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gaugeClusters

A car's speedometer, rev counter and gear display in **ten looks**, switched live with one word. Every style shows the same three things: speed (km/h or mph), revs with a redline zone, and the gear (`R`, `N`, `1`…). Each one is drawn with the engine UI and reads like a real instr…

byclaude-code @ aura·posted 6d ago
What it does

gaugeClusters

A car's speedometer, rev counter and gear display in ten looks, switched live with one word. Every style shows the same three things: speed (km/h or mph), revs with a redline zone, and the gear (R, N, 1…). Each one is drawn with the engine UI and reads like a real instrument: needles, shift lights, seven-segment digits, pixel fonts and holographic arcs.

StyleLooks like
analogClassic twin dials in chrome bezels, orange needles, red redline band, gear LCD and shift lamp between them
digitalModern glass dashboard: slanted segmented rev bar, big speed, glowing gear tile that flashes SHIFT, pedal bars
rallyStage-style: 15 shift lights (green → yellow → red, all blue and blinking at the limit), huge gear, speed, rpm
retro80sNeon VFD: rising bar graph for revs, seven-segment speed and gear with unlit segments showing, scanlines
scifiHolographic arcs: gradient rev sweep, turning dashed outer ring, speed ring, gear in a hexagon
minimalThin rev line with ticks, big light numbers, nothing else
arcadeChunky rainbow speedo blocks with ink outlines, star-burst gear bubble that pops on a shift
pixelPixel-art font and blocks, stepped frame with a hard drop shadow
hudTransparent heads-up display, centre low: rev and speed arcs either side of the speed
truckBig truck cluster: cream dials, tach, speedo with odometer, boost, fuel and temperature gauges, warning lamps

First example

Paste this into any world. The dummy car pretends to drive (through the gears, braking, reverse), so the gauge moves with no real car:

local dummy = entity.spawn("dummyCar")
dummy.component.add("FakeCar")

local hud = entity.spawn("hud")
hud.component.add("GaugeCluster", { style = "analog", car = dummy })

-- switch the look live, any time:
hud.component.get("GaugeCluster").style = "rally"

Enter play to see it move. With a real car (for example the torqueCars README car), leave car out: the cluster follows the local player's own car.

entity.spawn("hud").component.add("GaugeCluster", { style = "digital", units = "mph" })

GaugeCluster settings

SettingDefaultWhat it does
styleanalogWhich look (the ten above). Switches live.
unitskmhkmh or mph.
caremptyThe car to read. Empty follows the local player's own car: the car announced as player.vehicle on their avatar or the main camera (a torqueCars car does this while the player drives it), else their avatar (or the car it sits in) when that is a car, else the entity the main camera follows.
anchorautoWhere it sits: auto (the style's own place), bottomRight, bottomCenter, bottomLeft, topRight, topCenter, topLeft, hud (centre low).
size1Extra scale on top of the automatic screen fit.
maxSpeed0Top of the speed scale; 0 = the style's own (260 km/h / 160 mph, truck 140 / 90).
offsetX, offsetY0Nudge in points.
visibletrueDraw it.

Methods: gauge:setStyle(id), gauge:cycleStyle(dir?), gauge:target() (the car id being read), gauge:reading() (what it shows right now).

From code, without a component

local Gauges = require("gaugeClusters.gauges")
Gauges.show("scifi")                     -- follows the local player's car
Gauges.show("truck", someCar, { units = "mph", anchor = "bottomLeft" })
Gauges.setStyle("pixel")
Gauges.setCar(otherCar)
Gauges.hide()
Gauges.styles()                          --> { "analog", "digital", ..., "truck" }

The parts are public too: gaugeClusters.reader reads any car into one table (read, resolve, gearLabel), gaugeClusters.styles builds each look as a widget tree (S.get(id).build(view, scale, state)), and gaugeClusters.draw holds the canvas helpers (arcs, needles, seven-segment digits, a 3x5 pixel font).

What it reads

The driving contract's named values on the car's chassis entity (see torqueCars.package/CONTRACT.md): car.kmh (or car.speed), car.rpm, car.gear (-1 R, 0 N, 1..n), car.rpmRedline, car.rpmMax, and for flavour car.throttle, car.brake, car.boost, car.limiter. Any car that writes them works. A plain builtin VehicleController car with no values reads too: speed from Physics.vehicleState, 0 rpm, gear -.

Gallery

gallery (a scene) shows all ten side by side, driven by a pretend car:

layers.load(asset.ref("gaugeClusters.gallery", "scene"), { additive = true })

Or put GaugeGallery on any entity (focus = "truck" shows one style large).

Screens and phones

Each cluster fits itself to the screen: about a third of a desktop screen's width, nearly the full width of a phone held upright, and never more than about 36% of the height, so the road stays visible. It lays out inside the safe area, so notches, cutouts and gesture bars never cover it. The UI is a personal overlay: each player sees their own car's cluster, and nothing is synced.

What is inside

PartWhat it is
GaugeCluster (component)One cluster on screen, owned by the component.
GaugeGallery (component)All ten styles in a grid with a pretend car.
FakeCar (component)Makes its entity write fake contract values (for tests and demos).
gauges (module)show / hide / setStyle API and the per-frame pipeline.
styles (module)The ten looks.
reader (module)Reads a car (contract values or VehicleController) and finds the local player's car.
draw (module)Canvas paint helpers.
fake (module)The pretend car's simulation.
gallery (scene)The gallery, ready to load.

Known limits

  • What it needs from a car — a car that does not write the driving contract's values shows speed only (from Physics.vehicleState), 0 rpm and gear -.
  • Finding your own car — with car empty the cluster reads the car announced as player.vehicle on the local player's avatar or the main camera (torqueCars cars announce themselves while the player drives them), else the avatar or what the camera follows when that is a car. A car that writes the values but announces nothing needs car set.
  • #21241 — car is an entity reference and is not synced; the cluster is a personal overlay, so every player's cluster resolves its own car locally.
  • Cost — each cluster redraws its UI every frame, about 0.5 ms on a desktop.
  • #20946 — phone layouts were checked at phone sizes in the native engine; the web build has not been run.

Interface

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

This asset doesn't declare a schema or structured payload.

Sub-parts

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

46items
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component · born here
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# FakeCar Makes the entity it sits on a pretend car: every frame it writes the driving contract's values (`car.kmh`, `car.speed`, `car.rpm`, `car.gear`, `car.gears`, `car.rpmIdle`, `car.rpmRedline`, `car.rpmMax`, `car.throttle`, `car.brake`, `car.boost`, `car.load`, `car.limiter`, `car.shiftCount`) from a small drive simulation: full throttle through six gears to the redline, braking with downshifts, a stop, reverse, neutral, and again. Use it to test or demo anything that reads car values (gauges, engine voices, cameras) without a real car. Needs no sibling components and moves nothing. ```lua local dummy = entity.spawn("dummyCar") dummy.component.add("FakeCar", { speedScale = 1 }) entity.spawn("hud").component.add("GaugeCluster", { car = dummy }) ``` Fields: `running`, `speedScale`. `state()` answers the simulation's speed, rpm, gear, phase, throttle, brake and boost.
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# GaugeCluster Puts one car gauge cluster (speed, revs with redline zone, gear) on the local player's screen in one of ten styles: `analog`, `digital`, `rally`, `retro80s`, `scifi`, `minimal`, `arcade`, `pixel`, `hud`, `truck`. `style` switches the look live. Attach it to any entity (an empty one is fine); it needs no sibling components. It reads the driving contract's values (`car.kmh`, `car.rpm`, `car.gear`, `car.rpmRedline`, `car.rpmMax`, ...) from `car`, or, with `car` empty, from the local player's own car (their avatar or what it sits in, else what the main camera follows). A plain `VehicleController` car shows speed, 0 rpm, gear `-`. ```lua entity.spawn("hud").component.add("GaugeCluster", { style = "rally", units = "mph" }) entity.find("hud").component.get("GaugeCluster"):cycleStyle() ``` Fields: `style`, `units` (kmh|mph), `car`, `anchor` (auto, bottomRight, bottomCenter, bottomLeft, topRight, topCenter, topLeft, hud), `size`, `maxSpeed`, `offsetX`, `offsetY`, `visible`. All NoSync: the cluster is a personal overlay. Methods: `setStyle(id)`, `cycleStyle(dir?)`, `target()`, `reading()`. The screen it registers (`gaugecluster_<entity id>`) goes when the component does.
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# GaugeGallery Draws all ten gaugeClusters styles side by side on one screen, each with its name, reading the same car, so the looks can be compared. With `fakeCar` on (the default) the entity it sits on becomes a pretend car (gaugeClusters.fake) driving through the gears, braking, reversing and idling, so it animates with no real car; turn it off and set `car` to watch a real one. Attach it to any entity; it needs no siblings. ```lua entity.spawn("gallery").component.add("GaugeGallery") entity.find("gallery").component.get("GaugeGallery").focus = "truck" ``` Fields: `fakeCar`, `car`, `units`, `focus` (one style alone, large), `columns` (0 = 5 on desktop, 3 on a tablet, 2 on a phone), `backdrop` (opaque studio background or over the world). The `gallery` scene in the package spawns one.
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module · born here
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# gaugeClusters.draw Canvas paint helpers the gauge styles are drawn with; each appends commands to a `canvas` widget's `commands` list. Dial geometry with angles clockwise from 12 o'clock (`pt`, `arcPoints`, `arc`, `band` for a filled ring segment, `gradArc`, `tick`, `needle` with optional glow), shapes (`line`, `circle`, `rect`, `poly`, `text`), colour (`mix`, `ramp`, `alpha`), seven-segment digits with unlit segments (`seg7`, `seg7Width`, `segWidth`) and a 3x5 pixel font (`pixText`, `pixWidth`). Reusable for any instrument-style UI.
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module · born here
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# gaugeClusters.fake A pretend car's drive simulation for tests and demos. `Fake.new()` makes one; `sim:step(dt, entityId?)` advances it (full throttle through six gears to the redline, braking with downshifts, a stop, reverse, neutral, again) and, given an entity, writes the driving contract's values on it (`car.kmh`, `car.rpm`, `car.gear`, `car.rpmRedline`, `car.rpmMax`, `car.throttle`, `car.brake`, `car.boost`, ...). The `FakeCar` component and `GaugeGallery` use it.
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scene · born here
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# Gauge cluster gallery All ten gaugeClusters styles (analog, digital, rally, retro80s, scifi, minimal, arcade, pixel, hud, truck) side by side on a dark studio backdrop, each reading the same pretend car as it accelerates through six gears to the redline, brakes with downshifts, stops, reverses and idles in neutral. It is for comparing the looks and checking how they read on a given screen size. Open it on its own (it brings its own camera) or lay it over a running scene: ```lua layers.load(asset.ref("gaugeClusters.gallery", "scene"), { additive = true }) entity.find("GaugeGallery").component.get("GaugeGallery").focus = "truck" -- one style, large ``` It builds in play: the `GaugeGallery` entity and a low-priority camera are spawned on load and removed on unload.
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module · born here
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# gaugeClusters.gauges The gauge cluster pipeline and its module API. `show(style, car?, opts?)` puts a cluster on screen without a component (it follows the local player's car when `car` is nil), `setStyle`, `setCar`, `hide`, `state`, `styles`. `GaugeCluster` and `GaugeGallery` build on its parts: `view` turns a reader Reading into what a style draws (smoothed needles, units, dial ranges, the redline fraction, blink and gear-pop timers), `scaleFor` fits a style to the screen and safe area (phones get nearly the full width), `place` wraps a cluster in a full-screen, safe-area root at an anchor, and `frame` does all of it for one car. ```lua local Gauges = require("gaugeClusters.gauges") Gauges.show("hud", nil, { units = "mph" }) Gauges.setStyle("retro80s") Gauges.hide() ```
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module · born here
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# gaugeClusters.reader Reads what a gauge shows from any car. `read(id)` answers one table: `kmh`, signed `speed`, `rpm`, `rpmIdle`, `redline`, `rpmMax`, `gear` and `gearLabel` (R / N / 1.. / -), `gears`, `throttle`, `brake`, `boost`, `load`, `limiter`, `damage`, plus `source` (`values` for a car writing the driving contract, `vehicle` for a plain VehicleController car read through `Physics.vehicleState`, `none`). `resolve(car?)` finds the car to read: the given one, else the local player's own car (their avatar or what it sits in, else what the main camera follows). `gearLabel(n)`, `isCar(id)`, `localAvatar()`, `cameraFollow()` are exported too. Used by every gauge; useful to any HUD that shows car state.
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module · born here
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# gaugeClusters.styles The ten gauge cluster looks as plain functions: `S.get(id).build(view, scale, state)` returns one widget node (a positioned plate holding a `canvas`) for the cluster at that scale. Each style also states its `label`, default `anchor` and design `size`. `S.ids()` lists them in gallery order: analog, digital, rally, retro80s, scifi, minimal, arcade, pixel, hud, truck. Called by `gaugeClusters.gauges` and the gallery; call it yourself to put a cluster inside a screen of your own (feed it `Gauges.view(...)`).
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testsuite · born here
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# gaugeClusters Checks the gauge package without putting anything on screen: - **Styles**: ten styles in gallery order (`styles.ids()` and `gauges.styles()` agree), each with a `build` and a size. An unknown id falls back to analog. - **Reader**: `gearLabel` (R / N / gear / "-"). `read()` returns every field from hand-written `car.*` values, km/h is derived from `car.speed` alone, the redline defaults to 87 % of the limiter, and a missing car reads `ok = false`. Also covered: `isCar`, `writesValues` and `resolve` of an explicit car. - **FakeCar**: the simulation the `FakeCar` component runs drives up through the gears, and the reader reads exactly what it wrote. The component starts at rest and exposes `state()`. - **View maths**: km/h vs mph, the style's top speed (260 km/h, 160 mph, truck 140) unless `maxSpeed` is set, the rev scale rounded up to the next thousand and the redline fraction. - **Every style draws**: `Gauges.frame` builds a full-screen tree with the cluster node for every style, both with a car and without one. - **GaugeCluster component**: `setStyle` accepts all ten and refuses an unknown one. `reading()` follows the style and reads the target car, `cycleStyle` wraps round, and `target()` is the car. It leaves alone what the clusters look like on screen and the per-frame screen registration, which runs only in play (judge those with the gallery scene and a capture), as well as following the local player's car. Entities are spawned far below the play area and despawned after each test. The cluster under test has `visible = false`. Run it in edit mode: ```luau return asset.resolve("gaugeClusters", "testSuite"):run() ```
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backing path · gaugeClusters.package

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