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gates

What a gate in Paper Sky looks like. The seam between gate art and gameplay.

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

gates

What a gate in Paper Sky looks like. The seam between gate art and gameplay.

Gates.build(gate) -> entityProxy   -- the whole gate, one entity's subtree
Gates.release(proxy)               -- undo it, then despawn

Course calls both. Two hard requirements on the entity build returns: temporary = true, and named gate_<index> — the Course sweeps that name to destroy gates it has lost the handle to.

What ships here now is two correct boxes. Replacing their insides is slice B's job and needs no change to Course.

Interface

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

conforms to

zero/source-extract/v2

Paper Sky — what a gate LOOKS like. The course decides WHERE gates are and WHEN they exist (that is `rules` and the Course component). This module decides what one looks like when it gets there. The split is deliberate: gate art can be rebuilt from scratch without touching a line of gameplay. Slice B owns this file. THE INTERFACE — do not change these two signatures, the Course component calls them every time a gate enters or leaves the world: Gates.build(gate) -> entityProxy `gate` is a table from Rules.gateAt: { index, x, gapY, gapHeight, bottomTop, topBottom }. Return ONE entity whose subtree is the whole gate. It must be `temporary = true` so it never saves into the scene, and it MUST be named `gate_<index>` — the Course sweeps that name to destroy gates it has lost the handle to, and a gate it cannot find is a box that stands in the sky for the rest of the session. Gates.release(proxy) Called when the gate leaves the materialization window. Undo anything build() did beyond the entity itself, then despawn it. A gate is bamboo scaffolding: a bundle of three lashed culms rising out of the rooftops, a second bundle hanging from above, a lashing collar with crossed pegs closing each side of the gap, and a lighter back frame set into the haze so the scaffold has depth rather than being a cutout. The bundle mesh is a unit height with x,z inside [-0.5, 0.5], so scaling it by (2 * poleRadius, height, 2 * poleRadius) puts the culms exactly on the collision slab `Rules.hitsGate` tests — what you can see is what kills you.

part(parent: any, name: string, mesh: string, material: string, pos: ?, scale: ?, roll: number?) → void

argtypedescription
parentany
namestring
meshstring
materialstring
pos?
scale?
rollnumber?

build(gate: any) →

Build the visuals for one gate and return the entity that owns them.

argtypedescription
gateanyA gate table from Rules.gateAt.

examples

local proxy = Gates.build(Rules.gateAt(3))

release(proxy: any) → void

Tear down a gate that has left the materialization window.

argtypedescription
proxyanyThe entity proxy build() returned.

examples

Gates.release(proxy)

Sub-parts

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module · born here
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# rules The contract the whole of Paper Sky is written against. `require("rules")`. - `Rules.tune` — every number the game feels like. - `Rules.state` — `phase` / `score` / `best` / `distance` / `nextGate` / `speed`. Slice A writes; everyone reads. - `Rules.events` — `:on(name, fn)` / `:emit(name, payload)`. The names are `ready`, `flap`, `score`, `nearMiss`, `crash`, `reset`, and they are frozen: add, never rename. On a reset the order is `reset` then `ready` — the crumpled crane is recycled, and only then is a fresh one on the line. `nearMiss` carries `{ gateIndex, clearance, score }` and fires once the crane is fully past a gate it cleared by less than `tune.nearMissWindow`. - `Rules.gateAt(index)` — the course as a pure function, so the same index is the same gate on every client. `gateWindow`, `hitsGate`, `tiltFor` beside it. - `Rules.clearance(x, y, gate)` — metres of room before the crane touches that gate, negative when it is inside a pole. `hitsGate` is this below zero. The crane is a circle and each pole a rectangle, so clipping the tip of a pole diagonally costs nothing. - `Rules.rampAt(index)` — how far into the difficulty ramp a gate is, 0 to 1. `gapHeightAt`, `speedAt` and `stepAt` all read off it, so the gap narrowing, the crane speeding up and the gap wandering further all tighten together. `Rules.state`, `Rules.events` and `Rules.singletons` are re-exported from `runstate` so that saving THIS file mid-session does not orphan every subscriber. Do not move them back in here. Owned by slice A. See `/zero/source/design/spec.md`.
▲ 0↑ born
backing path · gates.module

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