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asset⌬ modulemoduleprimary: init.luau·originates fromworld e8e8ad10-5…

game

The match driver. The scene entrypoint calls exactly two things here — `Game.boot()` and `Game.teardown()` — and everything else is the arcade shape around the fight: which phase the game is in, who the next opponent is, what difficulty they fight at, and what a finished match me…

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

emberline.game

The match driver. The scene entrypoint calls exactly two things here — Game.boot() and Game.teardown() — and everything else is the arcade shape around the fight: which phase the game is in, who the next opponent is, what difficulty they fight at, and what a finished match means.

attract → title → select → prefight → fight → roundover
                               ↑                  ↓
                               └── matchover → next rung, or ending

Game.startMatch(opts) binds a fighter, an opponent, a stage and a difficulty and hands off to Bus.services.fight. Game.nextMatch() walks the ladder; after Rules.LADDER_LENGTH rungs it goes to the ending instead.

The staging and ui slices own what attract, title and select look like; this file owns when they happen and what the answer means. Both are optional: with neither present the game drops straight into a fight, which is the state you want while the fight itself is being built.

The ladder only advances on a ui.confirm event (next / retry / continue / start / select). Nothing else moves it.

The fight is reached through the bus rather than through a captured module reference, so saving emberline.fight mid-session replaces the module without leaving this file driving the instance that got replaced.

Interface

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

conforms to

zero/source-extract/v2

emberline.game — the match driver. The scene entrypoint calls exactly two things here, `Game.boot` and `Game.teardown`. Everything else is the arcade shape around the fight: which phase the game is in, who the next opponent is, what difficulty they fight at, and what happens when a match ends. The fight itself is emberline.fight. This file never touches a hitbox. Phase flow (Rules.PHASES): attract → title → select → prefight → fight → roundover ↑ ↓

ladderOpponent(index: number) → string

The ladder: three rivals then the Warden, difficulty rising as you go.

argtypedescription
indexnumber

difficultyFor(index: number) → number

argtypedescription
indexnumber

setPhase(phase: string) → void

argtypedescription
phasestring

clearPlaceholders( ) → void

The plan phase blocked in two coloured slabs so the fight plane was visible before any slice landed. The fight replaces them. Idempotent by NAME so a hot reload cannot leave a second pair standing.

startMatch(opts: any?) → void

argtypedescription
optsany?

nextMatch( ) → void

retryMatch( ) → void

wire( ) → void

boot( ) → boolean

teardown( ) → void

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module · born here
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# bus <!-- 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.
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# emberline.fight The fight itself, on a fixed 60 Hz step. `Bus.services.fight` is registered from this module: `start(opts)`, `stop()`, `update(dt)`, `isRunning()`, `session()`, `phase()`, `forceRoundEnd(side)`. ## What one step does 1. Sample both controllers (`emberline.input`) — facing-relative, so "back" is always away from the opponent. 2. Run each fighter's state machine over the names in `Rules.STATES`. 3. Push the bodies apart, then hold both inside the frame the camera can show. 4. Resolve every live hitbox against the other fighter's hurtbox. 5. Step projectiles. 6. Advance the round clock, and end the round on a KO or on time. Visuals are applied once per rendered frame, not once per fixed step: the fighter's state picks a clip name, the clip index from the sheet picks a frame, and `setActiveFrame` is only called when the frame actually changes. ## The rules that make it a fighting game - **A block is a direction.** Holding away blocks; the stance decides what it stops (`Rules.BLOCK_TABLE`). A crouching block eats an overhead and a standing block eats a low. - **A throw is unblockable** and loses to a jump or to anything that is not standing still blocking. - **`onBlock` is enforced.** Blockstun is set so the defender leaves stun exactly `onBlock` frames relative to the attacker leaving recovery, so a blocked heavy really is punishable and a blocked light really is not. - **Hitstop freezes both fighters** on connect, and input keeps buffering through it, which is what makes a cancel land on the frame you pressed it. - **Damage scales down a combo** through `Rules.COMBO_SCALING`. - **`pushback` and `jumpArc` are distances**, not per-frame speeds. ## Where the numbers come from `Bus.registry.fighters[id]` (the roster) and `Bus.registry.art[id]` (the sheets) win wherever they exist. `emberline.fight.defaults` answers where they do not, with a complete `FighterDef` for every slot in `Rules.MOVE_SLOTS` and a full sheet covering every name in `Rules.CLIPS`, so the fight is playable on its own. ## Events Emits `fight.roundStart` `fight.roundEnd` `fight.matchEnd` `fight.hit` `fight.block` `fight.throwLand` `fight.superStart` `fight.ko` `fight.jump` `fight.land` `fight.dash` `fight.stateChanged` `fight.meterFull`, with the payload shapes documented in `emberline.bus`.
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# rules <!-- 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.
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# emberline.fight.defaults What the fight falls back to when a registry has not been filled yet. - `Defaults.fighterDef(id)` — a complete `Rules.FighterDef`: every slot in `Rules.MOVE_SLOTS` with real startup / active / recovery, hit levels, `onBlock` advantage, hitboxes scaled by the archetype's reach, pushback distances, armour and invulnerability windows. Four archetypes: MAG, KITE, BELL, THE WARDEN. - `Defaults.art(id)` — a complete sheet: every name in `Rules.CLIPS`, drawn as a posed figure through `emberline.pixelkit`. One `drawPose` and a pose library, tweened into clips, with a per-fighter palette. Anything the roster slice puts in `Bus.registry.fighters` and anything the art slices put in `Bus.registry.art` wins. Nothing here overrides a slice — it only fills the holes, and it fills them into a copy, so a registry entry is left exactly as its author wrote it. This exists so the fight is playable and judgeable on its own, and so a roster that is mid-save cannot take the fight down with a nil move.
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backing path · emberline/game.module

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