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asset⌬ modulemoduleprimary: init.luau·originates fromworld e8e8ad10-5…

kite

KITE's sprite sheet — a rooftop courier, seventeen, in a cropped jacket and a hauling harness with a grapple hook clipped at her hip.

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

emberline.art.kite

KITE's sprite sheet — a rooftop courier, seventeen, in a cropped jacket and a hauling harness with a grapple hook clipped at her hip.

Requiring the module registers Bus.registry.art.kite with the same fields MAG's does: cell, palette, paletteOrder, portraitCell, build(handle) returning the clip index keyed by Rules.CLIPS, and portrait(handle).

She stands 100 sheet pixels tall against MAG's 112, with a slightly larger head and arms three pixels shorter — the reach the roster slice takes away from her in numbers is visible in the drawing, which is the only honest way to sell a short-reach character.

The scarf is the point. It is a seven-link follow chain with almost no gravity (0.30) and a low relaxation rate (0.24), so it only corrects a quarter of its error per frame. Her dash and her landing run eight and six frames for exactly that reason: the body is finished halfway through and the rest of the clip belongs to the cloth. Measured across dashF, the body's frame-to-frame delta falls to 4.8 by frame 6 and 0.65 by frame 8, while the scarf tip is still travelling 3.8 pixels on frame 7 and 2.3 on frame 8.

Her signature clips: Sparkflare (special1) is a poke, not a wall — she barely stops moving to throw it. Skyhook (special2) sends the arm first and drags the body off the floor after it. Tramline (special3) is flatter and a frame quicker into it than MAG's rush. ZIPLINE ASSAULT (super) throws the hook, goes taut, and takes her across the stage through you.

Interface

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

conforms to

zero/source-extract/v2

emberline.art.kite — KITE's sprite sheet. A rooftop courier, seventeen, all elbows, in a cropped jacket and a hauling harness with a grapple hook clipped at the hip. She is eleven pixels shorter than MAG and her arms are three pixels shorter again — the reach the roster slice takes away from her in numbers is visible in the drawing, which is the only honest way to sell a short-reach character. The scarf is the point. It is a seven-link follow chain with almost no gravity and a low relaxation rate, so it leads into every movement a frame late and is STILL travelling four or five frames after she has planted. Her dash and her landing are eight and six frames long for exactly that reason: the body is finished halfway through and the rest of the clip belongs to the cloth. Registers `Bus.registry.art.kite`. require("emberline.art.kite") -- registering is the whole side effect

onClip(st: any, _name: string) → void

The long tail hangs off the back of the neck; the short one crosses her chest. `lag` 0.24 and gravity 0.30 are the whole character: the chain only corrects a quarter of its error a frame, so it takes six or seven frames to settle after the body has stopped.

argtypedescription
stany
_namestring

frame(J: any) → void

argtypedescription
Jany

behind(B: any, J: any, st: any, Pp: any) → void

argtypedescription
Bany
Jany
stany
Ppany

torsoOver(B: any, J: any, _st: any, Pp: any) → void

argtypedescription
Bany
Jany
_stany
Ppany

face(B: any, J: any, st: any, Pp: any) → void

argtypedescription
Bany
Jany
stany
Ppany

sleeve(B: any, sh: any, el: any, hd: any, jackName: string, tapeName: string, skinName: string) → void

Bare forearms, taped knuckles, and a jacket sleeve that stops at the elbow.

argtypedescription
Bany
shany
elany
hdany
jackNamestring
tapeNamestring
skinNamestring

armBack(B: any, J: any, _st: any, _Pp: any) → void

argtypedescription
Bany
Jany
_stany
_Ppany

armFront(B: any, J: any, _st: any, _Pp: any) → void

argtypedescription
Bany
Jany
_stany
_Ppany

front(B: any, J: any, st: any, Pp: any) → void

argtypedescription
Bany
Jany
stany
Ppany

kiteClips( ) → void

p(...: ?) → void

argtypedescription
...?

drawBust(B: any, cx: number, cy: number, k: number) → void

argtypedescription
Bany
cxnumber
cynumber
knumber

drawPose(B: any, pose: any) → void

argtypedescription
Bany
poseany

build(handle: any) → any

argtypedescription
handleany

portrait(handle: any) → void

argtypedescription
handleany

Sub-parts

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16+items
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module · born here
❒asset
# bus <!-- 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
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module · born here
❒asset
# emberline.art.magkite The drawing kit MAG and KITE are made with, and the shared motion library (`emberline.art.magkite.motion`) that supplies the thirty-three clips every fighter in this game performs the same way. ## What is in here - **An index-buffer rasteriser.** `Ink.buffer(w, h, palette)` gives a plain Luau array of palette indices with `px / rect / blob / limb / poly / line / ribbon / speck / burst` on it, plus the finishing passes — `volume` (per-run shading, so an arm crossing a coat gets its own rounding), `grit` (deterministic wear that does not crawl between frames) and `outline`. A finished frame goes into the canvas in one call: `handle:addFrame(cells)`. - **A 2D skeleton.** `Ink.solve(pose, style)` turns a flat table of joint angles into sheet-space joint positions, with squash and stretch anchored at the ground line. `Ink.body` draws it back to front, taking the costume from the style's hooks (`behind`, `armBack`, `torsoOver`, `face`, `armFront`, `front`). - **Cloth.** `Ink.chain` / `Ink.flow` / `Ink.settle` wrap `pixelkit.follow` so a coat tail, a scarf and a lantern chain lead into a movement a frame late and keep travelling after the body has stopped. - **Clip assembly.** `Ink.clip` (key poses through `pixelkit.tween`), `Ink.cycleClip` (a loop that WRAPS, for the idle and the walks) and `Ink.buildSheet`, which writes every clip into a canvas and returns the clip index keyed by `Rules.CLIPS`. - **`Ink.auditSheet`** draws the whole sheet into a padded buffer and reports which clips put ink outside the 96x120 cell. A raster primitive clamps silently, so a pose that over-reaches loses pixels rather than failing; this is how those are found. ## Angles Degrees, positive turning toward screen-right, which is the way every sheet in this game faces. `aSh*` is an upper arm from straight down, `aEl*` is the FOREARM's own angle measured the same way (not a flexion — you pose an arm by deciding where the fist points), `lHip*` is a thigh from straight down, and `lKn*` IS relative, because a knee is a hinge that bends one way. ## Reach The cell is 96 wide and a fighter stands on its centre line, so a fully extended limb lands within a few pixels of the edge. Any pose that throws a leg out front pulls the root back with `x` to buy the room.
▲ 0↑ born
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module · born here
❒asset
# rules <!-- 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
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module · born here
❒asset
# motion <!-- 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 · emberline/art/kite.module

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