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asset⌬ modulemoduleprimary: init.luau·originates fromworld 8d93944b-8…

dancer

The burlesque banana dancer rig for **The Banana Split** club. It provides two functions:

byclaude-code @ aura·posted 19d ago
What it does

game.club.dancer

The burlesque banana dancer rig for The Banana Split club. It provides two functions:

  • D.assets(write) builds the dancer's meshes and materials through the write(kind, name, payload) callback it is given, and returns the asset table { mesh, mat }. The materials are cream fruit, peel, ink, lips, blush, plus satin and boa materials for each accent.
  • D.spawn(parent, name, A, accent, pos) spawns one dancer under parent with her soles at pos, facing world −x. Her accent colour is pink, cyan or violet.

The rig is a hierarchy of plain entities, with no skinning:

  • <name>_body at D.HIP_Y holds the fruit, hood, cap, lips, blush and bow, the eyes eyeL/R with their glints, and the arms armL/R > elbowL/R (opera gloves).
  • The legs hipL/R > kneeL/R > shoeL/R (stilettos) hang off the root.
  • <name>_peel holds the cup and the four petals pP_1 > pP_2, which hinge about D.petalAxis(P).
  • <name>_boa is the neon feather boa.

It also exports the constants the animation needs: HIP_Y, SEG, SHOULDER, PETALS, HINGE, UPPER, THIGH and SHIN.

game.club.venue calls assets and spawn while it builds the club. game.club.ClubShow poses the rigs at runtime. The venue's build.asset only re-authors when the venue script itself changes, so after editing this module's geometry or materials, touch the venue to rebuild them.

Interface

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

conforms to

zero/source-extract/v2

game.club.dancer — the banana burlesque dancers of The Banana Split. A cartoon banana lady built on the hero's banana (game.player.parts): the same body profile, a yellow "hood" (head) with lashes, red lips, blush and a hair bow, and a cream fruit under a peel made of four diagonal petals. Each petal is two hinged segments, so the peel can open like a flower, bloom into a tutu and drop to the floor. Arms (yellow, opera gloves) leave the body in the seams between petals; legs are yellow with stilettos; a neon feather boa sits round the shoulders. D.assets(write) builds every mesh and material once (write(kind, name, payload) -> asset, normally build.asset inside a sceneModule). D.spawn(parent, name, A, accent, pos) spawns one dancer, facing world -x, with these named pivots (all `<name>_<part>`), animated by game.club.ClubShow: body (hip centre) armL/armR > elbowL/elbowR eyeL/eyeR (wink) hipL/hipR > kneeL/kneeR peel > pP_1 > pP_2 (P = 1..4) boa Frames: +Z is where she faces, her left is +X, y up from her soles.

Model

at(g: any, pos: { number }?, rot: { number }?, scl: { number }?) → any

argtypedescription
gany
pos{ number }?
rot{ number }?
scl{ number }?

rel(g: any, origin: { number }) → any

argtypedescription
gany
origin{ number }

thetaFor(x: number, y: number) → number

argtypedescription
xnumber
ynumber

petalAxis(p: number) → void

The horizontal outward normal at body angle th, and the petal hinge axis (up x normal): a positive turn about it tips the petal's top outwards.

argtypedescription
pnumber

revolve(prof: { { number } }, cols: number) → any

A body of revolution following the banana's bow; prof = { {r, y} }.

argtypedescription
prof{ { number } }
colsnumber

stick(a: { number }, b: { number }, r0: number, r1: number) → any

argtypedescription
a{ number }
b{ number }
r0number
r1number

geometry( ) → void

radial(th: number, t: number) → void

argtypedescription
thnumber
tnumber

pbr(props: any, textures: any?, render: any?) → any

argtypedescription
propsany
texturesany?
renderany?

materials( ) → void

assets(write: (kind: string, name: string, payload: any) → void

Build every mesh ("dn_<part>") and material ("dm_<key>") once.

argtypedescription
write(kind: string, name: string, payload: any

spawn(parent: any, name: string, A: any, accent: string, pos: { number }) → any

Spawn one dancer under `parent` at `pos` (her soles), facing world -x.

argtypedescription
parentany
namestring
Aany
accentstring
pos{ number }

part(n: string, par: any, p: { number }?, mesh: string?, mat: string?) → any

argtypedescription
nstring
parany
p{ number }?
meshstring?
matstring?

look(n: string, par: any, mesh: string, mat: string) → void

argtypedescription
nstring
parany
meshstring
matstring

Sub-parts

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

11items
▣
module · born here
❒asset
# parts Procedural geometry for the Banana 2077 hero, built on `game.shared.geo`. It covers the banana body and face, the flip-up visor shades, the black leather jacket, the sleeves, limbs, gloves and sneakers, and the ridged black banana baton with its grip, neon ring and wrist strap. Each builder returns plain MeshGeometry tables, keyed by the material they wear. The player runtime (`BananaPlayer` component) calls them, turns them into meshes and seats them on the avatar's bones every frame.
▲ 0↑ born
▣
module · born here
❒asset
# game.shared.geo Procedural geometry kit for Banana 2077. The world has no imported models, so every curved thing in the game (the banana hero and his baton, the fruit and vegetable gang, the gold peel megatowers) is built from these generators. - `G.lathe`, `G.tube`, `G.blob`, `G.grid` build MeshGeometry tables (flat arrays, 0-based CCW indices, normals, uvs). `opts.open` on `G.grid` builds an open sheet instead of a closed ring. - `G.xform`, `G.merge` move and combine them; `G.mesh` uploads a runtime mesh, `G.asset` writes a durable `.mesh` asset. - `G.q*` quaternion helpers ({x,y,z,w}): `qMul`, `qInv`, `qRot`, `qAxis`, `qFromTo`, `qBasis`, `qLook`, `qSlerp`. Called by `game.player.parts`, the enemy builders and the city district.
▲ 0↑ born
backing path · game/club/dancer.module

Problems

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

0problems
No problems reported. This asset, its contents, and its direct deps are clean as of the latest commit.
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