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

venue.sceneModule

The Banana Split** is a cartoon burlesque club ("LIVE PEEL SHOW") on the right-hand side of the Peel Kabuki street, in the gap `game.city.district` leaves at x 9..29, z 69..83. Everything is placed from `game.club.layout`.

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

game.club.venue

The Banana Split is a cartoon burlesque club ("LIVE PEEL SHOW") on the right-hand side of the Peel Kabuki street, in the gap game.city.district leaves at x 9..29, z 69..83. Everything is placed from game.club.layout.

This module adds:

  • Outside: the facade with its door, the big neon "The Banana Split" sign, a two-sided blade sign with the neon banana lady, and a bulb-lit marquee. In front of the door there is a red carpet and rope stanchions.
  • Inside: a lacquer-and-velvet room with a pink neon cove, and a stage with a curtain, an elliptical apron, a runway and a round tip platform. There are three brass poles, a bar with a mirror and shelves of bottles, a banquette with tables and tub chairs, lighting trusses, a mirror ball and three ceiling spotlights.
  • Colliders for the shell, the stage, the bar and the furniture, plus a reflection probe.

Static geometry is batched per material, and each batch is written as one mesh (the district pattern). The dancers and the moving parts live under life with unique club_* names. The game.club.ClubShow component on the club root drives them.

The scene must already hold the district. Place this module once with a SceneModule (scenes/main.scene/build.luau puts it under mount_city). Its only input is seed, which sets the bottle colours on the bar.

Interface

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

conforms to

zero/source-extract/v2

game.club.venue — The Banana Split: a cartoon burlesque club ("LIVE PEEL SHOW") in the gap the district leaves in the right-hand block of the Peel Kabuki street (x 9..29, z 69..83; see game.club.layout). OWNED BY THE CLUB SLICE. Placed once by scenes/main.scene/build.luau under `mount_city`, beside the district. Static geometry is batched per material key and written as one mesh per key, the same way game.city.district does it. What moves (the dancers, the mirror ball, the stage spots) is spawned under `life` with unique `club_*` names and driven by the game.club.ClubShow component on the club root.

BoxColliderLightSpotLightModelReflectionProbeClubShow

rgba(c: { number }, k: number?) → void

argtypedescription
c{ number }
knumber?

grey(v: number) → void

argtypedescription
vnumber

pbr(props: any, textures: any?, render: any?) → any

argtypedescription
propsany
texturesany?
renderany?

T(n: string) → string return

argtypedescription
nstring

newGeo( ) → any return

small geometry helpers

vtx(g: any, p: { number }, n: { number }, u: number, v: number) → number

argtypedescription
gany
p{ number }
n{ number }
unumber
vnumber

norm3(v: { number }) → void

argtypedescription
v{ number }

quad(g: any, a: { number }, b: { number }, c: { number }, d: { number }, na: { number }, nb: { number }?, nc: { number }?, nd: { number }?, uv: { number }?) → void

A quad a,b,c,d (in ring order) with per-corner normals; wound so its front faces the normals whichever way the corners were listed.

argtypedescription
gany
a{ number }
b{ number }
c{ number }
d{ number }
na{ number }
nb{ number }?
nc{ number }?
nd{ number }?
uv{ number }?

puck(x: number, z: number, y0: number, y1: number, r: number, cols: number?) → any

Closed puck (a cushion, a table top): a lathe with caps, soft edges.

argtypedescription
xnumber
znumber
y0number
y1number
rnumber
colsnumber?

ellipsePlatform(cx: number, cz: number, rx: number, rz: number, a0: number, a1: number, n: number, y0: number, y1: number) → void

A platform whose plan is an elliptical arc (angles a0..a1 about cx,cz), walls standing from y0 to y1. Returns top, wall, led band and gold trim.

argtypedescription
cxnumber
cznumber
rxnumber
rznumber
a0number
a1number
nnumber
y0number
y1number

at(a: number, off: number, y: number) → void

argtypedescription
anumber
offnumber
ynumber

nrm(a: number) → void

argtypedescription
anumber

pleats(xb: number, s: number, z0: number, z1: number, y0: number, y1: number, depth: number, period: number) → any

A pleated curtain on the plane x = xb, facing `s` (+1 = +x, -1 = -x), from z0 to z1 and y0 to y1, folds `depth` deep every `period` metres.

argtypedescription
xbnumber
snumber
z0number
z1number
y0number
y1number
depthnumber
periodnumber

arcWall(cx: number, cz: number, r0: number, r1: number, y0: number, y1: number, aMid: number, span: number, n: number) → any

Wall of a tub chair: an arc of ring between radii r0..r1 around `aMid`.

argtypedescription
cxnumber
cznumber
r0number
r1number
y0number
y1number
aMidnumber
spannumber
nnumber

P(r: number, c: number, s: number, y: number) → void

argtypedescription
rnumber
cnumber
snumber
ynumber

facetBall(r: number, rows: number, cols: number) → any

Faceted mirror ball, flat facet normals.

argtypedescription
rnumber
rowsnumber
colsnumber

P(p: number, t: number) → void

argtypedescription
pnumber
tnumber

bottle(x: number, y: number, z: number, h: number) → any

A bottle standing at its base.

argtypedescription
xnumber
ynumber
znumber
hnumber

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

argtypedescription
anumber
bnumber

getMat(key: string) → any

argtypedescription
keystring

add(key: string, g: any) → void

argtypedescription
keystring
gany

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

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

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

argtypedescription
x0number
y0number
z0number
x1number
y1number
z1number

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

argtypedescription
namestring
xnumber
ynumber
znumber
c{ number }
intensitynumber
radiusnumber

spans(w: any, ya: number) → void

argtypedescription
wany
yanumber

band(w: any, ya: number, yb: number, key: string, tu: number, tv: number) → void

argtypedescription
wany
yanumber
ybnumber
keystring
tunumber
tvnumber

ledge(w: any, ya: number, yb: number, d0: number, d1: number, key: string) → void

argtypedescription
wany
yanumber
ybnumber
d0number
d1number
keystring

table_(x: number, z: number) → void

argtypedescription
xnumber
znumber

tubChair(x: number, z: number, faceX: number, faceZ: number) → void

argtypedescription
xnumber
znumber
faceXnumber
faceZnumber
⌬ Metadata
description

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backing path · game/club/venue.sceneModule

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