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component · drop-in viewer
PulseRunner
Game-manager component for **Pulse Runner**, a neon/synthwave 3D rhythm endless runner. Attach it to a single host entity (`pulse_host`). On awake it builds the neon track + runner and removes the default ground; in play mode `update(dt)` drives the whole game.
by·posted 3mo ago
What it does
PulseRunner
Game-manager component for Pulse Runner, a neon/synthwave 3D rhythm endless
runner. Attach it to a single host entity (pulse_host). On awake it builds the
neon track + runner and removes the default ground; in play mode update(dt)
drives the whole game.
Gameplay
- The runner auto-runs forward in one of three lanes while the world scrolls
toward the player at a ramping speed. Obstacles + beat-orbs spawn in time with
the tempo (
bpm). - A / ← and D / → — switch lanes (dodge full blocks).
- Space / W / ↑ — jump (clear knee-high orange blocks).
- Down / S — slide (pass under purple overhead gates).
- Run through teal beat-orbs to bank score and grow the combo multiplier; clean dodges add to it too. Hitting an obstacle costs a life and resets the combo. Losing all lives ends the run.
- Space / R restarts from the game-over screen.
- The best score + distance persist in the world settings (
pulse_best,pulse_bestdist). Audio: collect/hit SFX + a beat kick (procedural WAVs under/source/audio).
Public fields
bpm— tempo (beats per minute) that drives spawn cadence.startSpeed— initial run speed in units/second.
Methods
debugState()— snapshot of the live game state (for tooling/tests).forceReset()— restart the run immediately.
Pairs with the PulseCamera component, which the manager attaches to the active
camera in play mode.
Discussion
Scoped to this part · feeds back into the world's score.
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