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Game

The loop of *First Light: Luteway*. It sits on `mount_game` and is the only writer of `LW.state.phase`, `LW.state.run`, `LW.state.tide` and `LW.state.dawn.t`.

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

Game

The loop of First Light: Luteway. It sits on mount_game and is the only writer of LW.state.phase, LW.state.run, LW.state.tide and LW.state.dawn.t.

title ──start──▶ opening ──(staging releases)──▶ play ──▶ won | lost
                                                  │ pause ▲ resume
                                                  ▼       │
                                                paused ───┘

A screen moves the loop with LW.emit("uiRequest", action) — start, pause, resume, restart, title — and this answers. The opening is held while the staging slice has LW.state.stagingBusy set, and released on its own after nine seconds so a missing or mid-edit crane can never leave the player without control.

The two clocks

The sea is defined by WHEN it takes the rookery rather than by how fast it rises, so a route of any height gets the same deadline and the same shape of pressure: slow at first, gathering, over the crest at RUN.drownSeconds. Standing on the beach doing nothing drowns in about fifteen seconds; a run that keeps moving has room, and one that dawdles does not.

The light runs on the clock too, but it can never fall behind the penguin: dawn.t is the greater of the clock's share and the climb's, and only ever increases. A fast climber arrives into a dawn that kept up with them; a slow one gets it anyway. The cliff slice turns that number into the sky, the sun and the light line coming down the rock.

Ends

Lose when the sea reaches the penguin's chest. Win when it is standing on the rookery ledge — dawn.t goes to 1 and firstLight fires with it.

Staying wired

Reloading luteway.game gives it a new event bus while this component keeps running, and every subscription made against the old one is gone: the loop would answer no button on any screen, and nothing would report an error. So it emits a probe on the bus once a second and subscribes again when its own handler does not answer.

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 — the loop of FIRST LIGHT: LUTEWAY. Owned by the CLIMB slice. The phase machine, the clock, the rising sea and the coming light. It sits on `mount_game` in the scene and is the only writer of `LW.state.phase`, `LW.state.run`, `LW.state.tide` and `LW.state.dawn.t`.

setPhase(new: string) → void

argtypedescription
newstring

resetRun( ) → void

onRequest(action: string) → void

argtypedescription
actionstring

wireUp( ) → void

keepWired(dt: number) → void

argtypedescription
dtnumber

awake( ) → void

tideAt(t: number, top: number) → number

Where the sea stands `t` seconds into the run, for a rookery at `top`.

argtypedescription
tnumber
topnumber

update(dt: number) → void

argtypedescription
dtnumber

onDestroy( ) → void

Sub-parts

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

7items
▣
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
backing path · luteway/climb/Game.component

Problems

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0problems
No problems reported. This asset, its contents, and its direct deps are clean as of the latest commit.
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+ quality × 0.35
+ performance × 0.25
± compat factor

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