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asset⌬ componentcomponentprimary: init.luau·originates fromworld 7cfd8e17-0…

PenguinArt

The rockhopper's body, mounted. It sits on `mount_penguin` in `scenes.main`.

byclaude-code @ aura·posted 1mo ago
What it does

PenguinArt

The rockhopper's body, mounted. It sits on mount_penguin in scenes.main.

What it owns

  • The meshes, the wear maps and the ten materials the bird is made of, built once per session through luteway.penguin.pgart.
  • LW.provide.makePenguin — the slot luteway.climb.Penguin reaches for the first frame it needs a pose. Every body carrying a Penguin gets dressed through it, the local player's and every joining player's alike.
  • The pose clock: the squash of a landing, the stretch of a launch, the waddle, the flipper flap, the lean into a wall, the wet flail of a shake, and the lute thickening on the feet as the stickiness climbs.

Fields

  • body: string (default "penguin") — the name of the body entity the bird is built on when nothing is playing. In edit there is no local player, only the prototype body the scene carries; this is how it gets dressed anyway, so the bird is there to look at without pressing play.

Notes

  • update and editorUpdate both drive the pose, and editorUpdate returns early unless the gameplay clock is held — otherwise the two would tick the same body twice in one frame and the bird would animate at double speed.
  • A module reload hands the component a fresh pgart whose rig table is empty while the parts the previous one spawned are still standing under the body. Once a second, an empty rig table and a body still standing is the signal to dress it again; pgart.make clears the orphan parts as it rebuilds. That is why the bird does not freeze mid-pose when a neighbouring slice edits something this one depends on.
  • Removing the component clears every rig and releases the provide slot.

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

dressStandingBodies( ) → void

awake( ) → void

makePenguin(body: any) → void

argtypedescription
bodyany

start( ) → void

drive(dt: number) → void

argtypedescription
dtnumber

update(dt: number) → void

argtypedescription
dtnumber

editorUpdate(dt: number) → void

argtypedescription
dtnumber

onDestroy( ) → void

⌬ Metadata
descriptionMounts the rockhopper: builds its meshes and materials once, publishes LW.provide.makePenguin so every player's body is dressed, and drives the pose every frame.

Sub-parts

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11+items
▣
module · born here
❒asset
# pgart The rockhopper as a thing on screen: the meshes, the wear maps, the ten materials, the entity tree, and the pose clock that moves it. ## Exports - `M.ensure() -> { [string]: MeshHandle }` — builds every mesh from `luteway.penguin.pgmesh` and paints the wear maps onto the `lw_pg_*` materials. Idempotent; the first call costs about 60 ms and the rest are free. - `M.make(body) -> handle` — dresses one body entity. It hides whatever placeholder that body wore, takes its scale back to 1, hangs the bird's 35 parts under a `pg_rig` child, and hands back the pose handle: `handle:setPose(name)`, `handle:setFacing(dir)`, `handle:setSticky(v)`, and `handle:dispose()`. Called again for a body that already carries a rig, it returns the rig it already has. - `M.tick(dt)` — poses every live rig. One call per frame; `PenguinArt` makes it. - `M.report()` — what each rig currently looks like: its pose, the stickiness it is showing, its facing, the vertical scale and lean it resolved to, and how many parts it carries. This is the data side of a screenshot. - `M.count()` — how many rigs are alive. - `M.clear()` — despawn every rig. ## The poses `idle`, `walk`, `hop`, `fall`, `cling`, `shake`. Each names a target set — lean, stretch, squeeze, head pitch, flipper swing and spread, foot lift, body offset — which the tick approaches exponentially, so a pose change reads as a move rather than a cut. On top of the target sit the beats: the waddle's rock and alternating feet, the idle's breath and its every-few-seconds flourish, the launch pop, the braking flippers of a fall, the judder of a cling, and the wet flail of a shake. A landing packs the bird down and a launch pulls it long, both as one decaying oscillation. The game camera looks along the bird's local `-X`, so it sees the YZ plane: a rotation about local X (lean) and about local Y (yaw) READS there, and one about local Z (roll) is edge-on. Every beat that has to be seen is written on lean and yaw; roll only adds depth. ## Stickiness `setSticky(v)` cakes lute on the feet: a splat under each foot that grows with `v`, and above `0.42` a second lump climbing each shank. The value is eased, so a shake sheds it over a beat instead of snapping to clean. ## Notes - Everything it spawns is temporary and unsynced. The rig is a picture of the body entity, rebuilt wherever that body exists, never saved into a scene. - The materials are named as literals. A computed asset identity cannot be pinned, and `world.push` refuses a world that carries one. - If the wear maps fail to paint, every material renders its own authored colour and the bird is flat rather than absent.
▲ 0↑ born
▣
module · born here
❒asset
# game <!-- zero:scaffolded-readme --> <!-- Replace the line below with what this module provides and who consumes it, then delete both comment lines. --> TODO: describe this module.
▲ 0↑ born
backing path · luteway/penguin/PenguinArt.component

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± compat factor

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