a rope grab are small messages stamped with the shared clock. Every machine keeps the same set and folds it the same way (a touch during a break is ignored, calls are served in time order), so two players stepping on the same tile at once still agree, and a broken platform comes back at the same moment for everyone. A player who joins late asks the host for the events they missed. - **Carrying.** Platforms run before the player's controller each frame. The kit finds what the local player stands on (from where everything was at the end of the last frame), moves the player by exactly the platform's motion (turning included), and only then lets the controller walk, jump and snap to the ground. Then `RiderGlue` (a hidden helper the kit spawns, which runs after the controller) puts the feet back exactly on the drawn surface: a collider moved from script reaches the physics world a frame late, so without it a rider on a lift would sit a frame of motion above or below the floor. Measured: a rider stays 1.0 cm (the controller's skin) above path movers, spinners, seesaws, elevators and falling slabs, with frame-to-frame steps under 1 mm. Remote players are carried by their own machines. - **Never through a floor.** A carry downward (a falling slab, a descending lift) stops on any other solid ground under the rider, and the glue never pulls a rider down through it: the platform goes on, the rider lands. Feet that sink into a platform are always lifted back on, even in the frames where a lift speeding up makes the controller say the player is in the air. - **Still standing on it.** Whether the rider stands on a platform is judged against the platform's own vertical speed (a lift pushing its rider up is not a jump; a car speeding away downward is not the rider jumping off), with room for the frame its physics surface trails behind, and a rider stays on the platform they rode last frame while their feet are over it and it is still solid: the moment a platform breaks, falls away or blinks out, its riders drop. A body falling past a platform's edge only counts once its feet are within 25 cm of the surface. - **Settings changed during play** are shared events too (`set`), so a platform placed in a scene changes on every machine; the latest change wins. - **Using the built-in controller.** Conveyors move the player; ice and sticky rewrite the controller's movement intent (`inputX` / `inputZ`); springs, ladders and ropes set the upward speed through the controller's own jump (a jump whose `jumpForce` is the speed wanted) and switch gravity off while climbing or swinging. Every change lasts exactly one frame unless the platform asks again, so stepping off puts everything back. - **Colliders** are plain `BoxCollider`s on local child entities. One-way, beat, crumble and fall platforms switch theirs per machine by moving them out of the way (never by adding or removing the component, which the engine would broadcast), so a one-way can be solid for a player above it and open for one below. - **Looks** are temporary child entities made of primitive meshes, rebuilt on each machine and never saved into the scene. Platforms far from the camera keep their state but skip drawing work. ## Tests `zero tests run platformsKit` (or `tools.use("tests", "run", "platformsKit")`) in edit mode: 93 tests in 18 groups covering the catalog (including exact kind and look filters and tags never listed twice), the motion maths, shared events and their merge, the clock, every kind in every look building with the right colliders, switching kind and look on a placed platform, the component's methods, the rider's controller changes, the rider glue (put back on the drawn surface, and left alone off the edge, when jumping, in the air, too far off or on a stale pose), the host's per-peer clock report, settings that replicate, colliders that switch by moving, `PK.spawn` with `temporary`, `yaw` and vector paths, a destroyed platform forgetting its events, the version matching in the README, `package.yaml` and `PK.VERSION`, the lite detail level (every kind in every look still builds, with fewer parts and the same colliders, and its cues stay), no shadows from small parts, the draw distance hiding and redrawing a platform, switching detail on hidden platforms, `PK.all()`, `rebuild()`, the catalog calls, cartoon outlines on and off, the safety net, a falling carry stopping on other ground (and the glue refusing to pull a rider through it), sunk riders lifted back on even while the controller reports them in the air, shared setting changes (the newest wins, late joiners get them, edit-mode changes are not sent), riders on lifts (a rising lift is not a jump, a rider is kept while the lift's collider lags, and still lets go when jumping, walking off or far below; a body falling past an edge only lands near the surface), a rider let go the moment a crumble breaks under them, a new player body (a new play session, a respawn) starting clean without touching the old one, the api and the first example. One test reads this README and fails if any call it lists has no test. They leave nothing behind. The first example was also played start to finish with real input in a stand-in for a brand-new world (the starter scene a new world gets, with only this kit added): the spring lands you on the ledge whether you hold forward 1.3 s or 2 s, the ferry carries you 8 m out and back, the stone breaks under you and comes back, and the rope swings and lets go. ## Known limits ### Caused by the engine Each is the engine's to fix, and each has a public engine issue you can follow; the kit works around what it can. - **juiceKit logs red errors while a world starts (engine issue #19309).** In a fresh world with only this kit installed, juiceKit's own `JuiceNet` component logs `module '@builtin::modules.frameDriver' not found` a few times as the world opens, because the engine compiles world content before that engine module is registered. It is harmless: the effects work once the world is up, and the kit loads juiceKit only on the first effect, so it adds no errors of its own. - **Other players look sunk or floating on moving lifts (engine issue #18595).** Each player is carried exactly by their own machine (1.0 cm above the floor), but you see other players where replication puts them, about 50 ms late. Measured in a two-window test: at rest the other player stood at exactly the same height on both screens; on a lift moving about 1.5 m/s they were drawn up to 12 cm sunk into the floor going up and 8 cm above it going down. It is only how they are drawn on your screen; on their own screen they stand on the floor. - **Cartoon outlines show through floors and walls (engine issue #19385).** The engine draws the toon rim without a depth test. Use `PK.setOutlines(false)`, or another look, for cartoon platforms under or behind other geometry. - **A scene can fail its first rebuild after you update the kit (engine issue #19350).** The engine's scene builder can take a kit component it saved under an older name (or with settings of an older shape) for a different one, remove it and add it again in the same step, and then refuses the add: `component.add('platformsKit.Platform')` (or `'platformsKit.SafetyNet'`): `entity ... already has a ... component`. The fix takes four steps and is under Version history, "If a scene fails to rebuild after updating". - **No automatic phone mode (engine issue #18744).** The engine gives a world no way to tell it is running on a phone (a phone's browser reports itself as a browser like any other), so `lite` and the draw distance are yours to switch on. - **Ladders and ropes play the normal air pose (engine issue #19387).** The built-in player has no climb or hang animation, so climbing and swinging use the falling pose. - **Rope release has to move the player by hand to keep the swing going (engine issue #19386).** The built-in controller has no way to set sideways speed, so for about a second after you let go the kit moves the player itself. A wall in the way stops it. ### In the kit - **One-way platforms can't be dropped through** from above. - **Seesaws disagree slightly** between machines while players move on them (each tilts from the bodies it sees); they settle to the same angle. - **If the host leaves**, the next host's clock takes over and moving platforms can jump once while the others resync. - **Scale with the size settings, not the entity's scale.** Rotation of the entity is fully supported. - **A SafetyNet gives no lives or health.** It only puts a fallen player back. For lives, checkpoints and kill zones, pair the kit with a lives system (Trapline has them, but needs its own full install). - **Ropes swing along their local X axis.** Turn a rope with `yaw` so it swings toward the way players approach it. - **Springs taller than a step can't be walked onto,** so they launch you on side contact instead. A spring set into a floor (its top level with the floor) behaves like one you land on. - **Path points must be plain `{x=, y=, z=}` tables** when passed to `component.add` directly (`PK.spawn` converts vectors for you). ## Showcase The world this kit comes from opens on a gallery with every kind in every look, labelled, laid out as one walk: eight rows of challenges you ride, climb, swing and jump through, with a catch floor and lifts underneath. Play it with friends. ## Version history Version **1.4.1** (`require("platformsKit.api").VERSION`, and `version` in `package.yaml`). ### If a scene fails to rebuild after updating A scene whose `build.luau` places platforms or a `SafetyNet` can fail its first rebuild after an update, with `component.add('platformsKit.Platform')` (or `'platformsKit.SafetyNet'`): `entity ... already has a ... component` (engine issue #19350). It happened after 1.0.0 to 1.1.0 (the settings changed shape) and to this world's gallery after updating to 1.4.1 (a SafetyNet saved by 1.3.0 under its short name). Fix it once per scene: in edit mode, with that scene loaded, run `scene.save`, then `scene.clean`, then `scene.reload`, then `scene.save` again. The build places everything fresh, and from then on the scene rebuilds normally. Platforms placed by hand in the editor, or spawned from code in play, are not affected. ### What's new in 1.4.1 - **A crumbling platform drops you the moment it breaks.** Before, the rider was held on the vanished stone for up to a few seconds, standing in mid-air, because the hold that keeps riders on fast lifts while their collider lags did not check that the platform was still solid. It now holds a rider only on a platform that is still there; lifts ride exactly as before (0 sunk frames on a 6 m/s test lift). The same goes for falling slabs, beat blocks and one-way platforms switching off. - **Pressing Play again after leaving play while on a rope or ladder starts clean.** The kit used to put the jump and gravity settings back onto the previous session's character, which no longer exists, and logged an error for each. A new body now starts with nothing carried over, and its jump and gravity are normal. - **README:** opens with what the kit does, then Install and the first example; version history moved here. - **Every engine-caused known limit names its public engine issue** (#19309, #18595, #19385, #19350, #18744, #19387, #19386). - **The rebuild fix after updating** (engine issue #19350) is under "If a scene fails to rebuild after updating" and now ends with a second `scene.save`, which makes it stick. - 93 tests. ### Upgrading to 1.3.0 Nothing to change. Platforms placed in a scene now share setting changes made during play, and riders are no longer carried through floors. If your world relied on a falling platform taking players far below, put a `SafetyNet` (or a floor) there instead. ### What's new in 1.4.0 - **Elevators hold you the whole ride.** On a fast lift (or at a low frame rate, as in a browser) the kit sometimes stopped counting a rider as standing on the car for a few frames, so they sank 10-40 cm and popped back. Three causes, all fixed: the lift pushing its rider up read as a jump; on a car going down, the car speeding away read as the rider jumping; and the car's physics surface trails it by a frame, so the downward check could miss it. Standing is now judged against the platform's own vertical speed, allows for that lag, starts above feet that sank in, and keeps a rider on the platform they rode last frame while they are over it. Measured: the gallery's Freight Elevator to floor 3 and back, the Grav Elevator and the undercroft lift, plus test lifts at 3, 6 and 9 m/s, with 0 sunk frames. - **A body falling past a platform's edge is not taken for landing on it.** - **Known limits name the engine issue behind each engine-caused limit** (#19309, #18595). - 91 tests. ### What's new in 1.3.0 - **Falling platforms no longer drag you through floors.** A carry downward stops on any other solid ground; you land and the slab falls on. - **Elevators keep you exactly on top.** Feet that sink into a lift are always lifted back on (riders on the gallery's lifts: 0 sunk frames, was up to 10.6 cm). - **`SafetyNet` / `PK.safetyNet(belowY)`** catch players who fall off the level and put them back on solid ground. - **Setting changes made during play reach every machine**, for platforms placed in a scene too (before, only spawned `synced` ones did), and late joiners get them. - **`PK.setOutlines(on)` / `PK.outlines()`**, because the cartoon outline shows through floors. - **No startup errors from the kit:** juiceKit is loaded on the first effect, not while the world is still starting. - 87 tests, including one that checks every call this README lists has a test. ### What's new in 1.2.0 Everything from 1.1.0 works as before, and looks the same by default. New: - **Lighter to draw.** Parts smaller than 45 cm no longer cast shadows (the gallery went from 1,232 shadow casters to 1,077 with no visible change). A platform past the draw distance (130 m by default) is not drawn at all; it keeps time while hidden and is right the moment it comes back. - **A `lite` detail level for phones:** `PK.setDetail("lite")` leaves out purely decorative parts (studs, trims, chips, spare stripes, leaves, extra chevrons) and keeps everything that says what a platform does. In the showcase gallery that is 1,846 parts down to 1,284, and shadow casters down to 754. - **`PK.setDrawDistance(metres)`** to draw less on small screens. In the gallery, lite plus a 60 m draw distance took a frame from 35.5 ms to 27 ms on the machine it was measured on. - **Checked in the browser**: the gallery loads, a moving platform carries the player (all frames on it, 1.0 cm above the surface) and a crumbling one breaks and comes back for both machines. - `PK.all()`, `PK.detail()` and `PK.drawDistance()`; 78 tests. ### What's new in 1.1.0 Everything from 1.0.0 works as before. New and fixed: - **Feet stay on the floor of lifts.** A hidden helper (`RiderGlue`) runs after the player's movement and puts a rider back on the drawn surface. Before, a rider on anything moving up or down sank or floated 1-3 cm a frame (up to 17 cm on a fast lift). Now riders stay 1.0 cm above path movers, spinners, seesaws, elevators and falling slabs, moving less than 1 mm a frame. - **Shared platforms are the same everywhere.** Every setting replicates, so a platform spawned with `synced = true` during play is the same platform on every machine. - **No stray network traffic.** One-way, beat, crumble and fall platforms switch their collider by moving it out of the way instead of adding and removing it, which the engine used to broadcast to every machine. - **Springs launch you when you walk into them,** not only when you land on top, and a launch carries you on the way you were walking. Mushrooms do the same when you jump into the cap's side, and the mushroom is lower by default (1.1 m). - **Ropes let go properly.** Letting go near the bottom of a rope no longer grabs it straight back; the same rope waits until you touch the ground. - **`PK.spawn` takes `yaw`** (degrees about the up axis), `temporary`, and path points as vectors. - **Fixes:** `PK.list("path")` returns only path platforms (a kind or look name is an exact match); tags are never listed twice; a destroyed platform forgets its events; elevator calls from code are never dropped. - **The host can check the clock:** `PK.clockInfo().peers` says how far each other machine is from the host. - **A tested first example** that works in a brand-new world, and more tests (see Tests).
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# juiceKit **One call makes hits, explosions, pickups and level-ups feel great: `Juice.play("explosionLarge", someEntity)` shakes the camera, flashes the screen, freezes the action for a beat, squashes the target and plays an effect at the spot, all together and correctly for every player.** Version **1.2.2** (`Juice.VERSION`). The version, this README and `package.yaml` move together. ## First example 1. Install juiceKit into your world. 2. Create a component named `juiceDemo` (a `juiceDemo.component` folder with this `init.luau`). 3. Add `juiceDemo` to any entity in your scene, press Play and press **E** (Interact). Each press plays the next of the three effects. ```lua local Juice = require("juiceKit.juice") declare {} public = { inputMap = Field.assetRef("inputMap", "@builtin::inputMaps.default", NoSync, "The controls the Interact press comes from."), } local controls = nil local presses = 0 function start() controls = public.inputMap:activate("juiceDemo") controls.interact:onPressed(function() presses += 1 local here = public.entity if presses % 3 == 1 then -- an explosion at this entity: everyone sees it, and each player -- feels the shake as strongly as their distance to it warrants Juice.play("explosionLarge", here) elseif presses % 3 == 2 then -- a coin pickup at a point in the world Juice.play("coinPickup", { 4, 1, 2 }) else -- the local player got hurt by an attacker standing at this entity: -- red vignette, a short freeze, a kick away from it (only this player) Juice.play("hurt", nil, { from = here }) end end) end function onDestroy() if controls then public.inputMap:deactivate(controls) end end ``` Nothing else is needed. Only the player who pressed E calls `play`, so the default routing is right: the explosion and the coin reach every player, and the hurt stays with this one. Requiring `juiceKit.juice` starts listening for other peers' effects, and the first shake attaches the shake components to the camera on screen. To make sure a peer whose own scripts never call `play` still receives world effects, put the **JuiceNet** component on any scene entity. Its `look` field also sets the starting look. ## Swapping things Everything goes through the same call, so a different preset, look or strength is a one-word change: ```lua Juice.play("hitLight", enemy) -- -> "hitHeavy", "hitCritical" Juice.play("vfxFire", pos, { look = "pixel" }) -- one effect in another look Juice.setLook("realistic") -- every effect from now on Juice.play("shakeExplosion", pos, { intensity = 0.5 }) -- half strength, this call only ``` ## Presets (51) Kinds: `combo`, `shake`, `hitstop`, `flash`, `squash` and `vfx`. Strengths: `light`, `medium` and `heavy`. Scope is `player` (it happens only for the player it is about) or `world` (every peer sees it). `hurt`, `heal`, `death`, `levelUp` and `landingHard` also carry `personal = "player"`: their screen parts play only for a player who is the target, never for whoever called `play`. See the multiplayer rules below. | name | kind | strength | scope | pieces | what it is | |---|---|---|---|---|---| | `coinPickup` | combo | light | world | squash + vfx | A coin sparkle and pulse. | | `death` | combo | heavy | world | shake + hitstop + flash + squash + vfx | A death: crushed flat, smoke, a slow-motion freeze, and a dark fade for the player who died. | | `explosionLarge` | combo | heavy | world | shake + hitstop + flash + squash + vfx | A big blast: fireball, debris, a dust ring, a flash and a shake everyone feels by distance. | | `explosionSmall` | combo | medium | world | shake + squash + vfx | A small blast: fireball, smoke and a distance-scaled shake. | | `heal` | combo | light | world | flash + squash + vfx | Healing: rising green motes and a soft green pulse for the healed player. | | `hitCritical` | combo | heavy | world | shake + hitstop + flash + squash + vfx | A critical: a long freeze into slow motion, a hot flash, a kick away from the attacker and zap sparks. | | `hitHeavy` | combo | medium | world | shake + hitstop + flash + squash + vfx | A heavy hit: bigger sparks, a freeze, a strong shake and a flash. | | `hitLight` | combo | light | world | shake + hitstop + squash + vfx | A light hit: sparks, a tiny freeze, a small shake and a wobble. | | `hurt` | combo | medium | player | shake + hitstop + flash | Taking damage: a red vignette, a kick away from the attacker and a tiny freeze. | | `landingHard` | combo | medium | world | shake + squash + vfx | A hard landing: a dust ring, a landing squash and a short heavy shake. | | `levelUp` | combo | heavy | world | shake + flash + squash + vfx | Level up: a golden column, a ring, confetti, a golden glow and a stretch. | | `spawn` | combo | light | world | squash + vfx | Something appears: a pop-in with a magic burst. | | `shakeEarthquake` | shake | heavy | world | shake | A rolling earthquake that swells, peaks and fades over four seconds for everyone nearby. | | `shakeExplosion` | shake | heavy | world | shake | A blast shake that every player feels, weaker the farther they are from it. | | `shakeHeavy` | shake | heavy | player | shake | A strong jolt for big hits and slams. | | `shakeKick` | shake | medium | player | shake | A directional kick that pushes the view away from where the hit came from (pass `from` or `direction`). | | `shakeLight` | shake | light | player | shake | A quick, small jitter for light hits and footfalls. | | `shakeRecoil` | shake | light | player | shake | A weapon recoil: the view snaps back and up, then settles. | | `shakeRumble` | shake | medium | player | shake | A long, low rumble for engines, collapsing rock or a boss approaching. | | `hitstopCritical` | hitstop | heavy | player | hitstop | A 180 ms freeze that eases out through slow motion, for critical hits and finishers. | | `hitstopHeavy` | hitstop | medium | player | hitstop | A 120 ms freeze for heavy blows. | | `hitstopLight` | hitstop | light | player | hitstop | A 50 ms freeze that lands a light hit. | | `hitstopSlowmo` | hitstop | medium | player | hitstop | Half a second of 25% slow motion with no freeze, for near misses and dramatic moments. | | `flashBlackout` | flash | heavy | player | flash | A fade to black and back, for death, respawn or a scene cut. | | `flashCritical` | flash | heavy | player | flash | A blinding white-orange burst with hot edges. | | `flashDamage` | flash | medium | player | flash | A red vignette that closes in from the screen edges when you take damage. | | `flashExplosion` | flash | medium | world | flash | A bright blast flash every player near the explosion sees. | | `flashFreeze` | flash | light | player | flash | An icy blue vignette for frozen, chilled or shielded. | | `flashHeal` | flash | light | player | flash | A soft green pulse from the edges. | | `flashHit` | flash | light | player | flash | A sharp white flash across the screen. | | `flashLevelUp` | flash | medium | player | flash | A warm golden glow that blooms and fades. | | `flashPoison` | flash | light | player | flash | A sickly purple-green vignette for poison and curses. | | `flatten` | squash | heavy | world | squash | Crushed flat, held, then springs back up, for deaths and stomps. | | `jellyWobble` | squash | light | world | squash | A jelly wobble when something is hit. | | `popIn` | squash | medium | world | squash | Grows from nothing with an overshoot, for spawns and pickups appearing. | | `pulse` | squash | light | world | squash | A quick uniform bump for collect, select or a heartbeat. | | `punch` | squash | heavy | world | squash | A hard punch inward that rings out, for heavy impacts. | | `squashLand` | squash | medium | world | squash | Flattens on landing and springs back. | | `stretchJump` | squash | medium | world | squash | Stretches tall on take-off and settles. | | `vfxCoin` | vfx | light | world | vfx | A coin sparkle. | | `vfxConfetti` | vfx | medium | world | vfx | A confetti burst. | | `vfxDust` | vfx | light | world | vfx | A dust puff. | | `vfxExplosionLarge` | vfx | heavy | world | vfx | A large explosion: fireball, debris and a smoke ring. | | `vfxExplosionSmall` | vfx | medium | world | vfx | A small explosion. | | `vfxFire` | vfx | medium | world | vfx | A burst of fire. | | `vfxHeal` | vfx | medium | world | vfx | Rising healing motes. | | `vfxLevelUp` | vfx | medium | world | vfx | A level-up column and ring. | | `vfxMagic` | vfx | medium | world | vfx | A magic burst. | | `vfxSmoke` | vfx | medium | world | vfx | A smoke cloud. | | `vfxSparks` | vfx | light | world | vfx | Impact sparks. | | `vfxZap` | vfx | medium | world | vfx | An electric zap. | Every `vfx` preset and every combo's effect is drawn in the current look: **cartoon** (solid toon shapes, the default), **realistic** (soft additive glow, smoke and dark debris), **pixel** (chunky cubes snapped to a grid) or **scifi** (cyan and magenta energy). Effect kinds: `sparks`, `dust`, `explosionSmall`, `explosionLarge`, `magic`, `heal`, `levelUp`, `coin`, `smoke`, `fire`, `zap` and `confetti`. ## Interface (`require("juiceKit.juice")`) ### Playing `Juice.play(name, target?, opts?) -> result` plays a preset. It raises on an unknown preset, look or target, and otherwise returns a table saying what ran on this peer: `{ shake = strength, hitstop = true, flash = alpha, squash = true, vfx = particleCount, sent = true, id = playId }`. Every play gets an `id`, even one that intensity 0 turned into nothing, so the result can always be handed to `Juice.stop`. - `target`: an entity, an entity id, an entity name, a position (`{x,y,z}`, `{x=,y=,z=}` or a vector), or nil for the local player. - `opts`: | option | meaning | |---|---| | `intensity` | Multiplier for this call (multiplied by the global intensity). | | `look` | Draws this call's effect in a look other than the current one. | | `from` | The attacker: an entity or a position. Kicks push away from it, and when the target is a thing (not a player) and `from` is another player's avatar, the personal parts land on that attacking player's screen. | | `direction` | World direction the hit travels, used instead of `from`. | | `scale` | Effect size multiplier. | | `axis` | Squash axis: `"y"` (default), `"x"` or `"z"`. | | `scope` | `"auto"` (default): world parts go to every peer, personal parts to the one player they belong to. `"local"`: play here only what belongs on this peer and send nothing, for code that already runs on every peer. `"world"`: also send a player preset's world parts to every peer. | | `seed` | Seed for a repeatable effect. | `Juice.stop(what) -> boolean` stops one play early and leaves everything else running. `what` is the table `play` returned, its `id`, or a preset name; a name stops every play of that preset on this peer, its own and ones received from other peers. ```lua local charge = Juice.play("shakeRumble") -- the charge was cancelled: Juice.stop(charge) ``` - The shake comes off the camera with no drift; other shakes keep going. - The hitstop lets go: normal speed comes back at once unless another hitstop still holds. - The flash disappears, the squash lands on the exact base scale, and the effect's particles and light vanish. - Stopping a play this peer sent to others stops it on their screens too. - It returns false for a play that has already finished or was stopped, and for nil. An unknown preset name raises. `Juice.isPlaying(what) -> boolean` says whether any part of a play (same `what` as `stop`) is still running here. `Juice.stopAll()` stops every shake, hitstop, flash, squash and effect at once, puts squashed things back at their exact base scale, and releases the time scale. It acts on this peer only and forgets every play id. ### Finding presets - `Juice.list(filter?) -> rows` returns every preset as `{ name, kind, strength, scope, personal, looks, pieces, effects, tags, custom, description }`, sorted by kind and then name. - A **kind name** string (`"shake"`, `"combo"`, …) keeps that kind. - Any other string matches a tag or a name (`"heavy"`, `"world"`, `"explosion"`, `"custom"`). - A table `{ kind?, strength?, scope?, look?, piece?, tag?, custom? }` requires all of its fields. - `Juice.names(filter?) -> { string }` returns the same rows as `list`, names only. - `Juice.get(name) -> row?` returns one row plus `spec`, the resolved pieces. Both are copies: changing them never changes the preset. - `Juice.has(name) -> boolean` says whether a preset by that name exists. - Constants: `Juice.KINDS`, `Juice.STRENGTHS`, `Juice.SCOPES` and `Juice.PIECES`. ### Making your own `Juice.define(name, spec) -> row` adds a preset, or replaces one you defined earlier. Each piece in `spec` is either the name of an existing preset of that kind or a table of its own: ```lua Juice.define("bossSlam", { shake = "shakeEarthquake", hitstop = "hitstopHeavy", flash = "flashExplosion", squash = "punch", vfx = { kind = "explosionLarge", scale = 1.6 }, strength = "heavy", scope = "world", tags = { "boss" }, description = "The boss hits the floor.", }) Juice.play("bossSlam", boss) ``` Besides the pieces, `spec` takes `kind`, `strength`, `scope` (`"player"` or `"world"`, worked out from the pieces when left out), `personal` (`"target"`, the default, or `"player"` for moments that only make sense for a player; see the multiplayer rules), `tags` and `description`. Your presets can be built on each other (`Juice.define("bossSlamBig", { shake = "bossSlam", vfx = { "bossSlam", "confetti" } })`), and changing one never breaks another: - `Juice.remove(name) -> boolean` removes a preset you defined (false when there was none). Presets built on it keep working exactly as before: each keeps its own copy of the pieces it took from it. - Redefining a preset changes what the presets built on it play, except for a piece the new version no longer has: those keep the piece they had. - `define` and `remove` refuse a change that would leave another preset broken, such as two presets naming each other in a loop. They raise `juiceKit.define: 'a' would break 'b': …` (or `'a': …` when `a` itself would break), and every preset stays as it was. ### Settings | call | what it does | |---|---| | `Juice.setLook(name)` / `getLook()` / `looks()` / `hasLook(name)` / `vfxKinds()` | The one look switch every effect follows. | | `Juice.setIntensity(x)` / `getIntensity()` | Global intensity, clamped to 0–2. It scales shake, flash, hitstop and squash strength and effect density; 0 turns the kit off. | | `Juice.setReduceMotion(on)` / `getReduceMotion()` | Motion-sickness comfort: no camera shake at all, and gentler, shorter flashes. Hitstop, squash and effects still play. | | `Juice.stats()` | Counters and live counts from every piece, plus `recent`, the last 12 plays and receives with who got the personal parts, for HUDs, tests and debugging. | Settings are per peer, so each player chooses their own look, intensity and comfort. ## Multiplayer The world is always multiplayer, and `play` routes each piece for you. Every preset is made of two kinds of parts: - **World parts** happen at a spot: the visual effect, the squash, a blast shake (one with distance falloff), a blast flash (one with a radius) and a blast's hitstop. For a `world`-scope preset they run here and on every other peer. Each peer works out **its own** shake, flash and freeze from **its own** distance to the spot. A far player sees the blast without being shaken. Only players within roughly the inner third of the shake's range freeze. - **Personal parts** belong to one player's screen: a fixed camera shake, a screen flash and a hitstop. They play for **exactly one player**, never for everyone: | target | who gets the personal parts | |---|---| | nil, or your own avatar | you | | another player's avatar | only that player (it is sent to them) | | a thing (an NPC, a prop) or a point | you, or the attacking player when `opts.from` is another player's avatar | | a thing or a point, for a preset with `personal = "player"` | nobody: these moments only make sense for a player | The presets with `personal = "player"` are `hurt`, `heal`, `death`, `levelUp` and `landingHard`. A healer never sees the healed player's green pulse, and a killer never gets the victim's blackout. A hit (`hitLight`, `hitHeavy`, `hitCritical`) on an NPC lands on the attacker's screen; on another player it lands on theirs. - **Squash on a shared object**: a synced entity owned by another peer is squashed by its owner, who receives the same play, and its scale reaches everyone from there. Peers never write to an entity they don't own. - `scope = "local"` plays here only what belongs on this peer and sends nothing. Use it from code that already runs on every peer (for example, reacting to a synced health field): each peer then gets exactly its own share. - `Juice.stats().recent` shows, for the last few plays and receives, who got the personal parts (`"here"`, `"nobody"` or the recipient avatar's id) and what ran. - **Stopping travels like playing:** `Juice.stop` on a play this peer sent also sends a small stop message, and each peer that received the play stops exactly that one (matched by sender and play id). Stopping by name stops received plays of that name on your own screen only. A peer on a version before 1.1.2 ignores the stop and lets its share finish. ## Guarantees - **No camera drift:** the shake is added after every camera controller has run and removed before they run again. Measured on all nine builtin controllers (orbital follow, third person follow, first person, orbit, chase, side scroller, bird's eye, isometric and RTS): the camera returns to exactly where it would have been (0.000000 m of drift). - **Hitstop never sticks:** it is one owned time-scale hold. The slowest live request wins, and every span is capped (no freeze longer than 0.6 s). It always releases on end, on `stopAll`, on interruption and on reload. - **Cheap and self-cleaning:** particles are pooled instanced draws, capped at 700 live, with the oldest stolen first. Lights come from a pool of 4. Nothing is spawned per particle, and everything drains to zero and idles when quiet. - **Flashes are part of the picture:** they are drawn by one post-process pass over the lit scene, before the UI, so your HUD stays on top and untinted. The pass is switched off whenever no flash is playing. A copy of the module left behind by a hot reload can never switch it back on. - **Never touches the editor:** the shake only moves the gameplay camera in play mode, never the editor's fly-camera. A peer drops plays sent by other peers until its own scene has arrived. ## Pieces (for advanced use) The `juice` module is the front door. The modules under it can be used directly: | module | what it holds | |---|---| | `juiceKit.shake` | Additive camera shake layers (noise, kick, rumble, quake) with distance falloff. | | `juiceKit.hitstop` | Owned, capped time-scale holds. | | `juiceKit.flash` | Full-screen flashes, vignettes and glows, drawn into the rendered picture by one post-process pass under the UI. | | `juiceKit.squash` | Squash-and-stretch springs that always return to the base scale. | | `juiceKit.vfx` | Pooled particle effects: 12 kinds in 4 looks. | | `juiceKit.net` | The `juiceKit.play` message channel. | | `juiceKit.presets` | The data: presets, looks, palettes and effect recipes. | | `juiceKit.util` | Small vector, quaternion and targeting helpers. | Components: **JuiceNet** (optional; listens from scene load and sets the starting look), **JuiceShakeApply** and **JuiceShakeRestore** (attached to the camera automatically). Assets: `juiceParticle.shader`, `juiceFlash.shader` and the `juiceSolid`, `juiceGlow` and `juiceSmoke` materials. ## Tests Run them the standard way, in edit mode: `tools.use("tests", "run", "juiceKit")` (the shell form is `zero tests run juiceKit`). The suite is named `juiceKit`, not `juiceKit.testSuite`. You can also run it directly with `asset.resolve("juiceKit.juiceKit", "testSuite"):run()`. 104 tests cover every public call. They pass on repeated runs, either way, with or without a player or a scene camera: - **Playing:** every target form, and exactly what a play reports. - **Listing:** every filter, the sort order, and the copies `list` and `get` hand out. - **Defining your own presets:** broken specs are refused, defaults are worked out, redefining replaces, and presets build on presets. - **Presets built on presets:** removing or redefining a base keeps its dependents playing the same thing, a chain survives losing its root and then its middle, and loops are refused with the old preset intact. - **Looks:** each look's material and shape, and a look given to one play. - **Intensity:** flash alpha, shake strength, particle count and hitstop length. - **Reduce motion:** no shake, gentler flashes. - **Stopping early:** `stopAll` mid-shake, mid-hitstop, mid-squash, mid-flash and mid-effect. - **Stopping one play:** `Juice.stop` and `Juice.isPlaying` by result, id and name. Tested per piece (one shake, hitstop, flash, squash or effect stopped while another keeps going) and on whole combos, and a stop sent to and received from another peer reaches only that play. - **Multiplayer routing:** another player's flash and hitstop never land on the caller, blasts are scaled by distance, and squash is left to the owner. ## Watch out for - **Play from code every peer runs, or from one peer with the default scope.** By default (`scope = "auto"`) `play` sends the world parts to everyone. If the same call already runs on every peer (for example, a reaction to a synced health value), pass `scope = "local"`, or each peer receives it once per sender. - **Shakes only move the camera in play mode.** In edit mode `Juice.play` still runs the effects, flashes and squashes, but it never touches the editor's fly-camera. - **The flash is a post-process pass.** It tints the scene camera's picture, under your UI. If you want a flash *over* the UI (a menu fade), use a UI screen instead. The pass also tints offscreen captures and render-to-texture cameras taken while a flash plays, and clamps highlights brighter than white for that moment. - **Heavy scenes slow down joiners.** Every entity a scene bakes in is replicated in play, and a joining peer receives them all as one snapshot before its gameplay starts. Keep static scenery light, or spawn it from code each peer runs, so new players get in quickly. - **Reduce motion is per peer.** It is a comfort setting for the player at this screen. Set it from that player's own options, not from shared state. - **Give every joiner a start view of your own.** A player prototype's camera rig is `OwnerOnly`, so a joiner whose player was spawned on another peer receives the body and no camera. The showroom's Gallery shows one way to handle it: it gives that player a local follow camera, and works out the starting heading from the spawn and the stage rather than from the body. - **Testing with the standard runner.** `tests.run` runs a suite in edit mode with no avatar, an empty scene and fallback lighting, and in edit mode the camera on screen is the editor's. The kit's "where am I" (`U.herePos`) falls back from the avatar to the gameplay camera, then to the camera on screen, then to the world origin, so the suite passes either way. The runner takes the suite's asset name: `juiceKit`, not `juiceKit.testSuite`. - **A second player needs a second client.** Two agent sessions in one engine (`play as <name>`) are one peer, so a real two-player check needs another desktop session or the web, ideally signed in to another account (see #14448). - **Small API traps.** `entity.exists` raises when given a live entity's name, so pass an id. `_G` is sealed. A local named after an engine namespace (`live`, `av`) hides that namespace. ## Known issues These are engine problems met while building the kit or the showroom, each with its engine issue number. The kit or the showroom works around each one where it can; they are listed so a creator who meets one knows what it is. - **No character is drawn on a joining player's screen** (#16913, #14448). In a two-session test, the player who joined saw neither their own character nor the other player's. Another player's avatar arrives with no visible body (#16913), and two sessions signed in to the same account are mishandled when the second one joins (#14448). The showroom still gives the joiner a working view and HUD, and every effect still plays for them. - **A joining player in a session with no window gets no view** (#19169). Run two-player checks with two windowed sessions. - **A one-shot particle burst `.effect` fails to build** (#19206). The kit draws its effects with its own pooled particles instead, so nothing in the kit depends on it. - **A test clean-up hook registered outside a group is dropped** (#12497). A top-level `Test.afterEach` never runs, so each `describe` in the kit's suite installs its own clean-up. - **A follow camera binding to a body whose look has not loaded starts in front of it** (#19313). The orbital follow camera takes its heading from the body's facing when it binds. A body that has not loaded yet reports the default facing, so the camera lands in front of the player looking away. The showroom sets the heading itself for the first moments after a player appears. - **Harmless `asset-unresolved` warnings** (#12937). The code checker reports them for `~.JuiceShakeApply`, `~.JuiceShakeRestore`, `~.juiceSolid`, `~.juiceGlow`, `~.juiceSmoke` and `~.juiceFlash`; they all resolve when running.
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# Trapline 1.3.0 Checkpoints, traps and lives for platformers, obstacle courses and runners, in any Zero world, multiplayer-safe. - **Touch a checkpoint** and it becomes where *you* come back. - **Fall off the map or get caught by a trap** and you lose a life and reappear at your last checkpoint. - **Run out of lives** and it's game over for you, with a Try Again button. Every player's progress is their own: when you die you go back to *your* checkpoint and lose *your* life, and nobody else's lives or checkpoint change. Every player sees the traps move in step. It is built on the kits it needs, not beside them. **SecondWind** does all damage, death and respawn and writes the kill feed ("Kai was killed by Spinning saw"), **Lifeline** places respawns, **juiceKit** plays checkpoint, death and respawn effects, and **barsKit** draws the heart and pip displays. Every part has **one setting, `look`**, that picks what it is. Change it, in the editor or with `TL.setLook`, and the part turns into another one. A world-wide `theme` switches every checkpoint and lives display left on `auto`. | part | looks | |---|---| | `Trapline.Checkpoint` (6) | `flag` cartoon, `campfire` fantasy, `beacon` sci-fi, `crystal` fantasy, `bell` pixel, `teleporter` sci-fi | | `Trapline.Hazard` (12) | `spikes` cartoon, `lava` fantasy, `saw` cartoon, `axe` fantasy, `crusher` sci-fi, `laser` sci-fi, `electric` sci-fi, `poison` fantasy, `rocks` cartoon, `flame` pixel, `pit` pixel, `water` cartoon | | `Trapline.KillZone` (3) | `invisible` minimal (a boundary you can't see), `abyss` fantasy (a visible void you'd fall into), `grid` sci-fi (a glowing out-of-bounds wall) | | `Trapline.LivesDisplay` (4) | `hearts` cartoon, `counter` cartoon, `tokens` pixel, `pips` sci-fi | The world this kit comes from opens on a showcase walk with every checkpoint, hazard, kill zone and lives display labelled, which you can play with friends. ## What's new in 1.3.0 - **Try Again is a clean run.** The deaths count (`deaths` in `TL.state`, on the `Trapline.Runner` and on the body's health) goes back to 0 on every Try Again, together with lives going back to full. GAME OVER's "Lives lost" shows that count, so it reads 3 after every run with 3 lives, however many runs you play. The separate `lostThisRun` count 1.2.0 added next to it is gone: read `deaths`. - **Every kit at its exact version.** Trapline now names the exact version of each of the five kits it is built on (see Dependencies), and installing Trapline brings those versions, the same ones this world runs. 1.2.0 could bring a newer juiceKit (1.2.2) than the 1.2.1 it was built and tested with. `require("Trapline.deps").check()` says what a world runs of each kit. - **More tests**: 65 in the package, including deaths going back to 0 over three runs and every kit's version. ## What was new in 1.2.0 - Installing is one call, with no order to follow. - Try Again sends you back to the start (or the checkpoint) with full lives and health whether or not you're dead. - `TL.runners()` lists real players only, never the player template (`TL.isTemplate(body)`). - `TL.view()` and `TL.views()` report who sees whom across machines. - The showcase's lives display pads read in full from the start. ## What was new in 1.1.0 - The kill feed names the hazard ("Kai was killed by Spikes"), and the hazard's own effect still plays on every screen. - Kill zones have looks (`invisible`, `abyss`, `grid`). - The first example shows four hazards and two checkpoints. - Each network event is heard once, and the host can check the trap clock with `TL.clockInfo().peers`. - The showcase signs read from both sides, and no long dashes anywhere. ## Install One call: `zeromind_install guid=57c0995a-9ba8-4e5a-a7ca-341e8706c7c1` (Trapline) That's all. Trapline brings the five kits it is built on with it, each at the exact version in Dependencies, under `/source/deps/`. Your scripts reach everything through `Trapline.api` and the `Trapline.*` components. To also call a kit from your own scripts (`require("SecondWind.api")`), install it at the same version in a call of its own, before or after Trapline, with `ref` set to its build in the table below: for example `zeromind_install guid=5da0a53c-5953-4adc-80fb-f5afb02f6568 ref=b4d09185914eb616f27f72be39922ca4dc37299a6cd22e4f294fd48b5c7a696f` (SecondWind 1.2.0). The copies under `/source/deps/` hold a few components Trapline doesn't use (Lifeline's projectile and HUD, the MatchFlow component, older copies of SecondWind's parts), which log `no root to resolve against` while the world loads. Trapline doesn't touch them, and play isn't affected. ## Dependencies Trapline is built and tested on exactly these versions, and an install of Trapline brings exactly these: | kit | ZeroMind id | version | build | what Trapline uses it for | |---|---|---|---|---| | SecondWind | `5da0a53c-5953-4adc-80fb-f5afb02f6568` | 1.2.0 | `b4d09185914eb616f27f72be39922ca4dc37299a6cd22e4f294fd48b5c7a696f` | all damage, death and respawn, and the kill feed | | Lifeline | `7b85ce05-3903-4374-b654-2d4ffea295a5` | 1.0.1 | `c8e3fae2509c6d43d83025965736044d08b22e7a3eceb38299b2f169648f860a` | health under SecondWind, spawn points and the respawn picker | | MatchFlow | `31cf13b4-df7d-4888-85e2-7947a7301614` | 1.0.0 | `4c6c52e78d35aa0d72807cf1ad132ade8166e5c3b2eb33436e4b93b1f1db3578` | SecondWind's rounds and countdowns | | juiceKit | `eed55f6d-afaf-4767-83c5-539ef91e0dc5` | 1.2.1 | `afe4c446348275f6b6df1610b1541ac189eadb2fe3480247f05af71db8ddc968` | checkpoint, death and respawn effects | | barsKit | `c154eb07-ce7c-48ca-8232-4ce1a8754214` | 1.2.0 | `868543f79d202c16670ae30034a2964fce64a68a4f2f171a385ea458f759c996` | the hearts and pips lives displays | SecondWind, Lifeline and MatchFlow are required. juiceKit and barsKit are optional: without juiceKit there are no effects, and without barsKit the `hearts` and `pips` displays draw Trapline's own hearts and pips. A newer version of a kit may work, but these are the versions Trapline is checked on. `require("Trapline.deps")` holds this table (`D.kits`), and `D.check()` says what your world runs of each kit and whether it is this exact version (`matches`). ## First example A scene made from the engine's `player` template (`scene.create("course", "player")`), like the one this example was checked in, builds its player in its `build.luau` with `local body = entity.spawn("body", { parent = prototype })`. Paste this at the end of `content()`, after the player setup: ```lua local TL = require("Trapline.api") local HAZARD = asset.resolve("Trapline.Hazard", "component") local CHECKPOINT = asset.resolve("Trapline.Checkpoint", "component") -- Lives and SecondWind health for every player who joins. TL.attach(body) -- Your lives in the top-left corner, and the game over screen. entity.spawn("Lives").component.add(asset.resolve("Trapline.LivesDisplay", "component"), { look = "hearts" }) -- A short run straight ahead of the spawn: four hazards and two checkpoints. entity.spawn("Spikes", { position = { 0, 0, 5 } }).component.add(HAZARD, { look = "spikes" }) entity.spawn("Flag", { position = { 3, 0, 8 } }).component.add(CHECKPOINT, { look = "flag", order = 1 }) entity.spawn("Saw", { position = { 0, 0, 11 } }).component.add(HAZARD, { look = "saw" }) entity.spawn("Lava", { position = { 0, 0, 16 } }).component.add(HAZARD, { look = "lava" }) entity.spawn("Campfire", { position = { 3, 0, 19 } }).component.add(CHECKPOINT, { look = "campfire", order = 2 }) entity.spawn("Laser", { position = { 0, 0, 22 } }).component.add(HAZARD, { look = "laser" }) ``` Press Play. Three hearts sit in the top-left corner. 1. Walk forward onto the spikes: you lose a heart, the kill feed says you were "killed by Spikes", and you come back where you started. 2. Touch the flag: it runs up its pole, and "CHECKPOINT!" shows. 3. Get caught by the saw, which runs back and forth across the path: you come back at the flag, not at the start. 4. Cross the lava (go round it, or lose a heart and come back at the flag) and touch the campfire: it lights, and it is your checkpoint now. 5. Time the laser grid: walk through while its beams are off. 6. Lose your third heart: GAME OVER, "Lives lost: 3". Press Try Again (or R / Enter) and you start a clean run: three hearts, and the deaths count back to 0. 7. Walk off the edge of the ground: falling below `Course.fallLimitY` (-25 m) costs a life too. To turn the spikes into an electric floor, change one word: `look = "electric"`. With no further setup: - 3 lives each; - back 1.5 s after a death, with 1.5 s of spawn protection; - checkpoints count forward only; - Try Again starts a clean run from the start: full lives and health and a deaths count of 0, whether you are out of lives or not. A `Trapline.Course` changes any of it (see Settings). Without `TL.attach`, a player who touches a hazard or checkpoint is given Trapline at runtime (`Course.autoSetup`). `TL.attach` in the build is still the better way, because it puts health on the body before anyone joins. ## Switching looks ```lua TL.setLook(spikes, "lava") -- any Hazard, Checkpoint or LivesDisplay; same as setting `look` TL.setTheme("pixel") -- every part whose look is "auto": bells, 1-UP tokens TL.find({ kind = "hazard", style = "scifi" }) -- crusher, laser, electric TL.find({ kind = "hazard", family = { "moving", "timed" } }) TL.catalog() -- everything, labelled, with descriptions ``` Every catalog entry carries: - `kind`: `checkpoint`, `hazard`, `killZone`, `livesDisplay`; - `family`: checkpoints `marker`/`light`/`pad`; hazards `static`/`moving`/`timed`/`fall`; displays `icons`/`counter`/`bar`; - `style`: `cartoon`, `fantasy`, `scifi`, `pixel` (the kill zone is `minimal`); - a `description`, plus `before`/`after` for checkpoints, and `damageType`, `size` and `cycle` for hazards. `TL.find` refuses an unknown key or kind by name, so a typo never just returns nothing. ## Settings ### `Trapline.Hazard` | field | default | what it does | |---|---|---| | `look` | `spikes` | What the hazard is (the 12 above). | | `sizeX/Y/Z` | 0 | Footprint in metres; 0 takes the look's own size. +Z is the front (the flamethrower blasts along +Z; the saw runs and the axe swings along X). | | `cycle` | -1 | Seconds per loop for moving and timed looks; -1 is the look's own, 0 is always on. Spikes pop up and down when `cycle` is above 0. | | `offset` | 0 | Seconds to shift it along its loop, to stagger a row of the same trap. | | `damage` | 0 | 0: touching it costs a life. Above 0: this much SecondWind damage per hit instead. | | `interval` | 1 | Seconds between hits when `damage` is above 0. | | `grace` | -1 | Seconds you can stay in before it gets you; -1 is 3 s of breath for `water`, 0 for everything else. | | `label` | none | Its name in the kill feed and the "-1 LIFE" message; empty uses the look's name. | | `active`, `playersOnly` | true, true | Switch it off; let it catch non-players with SecondWind health too. | Hits use the look's SecondWind damage type, so you see SecondWind's effects: fire from lava, sparks from saws, poison bubbles, electric arcs. Method: `hazard:isDeadly(body, t?)`. ### `Trapline.Checkpoint` | field | default | what it does | |---|---|---| | `look` | `auto` | One of the 6 looks, or `auto` to follow the theme. | | `order` | 0 | Its place along the course. With `forwardOnly`, touching one with a lower order than yours does nothing. Leave every order at 0 and the latest one touched counts. | | `label` | none | Its name in "CHECKPOINT!" and "Back at … in 1.5". | | `radius`, `height` | 1.5, 3 | How close counts as touching it. | | `restoreLives` | false | Refill lives when reached. | | `preview` | `before` | Which state to show while editing (`before` or `after`). | You come back just in front of it (its +Z side, facing the way it faces), or on it for the teleport pad. Each machine draws checkpoints as *its own* player has reached them. ### `Trapline.LivesDisplay` (one per scene, plain entity) `look` (`auto`, `hearts`, `counter`, `tokens`, `pips`), `anchor` (`topLeft`, `topCenter`, `topRight`, `bottomLeft`, `bottomRight`), `size`, `offsetY`, `showGameOver`, `showMessages` ("-1 LIFE", the respawn countdown, "CHECKPOINT!"), `showBreath` (bubbles under deep water), `visible`. ### `Trapline.KillZone` A box of `sizeX × sizeY × sizeZ` (default 40 × 4 × 40) centred on its entity. Anyone who enters it loses a life, whatever it looks like. Pick the look with `look`: | look | style | what you see | |---|---|---| | `invisible` (default) | minimal | Nothing in play; a see-through red box while editing (`showInEditor = false` hides that too). Put it under a level to catch falls. | | `abyss` | fantasy | A black shaft at the top of the box with drifting violet mist, rising motes and a glowing brink. Put it in a gap in the floor, with its top just under floor level, so players see the drop. | | `grid` | sci-fi | A glowing red holographic grid on every side, with a scan line sweeping up it: a visible out-of-bounds wall. | `label` names it in the kill feed; empty uses the look's own (`a fall`, `the abyss`, `the out-of-bounds field`). Also `active` and `playersOnly`. Falling below `Course.fallLimitY` costs a life with no zone at all. ```lua local gap = entity.spawn("Gap", { position = { 0, -2.3, 30 } }) gap.component.add(asset.resolve("Trapline.KillZone", "component"), { look = "abyss", sizeX = 8, sizeY = 4, sizeZ = 4 }) TL.setLook(gap, "grid") -- one setting turns it into a glowing wall ``` ### `Trapline.Course` (optional, one per scene, on a synced entity) | field | default | what it does | |---|---|---| | `lives` | 3 | Lives each player starts with and gets back after game over. | | `respawnDelay` | 1.5 | Seconds between losing a life and coming back. | | `fallLimitY` | -25 | Falling below this costs a life. | | `theme` | `mixed` | `mixed`, `cartoon`, `fantasy`, `scifi`, `pixel`: the look of every `auto` part. | | `forwardOnly` | true | Checkpoints only count going forward. | | `restartFrom` | `start` | Where Try Again (and `TL.restart`) puts you, dead or alive: `start` or `checkpoint`. | | `spawnProtection` | 1.5 | Seconds you can't be hurt after coming back. | | `autoSetup` | true | Give players Trapline at runtime when the world didn't call `TL.attach`. | | `feedback` | true | Play the juiceKit effects. | ```lua local course = entity.spawnSynced("Course") course.component.add(asset.resolve("Trapline.Course", "component"), { lives = 5, theme = "scifi" }) ``` ## `Trapline.api` `local TL = require("Trapline.api")`. A player argument takes a body entity, a component or an entity id. | call | what it does | |---|---| | `TL.attach(body, opts?)` | SecondWind health (if missing, set to come back only when Trapline says) and a `Trapline.Runner`. opts: `lives`, `health`, `team`, `displayName`. | | `TL.state(player)` | `{ lives, maxLives, checkpoint, checkpointLabel, checkpointOrder, gameOver, deaths, respawnIn, breath, dead, alive, name }`. `deaths` is the lives lost in this run: 0 at the start and again after every Try Again, and what GAME OVER shows. | | `TL.reach(player, checkpoint, opts?)` | Make it their checkpoint, as if touched. `opts.force` ignores forward-only. | | `TL.clearCheckpoint(player)` | Back to the start. | | `TL.hit(player, info?)` | A hazard hit: `{ label, type, damage, origin, knockback, by, force }`. No damage means it costs a life. | | `TL.loseLife(player, cause?)` | Take a life now, even through spawn protection. | | `TL.setLives(player, n, max?)`, `TL.addLife(player, n?)` | Change lives (an extra life, a 1-UP). | | `TL.restart(player)` | Try Again, a clean run: full lives and health, `deaths` back to 0, and back to the start (or the checkpoint, with `restartFrom = "checkpoint"`), whether the player is dead or still alive. | | `TL.returnToCheckpoint(player)` | Put a living player back at their checkpoint without costing a life. | | `TL.respawnPoint(checkpoint)` | `{ position, rotation }` where players come back. | | `TL.hasReached(player, checkpoint)` | On the player's own machine. | | `TL.on(event, fn)` | `checkpoint`, `lifeLost`, `respawned`, `gameOver`, `restarted`, `livesChanged`, or `"*"`. They fire on every machine. Returns a connection with `:Disconnect()`. | | `TL.setLook(part, look)`, `TL.setTheme(theme)`, `TL.resolveLook(kind, look)` | Switch looks. | | `TL.catalog()`, `TL.find(query)`, `TL.looks(kind)` | Browse what the kit offers. | | `TL.now()`, `TL.clockInfo()` | The shared clock traps run on, and how this machine is synced to it. | | `TL.view()`, `TL.views()` | What this machine sees (every real player's body: owner, lives, checkpoint, whether it is drawn here), and what each other machine last said it sees, by peer id. | | `TL.runner(player)`, `TL.runners()`, `TL.checkpoints()`, `TL.course()`, `TL.rules()`, `TL.localPlayer()` | Lookups. `TL.runners()` lists real players only, never the player template. | | `TL.isTemplate(body)` | Is this the body inside a `PlayerPrototype` (the template each joining player is copied from), not a real player? | | `TL.capsuleBox`, `TL.capsuleSphere`, `TL.capsuleDisc` | Shape tests, for your own hazard looks. | Modules: `Trapline.catalog` (the data), `Trapline.hazards` with `hazardsGround` and `hazardsMotion` (each look's build, animate and danger), `Trapline.checkpoints`, `Trapline.killZones`, `Trapline.displays` (`D.render(look, info)` for your own UI), `Trapline.parts` (shape helpers). ### Your own hazard look Add an entry to a hazards module: `{ build(root, cfg) -> h, animate(h, cfg, t, dt), danger(cfg, t, cap) -> boolean }`. `t` is the shared clock, so make `animate` and `danger` depend only on `t`. Then every player sees the same thing, and the danger matches what they see. The contract is written at the top of `Trapline.hazards`. ## Multiplayer - **Progress is per player.** Lives and checkpoint live in a `Trapline.Runner` on each player's own body, which only that player's machine changes. The fields are synced, so everyone can read everyone's lives. - **Each machine tests only its own player** against hazards, kill zones and checkpoints. A hit goes through SecondWind on that machine, so a death, its effects and the kill feed reach everyone through SecondWind. The hit that takes a life goes in as SecondWind's `environment` type with the hazard's name, because that is the type SecondWind's feed names a cause for ("Kai was killed by Lava"); every machine then draws the hazard's own effect (flames, sparks, bubbles) from the `lifeLost` event, whose `damageType` carries the hazard's real type. - **One respawn per player.** Trapline gives Lifeline a respawn picker (`Lifeline.setSpawnPicker`). When SecondWind brings a body back, Lifeline asks Trapline where to put it, and the answer is that player's own checkpoint. If your world sets its own picker, set it after Trapline loads and fall back to `TL.respawnPoint`. - **Traps move in step.** Moving and timed hazards run on `TL.now()`, the host's clock. Each machine asks the host for the time (`trapline:ping`/`trapline:pong`) and keeps the answer with the shortest round trip. A hazard's pose and its danger depend only on that time, so every machine shows the same blade in the same place, and the danger matches what each player sees. - **Events** go to every machine on `trapline:evt`. Each carries an id, and a machine hands each id to its listeners once, so an event that arrives twice (a hot reload while playing leaves an extra network listener behind) is still heard once. - **Clock check:** on the host, `TL.clockInfo().peers[peerId].error` says how far each other machine's trap clock is from the host's, in seconds. - **Who sees whom:** every 3 s in play, each machine sends what it sees on `trapline:view`: every real player's body, its owner, its lives and checkpoint as that machine reads them, and whether it is drawn there. `TL.views()` on any machine lists the other machines' reports by peer id, and `TL.view()` is this machine's own, so one machine can check that everyone sees everyone and agrees on their progress. - **Players' lives are their own business.** As with SecondWind, a modified client could lie about its own lives. Trapline doesn't try to stop that. ## Tests `tools.use("tests", "run", { suite = "trapline" })` runs 65 tests. They cover: - every catalog label and filter; - that every hazard look builds, animates, is deadly where it looks deadly and safe elsewhere; - that timed hazards switch on and off, and that a pose depends only on the shared time; - that every checkpoint looks clearly different before and after; - that every lives display draws; - the shared clock's maths, and the host's per-machine clock report; - that every event is delivered once however many times it arrives; - checkpoints, forward-only and per-player checkpoints; - life lost, respawn, game over and Try Again (dead or alive, from the start or the checkpoint, with full lives and health), the deaths count going back to 0 on every Try Again over three runs, and that one player's death leaves another's lives alone; - switching looks and themes; - the kill feed naming the hazard, and a hurting hazard keeping its own damage type until the hit that kills; - `TL.returnToCheckpoint` (with and without a checkpoint), `TL.runners` (and that it leaves player templates out), `TL.view` and `TL.views` (what each machine sees, bad and stale reports dropped), `TL.checkpoints` (in course order) and `TL.localPlayer`; - every kill zone look, and switching kill zones with one setting; - the five kits: each named with its id, version and build here and in `Trapline.deps`, and this world running exactly those versions; - this README's first example (at least three hazards, every name it uses), the version, an issue number on every platform limit, and no long dashes anywhere in the package. They drive temporary dummies by hand, far from the scene. Two-player play was checked live for 1.2.0, with the world playing on two computers (another computer hosting, the native editor joining), using `TL.view()` and `TL.views()` to read what each machine saw: - each machine drew both players' bodies, and both agreed on who owned which; - the editor's player lost a life and touched the Flag: 2 lives, Flag, on both machines, while the other player stayed at 3 lives with no checkpoint on both; - the other player was then hit from the editor through SecondWind: their own machine took the life (3 to 2, back at the start, "was killed by" in the kill feed), and the editor's player stayed at 2 lives and the Flag. ## Known limits - **The pit doesn't cut a hole in your floor.** It draws a deep shaft and takes a life when you step into it. To make players really fall, leave a gap in the floor under it, or use a `KillZone`. - **Deep water is wading, not swimming.** Trapline doesn't add swimming: under water you walk on the bottom while your breath runs out over `grace` seconds, with bubbles on screen. - **Hazards don't block movement.** They have no colliders: a crusher won't stop you walking under it, it just takes a life if it lands on you.
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