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asset⌬ modulemoduleprimary: init.luau·originates fromworld 05cb76a4-7…

traverse

The doctor's body, and the three instruments he crosses Ashcross with.

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

traverse — how the physician moves

The doctor's body, and the three instruments he crosses Ashcross with.

Movement is a deterministic 2D box simulation written here in Luau, run against the city's solidAt / oneWayTopAt queries rather than through a rigid-body solver: a run with weight in it, a jump whose height answers how long the button is held, a tenth of a second of coyote time off a ledge, a buffered jump that lands the moment he touches down, drop-through boards, a ledge his hands catch, and a landing that costs him a beat before he can run again.

Then the instruments, none of which is a weapon:

  • The cane. Tapped, it is a committed vault — higher and further than any jump, aimed before it is thrown rather than steered afterwards, and planted at the foot of a wall it takes him up the face and over the top. Held while he stands still, he taps the ground ahead of him and chalks what he finds: a bracket under sound footing, a cross where there is none.
  • The censer. A swing lays a column of burning smoke in front of him. The smoke rises, and so does anything standing in it. It costs charcoal, and charcoal comes back only at a brazier.
  • The belt. Three phials — Theriac, Aqua Vitae, Vinegar Cloth — each a few seconds of different physics. See tinctures.

Controls

MoveA / D, left stick, on-screen stick
JumpSpace or W — held longer, it carries higher
Down + Jumpdrop through a board
CaneJ or left mouse — tap to vault, hold still to probe
CenserK or right mouse
DrinkL
BeltQ or Tab
TreatE or F — hold, standing still
DashShift — only while Aqua Vitae is in the blood

Everything is bound on all three device classes, so a phone and a controller reach every instrument the keyboard does.

What lives here

  • init.luau — the simulation, the instruments, and the animation state the doctor's sprite is driven from.
  • physician.inputMap/ — the game's one control scheme.
  • chalkMark.shader/ — the mark the cane's probe leaves on the ground, drawn procedurally: a bracket or a cross, with the stroke roughened so it reads as a hand holding chalk.

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.traverse — how the plague doctor moves through Ashcross. ONE SLICE OWNS THIS FILE. It owns the doctor's body: a deterministic 2D AABB simulation written in Luau against `NB.provide.solidAt` and `NB.provide.oneWayTopAt`, and the three instruments layered on top of it. The 3D rigid-body system is deliberately not involved — a platformer wants exact, repeatable control over a arc, and a solver that negotiates does not give you one.

ModelDoctor

ext( ) → any

sgn(v: number) → number

Collision The city offers point queries; the body is a box. Everything below is that translation, and NONE of it assumes a grid pitch — the one place a tile size would have been convenient (snapping onto a surface) uses a bisection instead, so a city built on half-tiles or on sloping fills still works.

argtypedescription
vnumber

solid(x: number, y: number) → boolean

argtypedescription
xnumber
ynumber

boxBlocked(x: number, y: number) → boolean

Is the doctor's box, standing with its feet at (x, y), inside anything?

argtypedescription
xnumber
ynumber

lastFree(fromX: number, fromY: number, toX: number, toY: number) → void

Walk back from a blocked position toward a known-free one until the last free place is found. 9 halvings resolve a 0.4-unit step to under a millimetre, which is finer than anything the eye reads at 16 units a screen.

argtypedescription
fromXnumber
fromYnumber
toXnumber
toYnumber

oneWayCatch(x: number, fromY: number, toY: number) → number

The surface of a drop-through board under the feet, when there is one the doctor is crossing downward this frame.

argtypedescription
xnumber
fromYnumber
toYnumber

supported(x: number, y: number, allowOneWay: boolean) → boolean

Is there still something under him? Solid tile, or a one-way board whose surface is where his feet are.

argtypedescription
xnumber
ynumber
allowOneWayboolean

doctor( ) → any

blankInput( ) → any

A frame of intent. `Doctor.component` fills one of these from the input map; a test fills one by hand.

markEntity(i: number) → any

argtypedescription
inumber

markState( ) → any

chalk(x: number, y: number, rotten: boolean) → void

argtypedescription
xnumber
ynumber
rottenboolean

updateMarks(dt: number) → void

argtypedescription
dtnumber

doProbe(d: any) → void

The cane's probe

argtypedescription
dany

step(inp: any, dt: number) → void

One frame of the doctor

argtypedescription
inpany
dtnumber

spriteState( ) → any

The sprite The art slice owns what the doctor LOOKS like and publishes the runtime that draws him (`NB.provide.makeSprite`); this slice owns what he is DOING and pushes the animation name at that handle every frame. Until the art lands, `makeSprite` returns the inert handle `nb.module` ships, and the skeleton's placeholder is what is on screen — so this runs identically either way.

ensureSprite( ) → void

The art slice publishes the doctor's own handle straight into this slot when it installs the real artwork, so the normal path is to find one already there. Only when nothing has, this asks for one — in the spec shape `art.module`'s header documents, with no texture named, because WHAT the doctor looks like is the art slice's and only how he MOVES is this one's.

driveSprite(d: any) → void

argtypedescription
dany

guarded(what: string, fn: () → void

The handle comes from another slice, so every call across that seam is guarded and any failure is reported once rather than taking the frame down with it.

argtypedescription
whatstring
fn(

teleport(x: number, y: number) → void

Public handles for the other slices

argtypedescription
xnumber
ynumber

resetRun(x: number?, y: number?) → void

Put the round's movement state back to the way a round starts. The staging slice calls this before the opening.

argtypedescription
xnumber?
ynumber?

start( ) → void

attach( ) → boolean

⌬ Metadata
descriptionHow the plague doctor moves: deterministic 2D AABB physics, run, jump, drop-through, the cane vault, the censer's smoke lift and ward, and the three tinctures. Writes NB.state.doctor.

Sub-parts

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

Showing up to 3 levels deep. Open a part to see what it holds further down.

62+items
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shader · born here
❒asset
# chalkMark <!-- zero:scaffolded-readme --> <!-- Replace the line below with what this shader provides and who consumes it, then delete both comment lines. --> TODO: describe this shader.
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inputmap · born here
❒asset
# physician <!-- zero:scaffolded-readme --> <!-- Replace the line below with what this inputMap provides and who consumes it, then delete both comment lines. --> TODO: describe this inputMap.
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module · born here
❒asset
# tinctures — the belt of three phials A few seconds each, and none of them hurts anything. A tincture changes how the physician MOVES, which in Ashcross is the same as changing where he can go. - **Theriac.** Heavy. He falls faster and lands harder, and a fall taken under it goes straight through a rotten board instead of standing on it. Slower on his feet, and the jump is shorter — a phial for going down, not up. - **Aqua Vitae.** Quick. A dash on the ground, and one in the air, given back the next time he touches down. - **Vinegar Cloth.** Soaked and held to the mask. The miasma cannot reach him, and the cloth catches the air on the way down: a long, slow fall that turns a drop that would kill him into a way through. He packs one of each before the round. Everything past that is found in the district. ## Read by other slices | | | |---|---| | `NB.state.tinctures` | the ids on the belt, in belt order | | `NB.state.activeTincture` | `{ id, label, remaining, total, colour }`, or nothing | | `NB.ext.belt` | `{ index, doses }` — which phial is in his hand, and how many are left | | `NB.ext.miasmaImmune` | true while the Vinegar Cloth is up |
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module · born here
❒asset
# censer — the smoke, and the charcoal that pays for it The brass censer swings on its chain and lays a column of burning aromatics in front of the physician. The smoke rises, and so does anything standing in it: step into your own column and it carries you up a wall that has no handholds on it. It is the reason a plague doctor's instrument list is also his route. Every swing burns charcoal. When the censer is cold it swings anyway and does nothing, and the only way to fill it again is to stand at a lit brazier. The smoke is `censerSmoke.shader` beside this file — one quad per puff and no texture at all. The billow, its churn, the coal glowing out of its middle while it is young, and the way it swells and thins as it dies are all computed in the fragment shader from two numbers: how old the puff is, and a seed that keeps it from looking like the puff next to it. Also here: the dust a heavy landing throws up, which is the same cloud with the fire taken out of it and told not to lift anybody. ## Read by other slices | | | |---|---| | `NB.ext.smokeAt(x, y)` | is that point inside live smoke? — what the infected recoil from | | `NB.ext.censer.puffs` | the live puffs, read-only |
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module · born here
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# nb <!-- 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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component · born here
❒asset
# Doctor The physician's body. It hangs on the `doctor` entity the scene reserves for the player, and it is the only thing in Nine Bells that reads a control. Every frame it turns the live control scheme into one table of intent, hands that to the traverse slice's simulation, and writes the answer onto its own entity. Nothing about how he moves lives here — that is `game.traverse` — which is what lets the whole of the doctor's movement be driven from a test with a made-up frame of input and no game running at all. ## Fields | | | |---|---| | `inputMap` | the control scheme this body answers to | | `controlled` | clear it and he still falls, lands and stands, but takes no orders — what a cutscene wants | | `anim` | read-out: what he is doing | | `speedX` | read-out: how fast he is going along the street | | `inputX` | read-out: the control reading he is acting on | | `ticks` | read-out: frames simulated since he last woke | ## Other slices reaching a control `game.traverse.physician` is the game's one scheme, and it is activated here and nowhere else. Anything else that needs a control asks for it rather than standing up a second map: ```lua local stop = NB.ext.onControl("treat", "pressed", function() ... end) ``` `kind` is `"pressed"`, `"released"` or `"input"`, and the returned function unsubscribes.
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inputbinding · born here
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# belt <!-- zero:scaffolded-readme --> <!-- Replace the line below with what this inputBinding provides and who consumes it, then delete both comment lines. --> TODO: describe this inputBinding.
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inputbinding · born here
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# cane <!-- zero:scaffolded-readme --> <!-- Replace the line below with what this inputBinding provides and who consumes it, then delete both comment lines. --> TODO: describe this inputBinding.
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inputbinding · born here
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# censer <!-- zero:scaffolded-readme --> <!-- Replace the line below with what this inputBinding provides and who consumes it, then delete both comment lines. --> TODO: describe this inputBinding.
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inputbinding · born here
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# dash <!-- zero:scaffolded-readme --> <!-- Replace the line below with what this inputBinding provides and who consumes it, then delete both comment lines. --> TODO: describe this inputBinding.
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inputbinding · born here
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# jump <!-- zero:scaffolded-readme --> <!-- Replace the line below with what this inputBinding provides and who consumes it, then delete both comment lines. --> TODO: describe this inputBinding.
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inputbinding · born here
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# move <!-- zero:scaffolded-readme --> <!-- Replace the line below with what this inputBinding provides and who consumes it, then delete both comment lines. --> TODO: describe this inputBinding.
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inputbinding · born here
❒asset
# tincture <!-- zero:scaffolded-readme --> <!-- Replace the line below with what this inputBinding provides and who consumes it, then delete both comment lines. --> TODO: describe this inputBinding.
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inputbinding · born here
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# treat <!-- zero:scaffolded-readme --> <!-- Replace the line below with what this inputBinding provides and who consumes it, then delete both comment lines. --> TODO: describe this inputBinding.
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material · born here
❒asset
# censerSmoke <!-- zero:scaffolded-readme --> <!-- Replace the line below with what this material provides and who consumes it, then delete both comment lines. --> TODO: describe this material.
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shader · born here
❒asset
# smoke <!-- zero:scaffolded-readme --> <!-- Replace the line below with what this shader provides and who consumes it, then delete both comment lines. --> TODO: describe this shader.
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backing path · game/traverse.module

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