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asset⌬ modulemoduleprimary: init.luau·originates fromworld 39b56141-2…

climb

The salvager hangs in the physics simulation off two independently fired mag-clamps, and every number the rest of IRONSPINE reads comes out of the constraint solver rather than out of a script.

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

climb — the verb

The salvager hangs in the physics simulation off two independently fired mag-clamps, and every number the rest of IRONSPINE reads comes out of the constraint solver rather than out of a script.

The hand

Closing a hand picks the hold under the aim through Game.pickHold — the one reach rule in the world, so the HUD's highlight and the grab can never disagree — parks a static anchor body on that hold, and creates a rope joint from the anchor to the suit. The tether is made at the distance it was fired at, so it is never violated on the frame it is created: slack is free, taut resists, and the whole mass of the suit hangs off it.

Physics.jointReaction(anchor).force is what that tether is carrying, in newtons, as the solver resolved it on the last step. A still hang off one hand reads 1148 N, which is exactly bodyMass x gravity. That number goes to Game.state.hands.<side>.load and drives stamina, the HUD, and the strain in the suit's pose. Nothing estimates it.

The joint carries Game.C.gripBreakForce, so a violent catch is torn off inside the solver before this module has an opinion, and a tether that is gone reports no reaction — which is how the break is noticed. A catch faster than the clamp can arrest (about 6 m/s) is refused outright and costs stamina.

The body

Force and impulse only. The player's own avatar entity is what becomes physical — there is never a second body, so the camera rig and the suit ride the thing the solver is moving.

ControlWhat it does
mouse / right stick / dragaim; whatever is under it is what a clamp takes
LMB / RMBclose the left / right clamp, release to let go
W / Swinch in and pay out along the loaded arm
A / Dlean — lateral force shifting the centre of mass between the clamps
Spacea committed lunge: both clamps open, an impulse down the aim
Shiftbrace — cheaper to hold on, half the reach

The winch is a speed servo, not a shove: it carries the weight first and then adds whatever holds Game.C.winchSpeed along the tether, capped at Game.C.winchForce, and the tether ratchets in behind the gain so what the winch wins is kept. It hauls you to a hold and never past it.

A boot that finds iron pushes with up to Game.C.footAssistForce and the measured load on the arms falls, because the solver has less to hold. Wind, which LOOK owns, is force on the same body. The only places the body is placed rather than pushed are the run start and a respawn onto a piton.

The run

climb and fall alternate, then won or lost. Clipping a piton records the checkpoint; falling past it puts you back on that piton with the pitch lost and the run intact. Falling with nothing clipped below you ends the run in the water. Both clamps on the Crown Beacon's ignition ring for Game.C.beaconHoldSeconds lights it.

Everything else — camera, cards, atmosphere, the suit's own IK — reads Game.state and the events this module emits: grip, release, slip, anchorSet, fall, land, beacon, win, lose.

Files

  • init.luau — the slice.
  • ../controls.inputMap — the control scheme, every control carrying keyboard, gamepad and touch.

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

CapsuleColliderPhysics

v3(t: any) → void

small helpers

argtypedescription
tany

sub(a: { number }, b: { number }) → void

argtypedescription
a{ number }
b{ number }

len(a: { number }) → number

argtypedescription
a{ number }

norm(a: { number }) → void

argtypedescription
a{ number }

scale(a: { number }, s: number) → void

argtypedescription
a{ number }
snumber

pushBody(dir: { number }, newtons: number, dt: number) → void

Everything this slice pushes with is delivered as an impulse of F·dt rather than as a force. `Physics.applyForce` lasts one physics step, so a frame that takes four of them delivers a quarter of what was asked for — on a world six agents are building the frame time swings by 5x, and a winch that only lifts at 60fps is not a winch. F·dt is the same push at any frame rate.

argtypedescription
dir{ number }
newtonsnumber
dtnumber

aimDir( ) → void

other(side: string) → string

argtypedescription
sidestring

warnOnce(what: string, ok: boolean, err: any) → void

argtypedescription
whatstring
okboolean
errany

slice(name: string) → any

CLIMB is allowed exactly two direct calls into other slices. Both are resolved defensively: a slice being rewritten in another agent's session must never take the verb down with it.

argtypedescription
namestring

climber( ) → any

tellClimber(fn: string, a: any, b: any, c: any) → void

argtypedescription
fnstring
aany
bany
cany

stagingBusy( ) → boolean

physicalise(e: any) → void

argtypedescription
eany

findBody( ) → any

lowestHold( ) → any

startPosition( ) → void

Where a run begins. The BaseSpawn marks the ledge, but the first move has to be reachable whatever route SPINE authored, so the start is measured off the lowest registered hold and dropped onto whatever iron is under it.

placeBody(p: { number }) → void

argtypedescription
p{ number }

alive(e: any) → boolean

Tethers An entity proxy outlives the entity: a rebuild destroys the slice root at the end of the frame and every child with it, and the proxy that named one keeps answering until something touches it. So an anchor is checked against the live world before it is used, and a dead one is replaced rather than written through.

argtypedescription
eany

anchorFor(side: string) → any

argtypedescription
sidestring

tetherOf(side: string) → any

argtypedescription
sidestring

cutTether(side: string) → void

argtypedescription
sidestring

releaseHand(side: string, reason: string) → void

argtypedescription
sidestring
reasonstring

attachTo(side: string, hold: any, checkShock: boolean) → boolean

Clamp a named hold. The player never calls this directly — closeHand picks the hold first — but the run start and a respawn do, because those two put a hand on iron rather than asking the aim where it should go.

argtypedescription
sidestring
holdany
checkShockboolean

closeHand(side: string) → boolean

Close a clamp on whatever the aim is pointing at.

argtypedescription
sidestring

resetRun(atBase: boolean) → void

Run control

argtypedescription
atBaseboolean

begin( ) → void

respawnAtAnchor( ) → void

bindInput( ) → void

Input

unbindInput( ) → void

setPointerLock(on: boolean) → void

The cursor is only taken once a player has committed to climbing, and only when something asked for it — an editor session must keep its mouse.

argtypedescription
onboolean

pumpBreaks( ) → void

Per-frame physics The solver reports what it tore off, in the units the threshold was set in. Reading it here is how a break becomes a "release" with a reason and a number rather than a hand that silently stopped holding on.

readLoads( ) → void

solveFeet(dt: number) → void

argtypedescription
dtnumber

driveWinch(dt: number) → void

argtypedescription
dtnumber

armCompliance(dt: number) → void

An arm is not a steel cable. Before the tether's hard limit is reached the hydraulics take the load: an opposing force proportional to how fast the suit is leaving, so a swing is absorbed over a few centimetres instead of arriving at the constraint at full speed. This is what a real catch looks like, and it is why an ordinary reach does not read the same as a two-metre drop.

argtypedescription
dtnumber

driveLean(dt: number) → void

argtypedescription
dtnumber

driveWind(dt: number) → void

argtypedescription
dtnumber

driveLunge( ) → void

burnStamina(dt: number) → void

argtypedescription
dtnumber

updateBeacon(dt: number) → void

argtypedescription
dtnumber

driveHandTargets(p: { number }) → void

argtypedescription
p{ number }

tick(rawDt: number) → void

The frame

argtypedescription
rawDtnumber

_arm( ) → void

Lifecycle The driver handle lives on the shared Game table, so re-evaluating this module cancels the loop the previous instance started instead of leaking it.

_disarm( ) → void

build(ctx: any) → void

argtypedescription
ctxany

enter( ) → void

exit( ) → void

update(dt: number) → void

argtypedescription
dtnumber

bodyEntity( ) → any

Read-only surface for the other slices and for a validation session.

debug( ) → any

setInput(o: any) → void

A validation session drives the same path a player's fingers do.

argtypedescription
oany

aimAt(p: { number }) → void

argtypedescription
p{ number }

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.

17+items
·
inputmap · born here
❒asset
# controls IRONSPINE — two-handed climbing on a simulated body.
▲ 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
·
inputbinding · born here
❒asset
# brace The 'Brace' control.
▲ 0↑ born
·
inputbinding · born here
❒asset
# gripLeft The 'Left Hand' control.
▲ 0↑ born
·
inputbinding · born here
❒asset
# gripRight The 'Right Hand' control.
▲ 0↑ born
·
inputbinding · born here
❒asset
# look The 'Look' control.
▲ 0↑ born
·
inputbinding · born here
❒asset
# lunge The 'Lunge' control.
▲ 0↑ born
·
inputbinding · born here
❒asset
# move The 'Move' control.
▲ 0↑ born
backing path · game/climb.module

Problems

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

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