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

Cliff

The Luteway itself, and the dawn over it. It publishes the authored route (`LW.provide.level`), stands that route up as rock, and paints the morning.

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

luteway.cliff.Cliff

The Luteway itself, and the dawn over it. It publishes the authored route (LW.provide.level), stands that route up as rock, and paints the morning.

LW.state.dawn.t becomes the sky's colour, the colour and direction of the light, and a band of first light creeping down the cliff face (LW.state.dawn.lightY). The sea stands at LW.state.tide.y and rises with it.

Everything it spawns is temporary and rebuilt on every load, so none of it is written into the scene file. The route's SHAPE lives in luteway.cliff.level; the rock it is carved from lives in luteway.cliff.geo.

Depth without perspective

The camera is orthographic, so depth cannot be read off convergence and the procedural sky arrives as one flat colour — every view ray is parallel. Both are answered the same way, by painting:

  • Five layers drift with the camera by different fractions (backdrop, sky, far, mid, play, fore), and the far ones barely move.
  • The sky is a card, two graded bands and a disc that climbs out of the sea.
  • The terminator between night and first light is two wavy sheets of shadow and three stacked bands of glow.

Fields

FieldWhat it does
dawnFrom / dawnToThe sky hour at each end of the run.
seaZHow far in front of the play plane the sea stands, so a drowning penguin goes under it.
dawnPreviewHold the morning at a point (0 = before sunrise, 1 = full first light) to look at it. Negative lets the run's own clock drive it.

Interface

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

conforms to

zero/source-extract/v2

Cliff — the Luteway itself, and the dawn over it. Owned by the CLIFF slice. It publishes the authored route (`LW.provide.level`), stands that route up as rock, and paints the morning: `LW.state.dawn.t` becomes the sky's hour, the colour of the light, and a band of first light creeping down the cliff face (`LW.state.dawn.lightY`). It sits on `mount_cliff`. Everything it spawns is temporary and rebuilt on every load, so none of it is written into the scene file. The route's SHAPE lives in `luteway.cliff.level`; the rock it is carved from lives in `luteway.cliff.geo`; this component is what the two of them LOOK like. The frame is 2.5D and the camera is orthographic, so depth cannot be read off convergence. It is read off PARALLAX instead: five layers drift with the camera by different fractions, and the far ones barely move.

ModelLight

mix(a: RGB, b: RGB, t: number) → RGB

argtypedescription
aRGB
bRGB
tnumber

cliff_rock( ) → void

cliff_rockFar( ) → void

cliff_lute( ) → void

cliff_seam( ) → void

cliff_rime( ) → void

cliff_hazeWall( ) → void

cliff_ledgeShadow( ) → void

cliff_ice( ) → void

cliff_frost( ) → void

cliff_rookery( ) → void

cliff_sea( ) → void

cliff_seaDeep( ) → void

cliff_foam( ) → void

cliff_light( ) → void

cliff_lightSoft( ) → void

cliff_lightFaint( ) → void

cliff_shade( ) → void

cliff_shadeSoft( ) → void

cliff_far( ) → void

cliff_sky( ) → void

cliff_skyGlow( ) → void

cliff_skyHot( ) → void

cliff_sunDisc( ) → void

cliff_far2( ) → void

cliff_fore( ) → void

cliff_mist( ) → void

cliff_nest( ) → void

cliff_bird( ) → void

cliff_birdBelly( ) → void

cliff_crestFeather( ) → void

material(name: string) → any

A miss is never cached: a material written moments ago registers a frame or two later, and a slice that remembered the miss would wear the default grey for the rest of the session.

argtypedescription
namestring

mesh(key: string, make: () → void

argtypedescription
keystring
make(

layer(name: string) → any

Spawning

argtypedescription
namestring

clear( ) → void

buildRock(lv: LW.Level) → void

The build

argtypedescription
lvLW.Level

buildLedges(lv: LW.Level) → void

argtypedescription
lvLW.Level

buildSeams(lv: LW.Level) → void

argtypedescription
lvLW.Level

buildRookery(lv: LW.Level) → void

argtypedescription
lvLW.Level

buildSea(lv: LW.Level) → void

argtypedescription
lvLW.Level

buildDawnBand(lv: LW.Level) → void

argtypedescription
lvLW.Level

buildSkyCard( ) → void

An orthographic camera casts PARALLEL rays, so every pixel of the sky samples the same direction and the procedural sky arrives as one flat colour — no gradient, no sun, however the hour is set. The morning in the frame is therefore painted: a ground colour, two graded bands over it, and a disc that climbs out of the sea as the light comes.

buildDistance(lv: LW.Level) → void

argtypedescription
lvLW.Level

buildLights( ) → void

build( ) → void

Standing the whole cliff up is ~130 generated meshes, which is more than a single frame's script budget allows: doing it inline trips the watchdog and the component's update dies mid-build. So the build runs as a task that yields between stages, and the frame it is on stays a frame.

parallax( ) → void

setColor(light: any, c: RGB, intensity: number) → void

argtypedescription
lightany
cRGB
intensitynumber

setDirection(light: any, x: number, y: number, z: number) → void

argtypedescription
lightany
xnumber
ynumber
znumber

setBaseColor(matName: string, c: RGB, a: number?) → void

argtypedescription
matNamestring
cRGB
anumber?

setEmissive(matName: string, c: RGB) → void

argtypedescription
matNamestring
cRGB

setAlpha(matName: string, a: number) → void

argtypedescription
matNamestring
anumber

paintDawn( ) → void

moveWater(dt: number) → void

argtypedescription
dtnumber

moveSky(dt: number) → void

argtypedescription
dtnumber

ensureBuilt( ) → void

awake( ) → void

Lifecycle

start( ) → void

update(dt: number) → void

argtypedescription
dtnumber

editorUpdate(dt: number) → void

argtypedescription
dtnumber

onDestroy( ) → void

Sub-parts

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# luteway.cliff.geo The geometry the Luteway is carved from. Pure Luau: every builder returns the four flat arrays a mesh takes — positions, indices, normals, uvs — so a shape can be built, measured and rebuilt without a frame passing. The game is 2.5D and the camera looks down -Z at a flat play plane, so the builders are shaped around that view: | Builder | What it makes | |---|---| | `reliefWall(opts)` | The cliff: a grid in XY pushed out along Z by fractured noise, its outer edge ragged so the rock ends against the sky in a broken silhouette, folding back along that edge so the silhouette has body. | | `slab(opts)` | One ledge of the route: a worked top face over a broken front and two broken ends. The walking surface sits at local y = 0. | | `stack(opts)` | A flat, broken-topped silhouette — sea stacks, the far headland, the shoulders of the island. | | `wavyStrip(opts)` | A quad with a running wave on one edge (`fadeDown` puts it on the bottom, `farAmp` breaks the other edge too): foam at the tide line, the band of first light, the edge of the night. | | `vein(opts)` | A wandering ribbon that widens and narrows along its run — the ochre lute seams. | | `nest(radius, seed)` | A ring of packed pebbles seen from the side. | `noise2` / `fbm2` / `ridge2` are the deterministic fields the builders sample: the same seed replays the same rock on every machine and every run. `ridge2` is the one that makes stone read as fractured rather than as dough. `builder()` is the primitive underneath: push vertices, push triangles, and `finish()` computes area-weighted normals from the faces that were pushed, so the normals always agree with the winding rather than with what the author meant.
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# luteway.cliff.level The Luteway — the authored route up the cliff, published to the rest of the game through `LW.provide.level`. The route is written as a rhythm rather than as coordinates. Every step names how far up it reaches as a FRACTION of the hop the penguin currently has, so the jump can be retuned and the route rises with it instead of becoming unclimbable. The corridor's width is fixed: both bounds are solid rock the penguin can cling to. The sections, in the order they are climbed: | Section | What it teaches | |---|---| | The beach | Wide rock, the sea just below, nothing to manage yet. | | First seam | The first lute; a landing shortens the next hop. | | The ice band | Ice that needs sticky feet, with lute placed to earn it. | | The chimney | The corridor narrows; wall clings carry the height. | | The dry spine | Clean rock and long gaps — shake the lute off or fall short. | | The last lean | Everything at once. | | The rookery | The crest, and the win. | `L.get()` returns the level, memoised on the tuning it was built from. `L.sectionAt(y)` names the section a height falls in, for anything that wants to say where on the cliff it is.
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# 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.
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backing path · luteway/cliff/Cliff.component

Problems

Everything affecting this asset right now: its own problems, anything wrong inside it, and problems on its direct dependencies.

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