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Pieces

The game pieces of **Helsinki Life**: four toy HKL trams, one per seat, and the brass ten-sector spinner that decides how far they go.

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

Pieces

The game pieces of Helsinki Life: four toy HKL trams, one per seat, and the brass ten-sector spinner that decides how far they go.

Mounted on mount_pieces by the scene entrypoint. Everything it spawns is a temporary child of that mount, rebuilt from scratch on every awake, so the scene file carries none of it.

It writes no game state. It reads the game.core.HL bus:

EventWhat the pieces do
setupevery pawn returns to Arrivals; seats past count stand down
turnStartthe chevron slides over the tram whose turn it is
spinStartthe dial pops in beside that tram and begins to turn
spinResultthe dial eases to a stop with the value under its pointer
moveStepthe pawn hops one tile, inside the step it was given
moveEndthe pawn settles square on the tile it halted on
finisheda hop of arrival at Suomenlinna
phasetitle / setup / over take the dial off the board

and it emits sfx for the sounds its own animation makes - hop, land, spin_tick as a sector crosses the pointer, spin_stop as it settles.

Public fields tune the motion: hopHeight, hopLean, deckHeight, bobHeight.

The one number it takes from the screen is where the dial stands relative to the tram, derived from the live ui.screenSize() aspect: a tall frame keeps it close in and a little toward the camera, a wide one lets it stand clear.

Parts: game.pieces.tram (the tram), game.pieces.wheel (the dial), game.pieces.meshkit (the mesh builder both are modelled with).

Interface

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

conforms to

zero/source-extract/v2

Pieces - the trams and the spinner of HELSINKI LIFE. Mounted on `mount_pieces` by the scene entrypoint. It stands four toy HKL trams on the board, one per seat in HL.PLAYERS, and the brass ten-sector spinner that decides how far they go. It writes no game state. Everything it does is a reading of the HL bus: setup the seats in play; every pawn returns to Arrivals turnStart the marker slides under the player whose turn it is spinStart the dial appears beside that tram and begins to turn spinResult the dial eases to a stop with the value under its pointer moveStep the pawn hops one tile, inside HL.TIMING.stepSeconds moveEnd the pawn settles, square on the tile it halted on finished a little hop of arrival at Suomenlinna and it answers with `sfx` for the sounds its own animation makes: the hop, the landing, the dial's ticks and the click as it stops. Nothing here is placed at a pixel: the only screen-derived number is where the dial stands relative to the tram, which comes from the live `ui.screenSize()` aspect so a tall frame keeps it in shot and a wide one lets it stand clear.

slotPos(tileId: number, slot: number) → void

argtypedescription
tileIdnumber
slotnumber

yawToward(dx: number, dz: number, fallback: number) → number

The yaw, in degrees, that points a pawn's nose along a travel vector. An entity's forward is its own -Z, so this is the angle that carries -Z onto (dx, dz).

argtypedescription
dxnumber
dznumber
fallbacknumber

shortestDelta(from: number, to: number) → number

argtypedescription
fromnumber
tonumber

restingPose(rec: ?) → void

Pawn records Each holds where its tram stands, where it is going, and how far through the hop it is. `hop` is nil while the pawn is at rest.

argtypedescription
rec?

applyPose(rec: ?, bob: number) → void

argtypedescription
rec?
bobnumber

startHop(rec: ?, to: ?, duration: number) → void

argtypedescription
rec?
to?
durationnumber

clear( ) → void

Build / teardown

build( ) → void

playerIndex(p: ?) → number

Reading the game

argtypedescription
p?

recordFor(p: ?) → void

argtypedescription
p?

syncFromState(force: boolean) → void

Put every pawn where the state says it stands, with no animation. Used on setup, on a restart, and as a quiet correction while nothing moves.

argtypedescription
forceboolean

aspect( ) → number

listen( ) → void

Bus

drive(dt: number) → void

Animation

argtypedescription
dtnumber

awake( ) → void

update(dt: ?) → void

argtypedescription
dt?

editorUpdate(dt: ?) → void

argtypedescription
dt?

onDestroy( ) → void

Sub-parts

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22+items
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module · born here
❒asset
# HL The shared spine of *Helsinki Life*: constants, the board graph (43 tiles with positions, kinds, districts and successors), landmark anchors, camera framing numbers, the game state container, the event bus the slices talk over, the `HL.actions` table the rules fill in, the pacing (`HL.TIMING`) and the sound names (`HL.SFX`). ```lua local HL = require("game.core.HL") HL.tile(6).next -- { 7, 101 }: the fork at Pasila station HL.pawnSlot(22, 2) -- where pawn 2 stands on the Cathedral tile HL.on("moveStep", function(ev) ... end) HL.emit("sfx", { name = "hop" }) HL.state().players[1].money ```
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▣
module · born here
❒asset
# wheel The physical spinner of **Helsinki Life**: a brass-cased ten-sector dial that appears beside the tram whose turn it is, turns while the spin runs, and eases to a stop with the spun number under its pointer. ```luau local Wheel = require("game.pieces.wheel") local dial = Wheel.spawn(parent, "spinner") dial:place({ x, y, z }, aspect) -- beside the active tram dial:startSpin() -- on HL "spinStart" dial:land(value) -- on HL "spinResult" dial:update(dt) -- returns "tick" | "stop" | nil ``` The sectors alternate cream and HKL green with the ten in sun yellow, and each carries its number in whichever of the two inks its own sector is not, so the value the log reports is legible on the model itself. The dial is tilted toward the camera so a tall frame reads the face, and the pointer stands at the root's own `-Z` - the far, up-screen side of a board the camera looks north across. `Wheel.yawFor(value)` is the hub yaw that puts a sector under the pointer and `Wheel.valueAt(yaw)` is its inverse, so what the dial shows can be read back and checked against what the rules reported. Timing is its own: the dial turns freely for at least `MIN_FREE_SECONDS` before it eases, so a caller that reports its value the instant it is asked still gets a spin somebody can watch. After `HOLD_SECONDS` on the landed value it shrinks away rather than being left behind on the board.
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▣
module · born here
❒asset
# meshkit A small flat-shaded mesh builder - the geometry the **Helsinki Life** pieces are modelled with. Every triangle carries its own face normal, which is what gives the low-poly diorama its crisp shaded facets. ```luau local kit = require("game.pieces.meshkit") local b = kit.builder() b:extrudeX(profile, halfWidth) -- a closed { z, y } profile swept across X b:wedge(radius, halfAngle, thickness, segments) b:ring(inner, outer, thickness, segments) b:tri(p0, p1, p2, facing) -- facing states which way the face points b:quad(a, b, c, d, facing) b:polygon(points, facing) local mesh = renderer.mesh.create(b:build(), guid) ``` A face states the direction it wants to point and the builder orders the triangle to match, so geometry is written by shape rather than by winding; `extrudeX` takes its profile in either direction and orients every wall outward from the profile's own centroid. `kit.yawQuat(deg)` and `kit.pitchYawQuat(pitch, yaw)` build the `{x, y, z, w}` rotations the pieces are posed with. `builder:triangleCount()` is the cheap check that a shape actually produced geometry.
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▣
module · born here
❒asset
# tram The player pawn of **Helsinki Life**: a toy HKL tram, modelled once as a runtime mesh and stood up per player with that player's colour on its paintwork. ```luau local Tram = require("game.pieces.tram") local pawn = Tram.spawn(parent, 1, "pawn_green") pawn:setPose({ x, y, z }, yawDegrees, leanDegrees) pawn:setVisible(false) pawn:despawn() ``` The hull is a side profile - raked nose, domed roof, waist band - extruded across the width by `game.pieces.meshkit`. On top of it sits the detail that makes it read as a made thing: a three-pane window strip per side with doors between, a recessed raked windscreen and rear window, the cream band carried round both ends, bogies and bumpers, headlamps and tail lamps that glow, a trolley pole with its contact bow, and the route number on the nose board and both flanks. The four seats carry real Helsinki lines - 3, 6, 9, 1. Forward is the entity's own `-Z`, so a pawn travelling south down the board stands at yaw 180 and shows its face to the player. `M.SCALE` is the size the model is stood on the board at, chosen so four pawns sharing one tile at `HL.pawnSlot` - 1.1 board units apart - stand clear of each other. Finishes come from `game/pieces/materials/`: `piece_paint` (tinted per player), `piece_cream`, `piece_glass`, `piece_metal`, `piece_lamp`, `piece_tail`.
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material · born here
❒asset
▲ 0↑ born
backing path · game/pieces/Pieces.component

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