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asset⌬ modulemoduleprimary: init.luau·originates fromworld 608d242d-0…

rite

The slice that keeps the run of **Amagiri: Hollow Bell**.

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

rite

The slice that keeps the run of Amagiri: Hollow Bell.

It owns four things:

  • The Resonance ledger. What you are carrying, drawn on the HUD as each one is earned. It listens on resonance:earned; nothing else has to tell it.
  • The Fading. A clock that runs while you play and drives Game.setFading, which in turn drives the valley's global colour grade and its fog (see rite.grade) and, through Game.tuning.fadedThreshold, which lines the three who remain are still willing to say. When the clock runs out with the bell untouched, the run ends in Silence.
  • The bell. Its body on the crown, its interactable, and the strike (see rite.bell and rite.toll). Interacting with the bell always ends the run; what is rung is decided by the ledger.
  • The endings. Four of them, plus the title card and the end cards (rite.cards, drawn by rite.hud).

Mounted by the scene

Game.boot() requires this module as rite.rite and calls build(root); Game.tick calls update(dt) in play and editorUpdate(dt) in edit. It talks to the rest of the game only through game.Game.

Useful entry points

CallDoes
Rite.ring()Strike the bell now and resolve the ending from the ledger.
Rite.restart()Put the run back at its start (Game.resetRun).
Rite.setFading(t)Move the Fading clock to t in 0..1, so the late game can be looked at without waiting out Game.tuning.fadingSeconds.
Rite.status()Everything the slice can be asked about, in one table.

Endings

EndingReached by
true_chordring carrying all three Resonances
partial_chordring carrying one or two
flat_tollring carrying none
silencelet the Fading run out; the bell can no longer be rung

Interface

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

conforms to

zero/source-extract/v2

Amagiri: Hollow Bell — the rite. The slice that keeps the run: the Resonance ledger, the Fading clock and the look it drives, the HUD, the bell's `interact` handler, and the four endings with the title and end cards around them. Everything it knows about the rest of the game arrives through `game.Game`. It never reads a character, a scene entity or another slice's module.

model( ) → any

The model the HUD renders

signature(m: any) → string

A short string that changes exactly when the HUD would look different, so the tree is pushed on a change instead of every frame.

argtypedescription
many

refresh(force: boolean?) → void

argtypedescription
forceboolean?

showCard(card: any, delay: number?) → void

Cards

argtypedescription
cardany
delaynumber?

clearCard( ) → void

ring( ) → string

The rite Ring the bell. Always ends the run: what is rung is decided by the ledger.

restart( ) → void

Put the run back at its start, from the end card's own button.

setFading(t: number) → void

Move the Fading clock directly. The clock is normally the only thing that writes it; this is how the run is inspected without waiting out `Game.tuning.fadingSeconds` of real time.

argtypedescription
tnumber

status( ) → any

Everything the slice can be asked about, in one table.

onCallback(id: string, _value: any) → void

Callbacks from the cards

argtypedescription
idstring
_valueany

live( ) → any

Wiring A handler taken out by one generation of this module must keep working after the file hot-reloads and the module is evaluated afresh — otherwise it would drive a `S` nothing ticks any more. So every handler dispatches through the LIVE module rather than through the closure's own copy.

onResonance( ) → void

A Resonance landed in the ledger.

onFading(t: number?) → void

The Fading advanced: the valley loses that much more of its colour.

argtypedescription
tnumber?

onInteract(id: string?) → void

The interact key. `traversal` emits this for whatever it found in range; the bell is the only id this slice owns.

argtypedescription
idstring?

onEnded(ending: string?) → void

An ending was reached — by the bell, or by the light running out.

argtypedescription
endingstring?

onReset( ) → void

Back to the beginning.

ensureWired( ) → void

keep(off: () → void

argtypedescription
off(

build(root: any) → void

Slice lifecycle

argtypedescription
rootany

tick(dt: number, playing: boolean) → void

argtypedescription
dtnumber
playingboolean

update(dt: number) → void

argtypedescription
dtnumber

editorUpdate(dt: number) → void

argtypedescription
dtnumber

Sub-parts

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

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module · born here
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# hud The screen `amagiri_hud`: the corner ledger you play under, and the full-glass cards that open and close a run. Both live on one screen because they are never both the thing you are looking at. ## The ledger Three Resonance slots — Chime, Edge, Hush — each a diamond that fills in and takes its own colour when you earn it, over the name of who gave it to you. Under them, **the light**: a meter that empties as the Fading advances, and a line that appears once the three who remain have started losing words. ## The cards A card takes the whole glass over a dimmed, blurred world: an eyebrow, a title, a rule, a few lines, and — on an end card — a button back to the beginning. `rite.cards` is what each one says. ## Surface Hud.render(model) -- model = { resonances, light, faded, card, showLedger } Hud.tree(model) -- the widget tree alone Hud.hide() `render` re-registers the screen when a card comes or goes (a card draws at a higher layer than the ledger) and swaps the tree otherwise. `rite` calls it only when the model would actually look different. The end card's button fires the callback id `Hud.RESTART_CALLBACK`, which `rite` receives through `ui.registerCallbackEnv`.
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# game.Game The shared interface of **Amagiri: Hollow Bell**. Every part of the game talks through this module and nothing else. ```lua local Game = require("game.Game") ``` It holds: - **the anchors** — `Game.ANCHORS`, `Game.CLIFF_PATH`, `Game.WATER_LEVEL`, `Game.FLOOD_FLOOR`: one set of world coordinates the valley builds to and the cast stands on. - **the vocabularies** — `Game.EMOTION`, `Game.RESONANCE`, `Game.ENDING`, `Game.CHARACTERS`. - **the run state** — resonances held, how far the Fading has advanced, per-character flags, and the ending, mutated through `grantResonance`, `setFading`, `endRun`, `resetRun`. - **an event bus** — `Game.on(event, fn)` returning an unsubscribe, and `Game.emit(event, payload)`. - **three registries** — interactables (what the player can walk up to), dialogue scripts, and character portraits. - **the mounting** — `Game.boot()`, `Game.rebuild(slice)`, `Game.tick(dt, mode)`, called by the scene's entrypoint. It owns no entities, no UI and no behaviour. It is the contract.
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# grade The Fading's look: one full-screen post-process pass, `amagiri_fading`, that carries both the valley's aerial fog and the drain of colour out of it. Everything it does is a function of one number — `Game.fading()`, where `0` is a whole valley and `1` is one that has finished forgetting itself. | At `t = 0` | At `t = 1` | |---|---| | full colour, a cold blue-white haze on the far hills | almost no colour left, and the haze closed in to a wall | The pass runs on the **scene** layer, so the HUD keeps its own colour while the valley loses its. It reads the renderer's reversed-Z depth buffer, where a raw value of exactly zero means nothing was drawn — the sky — and gives the sky its own fog ceiling so a hollow sky stays a sky instead of collapsing into a flat field of fog colour. ## Surface | Call | Does | |---|---| | `Grade.install()` | Register (or re-register) the pass. Safe on every build. | | `Grade.apply(t)` | Push the look for a Fading value in 0..1. | | `Grade.sample(t)` | The numbers `apply(t)` would push, for verification. | | `Grade.remove()` | Drop the pass. | `rite` calls `install` once per build and `apply` from `fading:changed`.
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# cards What the title card and the four end cards say. `Cards.TITLE` opens a run: it rises when you first enter play and clears itself after a few seconds without taking the controls away from you. `Cards.forEnding(ending)` returns the card for one of `Game.ENDING` — `true_chord`, `partial_chord`, `flat_toll`, `silence` — each with its own colour and its own three lines. An ending it does not recognise still gets a card, so a run always closes on screen rather than leaving the player in a dead world. Text and colour only: `rite` decides when a card is up, `rite.hud` decides what one looks like.
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# bell The great bell on the crown at `Game.ANCHORS.bell` — its bronze, its interactable, and the moment it is struck. The body is built from primitives under one hub entity: a yoke and shaft, a domed crown, a squat barrel with a shoulder ring and a heavy lip, and the striking log drawn back on its rope. A light inside the mouth lets the bell read from the cliff path below. ## Surface | Call | Does | |---|---| | `Bell.build(root)` | Build the bronze under `root` and register the interactable. | | `Bell.register()` | Re-register the interactable; the label reads the ledger, so walking up carrying nothing says so. | | `Bell.setEnabled(on)` | Turn the prompt on or off. | | `Bell.strike(strength)` | Swing the log and run heat down the bronze; `strength` in 0..1. | | `Bell.cool()` | Back to the cold rest pose. | | `Bell.update(dt)` | Per-frame motion. A no-op when nothing is ringing. | | `Bell.position()` | Where to aim a camera push-in. | It decides nothing about the ending — `rite` reads the ledger and tells the bell how hard it is being rung.
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# toll What the bell sounds like. Three tones, synthesised once into `.soundClip` assets under `/zero/source/rite/audio/` and reused from then on: | Ending | Clip | Shape | |---|---|---| | `true_chord` | `amagiri_true_chord` | three strike tones entering a beat apart over a long hum, 5.0s | | `partial_chord` | `amagiri_partial_chord` | two, and a shorter tail, 3.6s | | `flat_toll` | `amagiri_flat_toll` | one, damped almost as soon as it starts, 1.9s | Silence has no clip. That is the point of it. A struck bell is not harmonic: its partials sit at stubborn irrational ratios above the hum and decay at their own rates, so each tone is a sum of independently-decaying sines plus a short bright transient on the leading edge, rather than a filtered waveform. ## Surface | Call | Does | |---|---| | `Toll.generate()` | Synthesise any clip that does not exist yet; returns how many it made. | | `Toll.ensure(root)` | Put the bell's voice under `root` and generate on first use. | | `Toll.play(ending)` | Ring the clip for an ending; returns the clip name, or nil when that ending has no voice. | | `Toll.stop()` | Silence it. | The source is 2D on purpose: the toll is the whole valley hearing itself, not a point in it, so it needs no listener placed by another slice.
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backing path · rite/rite.module

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