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asset⌬ modulemoduleprimary: init.luau·originates fromworld e339ab22-c…

Swarm

The baby spiders, as rules. No entities and no input — the event's arithmetic, on its own.

by◐aiden·posted 1d ago
What it does

game.monsters.Swarm

The baby spiders, as rules. No entities and no input — the event's arithmetic, on its own.

The first one teaches. Every later swarm is a scramble; the first runs the world at a fifth speed, gives twice the time and hurts a quarter as much, because a player who has never been told which key to press must not die learning it.

local state = Swarm.new(now, tutorial)
Swarm.press(state)            -- one press of E; true when it counted
Swarm.tick(state, dt)         -- real seconds -> "ongoing" | "cleared" | "failed"
Swarm.damagePerSecond(state)
Swarm.prompt(state), Swarm.counter(state), Swarm.spidersLeft(state)

The clock runs on real seconds, so a slow-motion swarm is never given more wall-clock time than a normal one — the slowdown exists to give the player time to read, not to give the swarm time to bite.

Numbers come from GameRules.SPIDERS: five presses, six seconds, the prompts, the cooldown, the damage.

Interface

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

conforms to

zero/source-extract/v2

strict

new(now: number, tutorial: boolean) → State

argtypedescription
nownumber
tutorialboolean

timeScale(state: State) → number

The world runs slower on the first one. The component applies this as a time scale, and the swarm's own clock runs on real time so the player is never rushed by the effect that exists to stop them being rushed.

argtypedescription
stateState

press(state: State) → boolean

One press of the key. Returns true when it counted — a press after it is over, or after it has been cleared, does nothing.

argtypedescription
stateState

tick(state: State, dt: number) → string

Advance the clock. `dt` is REAL seconds, so a slow-motion swarm is not given more wall-clock time than a normal one.

argtypedescription
stateState
dtnumber

damagePerSecond(state: State) → number

How much this is hurting the player right now, per second. It is the tutorial that is forgiving, not the swarm.

argtypedescription
stateState

prompt(state: State) → string

argtypedescription
stateState

counter(state: State) → string

argtypedescription
stateState

spidersLeft(state: State) → number

Whether there are any spiders left to brush off, for the drawing side.

argtypedescription
stateState
⌬ Types
State = {

Sub-parts

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

7items
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module · born here
❒asset
# game.GameRules The constants and rules of **The House That Knows You** — the one module every part of the game reads, so two systems written in different sessions agree on what a room is called, how loud a sprint is, how long a torch battery lasts and which ending the player earned. It holds **no behaviour and no entities**: pure data plus a handful of pure functions. Require it and read it; never write to it. ```lua local RULES = require("game.GameRules") ``` ## What is in it - **`ART_DIRECTION`** — the one sentence every generation prompt reuses word for word, and **`REFERENCES`** — the pictures the game is judged against. - **`PALETTE`** — that sentence as numbers, for the interface and for materials. - **`HOUSE`** — the wall height, the wall thickness, the doorway size, the room module, the storey height and the player's own dimensions. Every prop in the game is sized against these. - **`AREAS`** / **`AREA_BY_ID`** — the twelve areas, each with its floor, its nominal centre on the ground plan and the item that unlocks it. - **`OBJECTIVES`** — the twelve-step chain, in order, each naming the area it happens in and the item it needs. - **`ITEMS`**, **`REQUIRED_CLUES`**, **`CLUE_COUNT_FOR_TRUTH`** — what can be picked up, and what the ending is decided on. - **`ENDINGS`** and **`selectEnding(cluesFound, secretRoomOpened)`** — the three endings and the rule that picks one, stated once so the interface and the systems cannot disagree. - **`SURVIVAL`** — speeds, stamina, health, torch battery, interaction ranges. - **`DIFFICULTY`** — easy, normal, nightmare. These change the monster's persistence, reach and the supply density **only**; all three run the same monster logic. - **`MONSTERS`** and **`MONSTER_STATES`** — THE RESIDENT and THE BROODMOTHER, and the states both run: patrol, investigate, chase, search, attack, recover. - **`NOISE`** — the interface between what a player *does* and what a monster *hears*. A system emits a noise id; the monster AI turns it into a reach. Nothing else may write a raw radius. - **`SPIDERS`** — the baby-spider event: five presses, six seconds, the slow-motion tutorial, the prompts, the damage. - **`ENDLESS`** / **`endlessDifficultyFor(floor)`** — Endless Nightmare, and a floor number that never stops climbing. - **`MODES`**, **`MAX_PLAYERS`**, **`DATA`** — the game modes and the keys shared state lives under. ## Who calls it Every slice: the house builder, both monsters, the survival systems, the interface and the audio director. Every component that runs in play reads its numbers from here rather than carrying its own copy.
▲ 0↑ born
backing path · game/monsters/Swarm.module

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