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Tent

The big top, built at runtime under the scene's `Stage` anchor: the striped canvas closing over the ring, the king pole's crown, guys and lacing, the raked plank seating with the house sitting in it, the arc lamp and the shaft of light it puts on the sawdust — and the light rig,…

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

Tent

The big top, built at runtime under the scene's Stage anchor: the striped canvas closing over the ring, the king pole's crown, guys and lacing, the raked plank seating with the house sitting in it, the arc lamp and the shaft of light it puts on the sawdust — and the light rig, the air and the film the whole thing is photographed through.

Mount one, on Stage. It needs nothing else on the entity; everything it makes is a temporary child of a tent_built root it clears and remakes on every build, so nothing it does is ever written into the scene file.

Public fields

  • axisZ: number — where the tent's own axis stands, in Z. The canvas peaks behind the clown rather than over him, the way a big top's does.
  • apex: number / hem: number — the canvas's height at the crown and its radius at the ground, in metres. Both scale the profile.
  • stripes: number — how many gores go round; passed to the canvas shader.
  • lampHeight / lampAngle / lampBrightness — the arc lamp: how high it hangs, its cone half-angle in degrees, and how hard it burns. What is built here is published into game.stage.beats's RIG, so a beat that ends hands the lamp back to exactly these numbers.
  • keyBrightness: number — the low warm front key from the seat's side, the one that reaches under a hat brim. A fraction of the lamp.
  • rimBrightness: number — the cold kicker from behind the ring that cuts the figure off the bleacher wall.
  • dust: number — how much dust is turning in the air, as volumetric density.

Methods

  • :rebuild() — tear the tent down and put it back up. Safe at any time; it is what awake() does and what a hot reload runs.
  • :relight() — re-state the light rig without rebuilding the geometry.
  • :pieces() — how many entities the tent is currently standing as. The house is two meshes rather than a hundred entities, so this is around 50.

Lifecycle

  • awake() — builds the tent, then keeps re-stating the rig until both of the scene's own lights have arrived to be retuned.
  • update(dt) / editorUpdate(dt) — flickers the festoon. It is the one thing in the tent that moves, and it writes the light only when the value has actually changed.
  • onDestroy() — cancels the relight task, clears the tent, and takes its three post-process effects back out of the chain.

The film

buildAtmosphere puts three effects on the scene layer, in this order: tent_bloom (40), tent_tonemap (60), tent_vignette (100). Grading the scene layer and not all is deliberate — the handbills the player holds are printed paper, not photographed light, and on a world several authors share an all pass would grade everyone else's screens too. postprocess.status() is the read-back.

Usage

entity.find("Stage").component.add("Tent", { lampBrightness = 230 })
entity.find("Stage").component.get("game.stage.Tent"):rebuild()

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.stage.Tent — the big top. Mounted once on the scene's `Stage` anchor. Everything the tent is made of is built here, at runtime, under that anchor: the striped canvas closing over the ring, the king pole's crown and guys, the raked bleachers in the dark with the house still sitting in them, the arc lamp and the shaft of light it puts on the sawdust, and the grain and vignette the whole thing is photographed through. It also owns the light RIG. The scene carries stand-in lights and, like every scene, a sun; a tent at midnight has no sun and no sky, and one lamp is the whole picture. `relight()` states that every time the tent is built, so a fresh boot, a hot reload and a scene reload all arrive at the same night. Nothing here is written into the scene file. `build()` clears whatever it made last time out of the world and makes it again.

ModelLightSpotLight

materials( ) → void

anchor( ) → void

clear( ) → number

spawn(name: string, parent: ?) → void

argtypedescription
namestring
parent?

put(e: ?, pos: { number }, scale: { number }?, rot: { number }?) → void

argtypedescription
e?
pos{ number }
scale{ number }?
rot{ number }?

model(e: ?, mesh: ?, material: ?, casts: boolean?) → void

argtypedescription
e?
mesh?
material?
castsboolean?

alignY(dx: number, dy: number, dz: number) → void

A rotation standing an entity's +Y along the given direction.

argtypedescription
dxnumber
dynumber
dznumber

buildCanvas(root: ?) → number

argtypedescription
root?

buildRigging(root: ?) → void

argtypedescription
root?

buildBleachers(root: ?) → void

argtypedescription
root?

buildLamp(root: ?) → void

argtypedescription
root?

buildKeys(root: ?) → void

The arc lamp hangs almost overhead, and a clown wears a hat: at the seat the brim is a roof over the paint and the only thing that survives is the nose. These two are what let the face be read without taking the picture off one hard source — a low warm key from the seat's own side that reaches under the brim, and a cold kicker from behind the ring that draws the figure's edge off a bleacher wall lit brighter than his coat. Both are a long way under the lamp, and neither casts a shadow: a second shadow in a one-lamp tent is the thing an audience notices first.

argtypedescription
root?

retune(name: string, opts: ?) → boolean

Every scene has a sun and a sky, and this one is a tent at midnight with a canvas over it. Left as authored, a white sun at full strength reaches the sawdust through the canvas and a default grey sky lights every surface in the place evenly — which is the exact opposite of one lamp in the dark. The tent slice owns the rig, so it says so here, out loud, on every build. One of the scene's own lights, retuned — if the scene has finished handing it over. On a cold boot this component can build before every entity in the scene has spawned, and a light named to `lighting.setLight` before it exists is an error that would take the whole tent down with it.

argtypedescription
namestring
opts?

relight( ) → boolean

State the night. Returns true once BOTH of the scene's own lights were there to be retuned, so a caller can keep asking until they are.

buildAtmosphere( ) → void

build( ) → void

rebuild( ) → void

Tear the tent down and put it back up. Safe to call at any time; it is what awake() does and what a hot reload runs.

relight( ) → void

Re-state the light rig without rebuilding the geometry — what a beat calls after it has been playing with the lamp.

pieces( ) → number

How many entities the tent is currently standing as.

relightUntilLit( ) → void

flicker(dt: number) → void

A festoon on a travelling generator does not burn steady. Three sines carry the hum and the swing, and a slow term dips the whole string now and then, the way a tent does when something else in it draws current. Only the light is written, and only when the value has actually moved, so a still ring is not a still photograph and costs one patch every few frames to say so.

argtypedescription
dtnumber

awake( ) → void

update(dt: number) → void

argtypedescription
dtnumber

editorUpdate(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.

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# game.stage.tentGeometry The shapes the big top is made of, as pure geometry. Every function returns a `MeshGeometry` — flat `positions` / `indices` / `normals` / `uvs` arrays, the shape `renderer.mesh.create` and `asset.create("mesh", …)` both take. Nothing here touches the scene; `game.stage.Tent` turns these into meshes and stands them up. | Call | Shape | |---|---| | `revolve(profile, segments, axisX, axisZ)` | A surface of revolution wound and normalled to be seen from INSIDE — the canvas. `profile` is `{ r, y }` from the apex outward and down. UV.x is the fraction round the tent, UV.y climbs apex to hem, which is what lets a shader stripe it. | | `bleachers(opts)` | Raked plank seating swept round an arc: a seat board and its riser per tier. Angles are measured the way the ring is — 0 is +Z, toward the seat. | | `house(seats, opts)` | The whole audience as two geometries — `cloth` and `faces` — with every sitter's place, turn, lean and size baked into the vertices where they sit. A `seat` is `{ angle × π, tier, slouch, size, hat }`. Nothing in the house moves, so nothing in it needs to be an entity. | | `pushEllipsoid(g, cx, cy, cz, rx, ry, rz, segments, rings, yaw)` | Appends a sphere with a radius per axis, carrying true ellipsoid normals — so one flattened into a hat brim still lights like one. | | `pushCylinder(g, cx, cy, cz, rBottom, rTop, height, segments, yaw)` | Appends a capped cylinder, or a frustum when the radii differ. `cy` is the bottom, so a thing that sits on a plank is placed at the plank. | | `cone(topRadius, bottomRadius, height, segments)` | An open shell seen from outside — the shaft of a spotlight. UV.y is 0 at the lamp and 1 at the pool. | | `disc(radius, segments)` | A flat disc facing +Y. | | `pushBox(g, cx, cy, cz, sx, sy, sz, yaw)` | Appends a box, each face carrying its own normal, to a geometry `empty()` made. | | `triangleCount(g)` | What a build produced — the cheap sanity read. |
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# game.stage.beats The staging of GREASEPAINT, written as data. A beat is a camera path over a few seconds plus a handful of cues that fire as the clock crosses them. `Beats.list` holds them by name — `opening`, `entrance`, `laugh`, `kick`, `kill`, `won`, `lost` — and `Beats.forEvent` says which Core event asks for which. `game.stage.Cinematics` drives them; nothing here touches the world. A path is keyframes of `{ t, pos, look, fov, shake }`, seconds from the beat's start. The first is where the camera jumps to and the last is where it is left — and the last keyframe of every beat is the seat, so a beat cannot strand the camera somewhere else. `Beats.sample(path, t)` reads a path at a moment; `Beats.seat()` returns the front row in the same shape. No beat runs longer than 2.5 seconds. A player is holding cards the whole time. ## The lamp `Beats.RIG` is what the cue `lamp = "rig"` means and what every beat hands the lamp back to: `{ intensity, angle, inner, color }`, `inner` being the inner cone as a fraction of `angle`. `game.stage.Tent` writes what it actually built into it on every build and nothing else writes it, so retuning the tent's `lampBrightness` is retuning what a beat returns to. ## The framing `Beats.framing` says how the seat is framed for each clown: `lookY` is added to `Core.SEAT.lookAt`'s height and `fov` replaces `Core.SEAT.fov` for the act. `Beats.frameFor(clown)` selects one — `Cinematics` calls it on `act.start`, and with nil at the title. `Beats.lift()` and `Beats.lens()` read back what is in force. Every keyframe aimed at the seat's own look-at, and every keyframe asking for the seat's own lens, travels with the framing; a keyframe that names a target or a focal length of its own keeps it. So a beat that ends in the front row ends framed on whoever is standing in the ring. The company is between 1.7 m and 3.1 m tall and the seat is a fixed chair 7.5 m from the mark, so the lens is the only thing that can hold them all: 45° for Pinch, 55° for Bello and Mr. Marrow, 58° for Slats on his stilts. Every head lands at 0.30 of the frame's height, clear of the plate above it.
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# Core The one table every part of GREASEPAINT reads. It carries the game's constants — the cards, the four clowns, the barker's lines, the palette and the fonts — the live state of the night, and the event bus the game talks over. Every other module requires this and nothing else of each other. `game.rules.Director` is the **only** writer of `Core.state()`. Everything else reads the state, listens on the bus, and asks the Director for changes through `Core.cmd`. ```luau local Core = require("game.Core") Core.state().nerve -- read the night Core.on("clown.hit", function(p) ... end) -- react to it Core.cmd("playCard", { index = 2 }) -- ask the Director to act ``` ## Constants - `Core.RULES` — Nerve, Breath, hand size, the Laughter ceiling and where the meter carries to after a laugh, how warm the house can get and what a step of heat is worth, what a held Grin bites, how many acts a night runs, which act's interval takes a card away instead of giving one, the starter deck and the reward pool. - `Core.CARDS` — the twelve cards, each with `kind` (`gag` / `guard` / `trick` / `curse`), `cost`, and whatever it does: `dmg`, `block`, `heal`, `laughter`, `effect` (`weaken` / `reflect` / `burn`), `exhaust` when playing it takes it out of the act, and the `text` its face prints. - `Core.CLOWNS` — Pinch, Bello, Slats and Mr. Marrow: `hp`, a looping `pattern` of intents, and three spoken `lines` (`enter`, `laugh`, `die`). - `Core.RUN` — the three-clown pool and the finale. - `Core.BARKER` — the Ringmaster's four narrated lines, and `heat`, the one he marks each step of the warming house with. - `Core.PALETTE` / `Core.FONTS` / `Core.ANCHORS` / `Core.SEAT` / `Core.PHASES` / `Core.EVENTS` / `Core.COMMANDS`. ## State - `Core.state()` — the live night. Phase, act, turn, Nerve, Breath, Block, Laughter, the `heat` the house has reached, the `library` (every card the night owns) and the working piles drawn from it (`deck`, `hand`, `discard`, `exhaust`), the current `clown`, the `reward` on offer — its `cards`, the `next` clown it names and its `mode` (`take` or `leave`) — the focused index, and the `order` the four acts run in. - `Core.reset()` — replaces the state with a fresh night, in place, so a reference held across a restart stays valid. ## The bus - `Core.on(name, fn, tag?) -> unsubscribe` — subscribe. A `tag` makes it idempotent: registering the same event and tag again replaces the earlier subscription rather than stacking a second copy, which is what keeps a reloaded component from handling everything twice. - `Core.off(name, tag)` — drop a tagged subscription. - `Core.emit(name, payload)` — fire to every subscriber, in order. A listener that errors is reported and the rest still run. - `Core.cmd(name, payload)` — `Core.emit("cmd." .. name, payload)`. - `Core.listenerCount(name)`, `Core.clearListeners()`. ## Chance The night's randomness is one stream, seeded per run, so a seed replays a whole night: the act order, the shuffles, which card the tent paints, which three cards a reward offers. - `Core.random()` — the next value in [0, 1). - `Core.randomIndex(n)` — an integer in [1, n]. - `Core.shuffle(list)` — shuffle in place, return the list. - `Core.rand(salt)` — a stable value for a salt, independent of the stream. ## The frame Every screen, plate and card lays out from the live frame, so any shape holds. - `Core.frame(override?)` — `{ w, h, u, wide }`. `u` is a hundredth of the short side: the unit every proportion is stated in. `wide` is true from an aspect of 1.25 up. Pass `{ width, height }` to lay out against a shape the engine is not running at. - `Core.rgba(hex, a)` — a palette hex with an alpha, as the `rgba()` string a widget takes. - `Core.hairline(n)` — a rule of `n` pixels, never thinner than one whole one. ## Also - `Core.card(id)` / `Core.clown(id)` — a record, or nil. - `Core.readingTime(text)` — how long a spoken line should sit on screen, in milliseconds, when no generated clip has answered for it. Between 1.4 and 9 seconds, whatever the length.
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backing path · game/stage/Tent.component

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