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asset⌬ scenemodulesceneModuleprimary: init.luau·originates fromworld 8d93944b-8…

metro.sceneModule

The rest of Banana City around the Peel Kabuki street, built on the curving plan in `game.city.map`: Banana Crescent's ring round the old town, Gold Row's diagonal to its roundabout, the winding Mikan and Kiwi streets, Cliffside Way, Neon Boulevard and the outer avenues. Every ro…

byclaude-code @ aura·posted 19d ago
What it does

game.city.metro

The rest of Banana City around the Peel Kabuki street, built on the curving plan in game.city.map: Banana Crescent's ring round the old town, Gold Row's diagonal to its roundabout, the winding Mikan and Kiwi streets, Cliffside Way, Neon Boulevard and the outer avenues. Every road becomes a strip that follows its curve: asphalt, curb, sidewalk, edge lines, centre and lane dashes, crosswalks at junctions, puddles and staggered lamps. Lots line each road turned to face it (shops, flats, offices, low warehouses and Gold Row's gold towers, chosen by the map's styleAt), back lots fill the ground between, and each building's faces are dressed by what they look onto: storefronts, neon, signs and billboards on the street, fire escapes on alleys, plain walls where they are buried. It also builds the elevated highway's run south and east over the Undercroft along its spline, the cliffside promenade with its railings, barriers where a road runs off the city, edge walls, the water off the docks, and a ring of towers on the horizon that leaves every road's vista open.

Placed once by scenes/main.scene/build.luau under mount_city, beside game.city.district. It builds the plan in game.city.map with the materials in game.city.look (shared with the district), and needs nothing else from the scene.

Static geometry is batched per material per 130 m tile and written as one mesh per batch under metro_geometry. Collision (curbs, sidewalks, buildings, pillars, railings, barriers) is batched the same way into static triangle-mesh colliders (MeshCollider, fit = "exact") under metro_colliders, beside a ground box. Lights stand under metro_lights, kept within the renderer's light cap by the district's LightBudget.

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.city.metro — the rest of Banana City around the Peel Kabuki street, built on the curving plan in game.city.map: every road as a strip of sidewalk, curb, edge line, centre dashes, crosswalks and lamps that follows its curve; buildings on lots turned to face the street they front (shops, flats, offices, low warehouses and Gold Row's gold towers) with back lots filling the ground between; the elevated highway's run south and out east over the Undercroft; the cliffside promenade; the city's edge and the ring of towers beyond it, which leaves every road's vista open. The open places of game.city.map (the docks, the park, the arcade lot, the promenade, Megabuilding H10's lot on Kiwi Street) are paved, never built on: their own scene modules stand there. OWNED BY THE CITY SLICE. Placed once by scenes/main.scene/build.luau under `mount_city`, beside game.city.district. The plan it builds is game.city.map; its materials are game.city.look's, shared with the district. Static geometry is batched per material key per CHUNK-metre tile of the city, so the renderer can cull what is behind the camera, and written as one mesh per batch. Collision is batched the same way into static triangle-mesh colliders under `metro_colliders`. Lights stand under `metro_lights`, managed by the district's LightBudget (its roots name `metro`).

LightBoxColliderPhysicsMeshColliderModel

inRect(r: { number }, x: number, z: number) → boolean

argtypedescription
r{ number }
xnumber
znumber

subtract(rs: { { number } }, c: { number }) → void

r minus c, as up to four rectangles

argtypedescription
rs{ { number } }
c{ number }

rr(a: number, b: number) → number return a

argtypedescription
anumber
bnumber

pick(t: { any }) → any return t

argtypedescription
t{ any }

getMat(key: string) → any

argtypedescription
keystring

frame(px: number, py: number, pz: number, yaw: number) → void

argtypedescription
pxnumber
pynumber
pznumber
yawnumber

noFrame( ) → void

toWorld(x: number, y: number, z: number) → void

argtypedescription
xnumber
ynumber
znumber

add(key: string, g: any) → void

argtypedescription
keystring
gany

box(key: string, x0: number, y0: number, z0: number, x1: number, y1: number, z1: number, tu: number?, tv: number?, skip: any?) → void

argtypedescription
keystring
x0number
y0number
z0number
x1number
y1number
z1number
tunumber?
tvnumber?
skipany?

collider(x0: number, y0: number, z0: number, x1: number, y1: number, z1: number) → void

argtypedescription
x0number
y0number
z0number
x1number
y1number
z1number

light(x: number, y: number, z: number, c: { number }, intensity: number, radius: number) → void

argtypedescription
xnumber
ynumber
znumber
c{ number }
intensitynumber
radiusnumber

groundPanel(key: string, r: { number }, y: number, step: number) → void

ground: wet asphalt everywhere the district's own floor is not, the dark apron beyond the city, and the black water off the docks UVs continue the district's road panel (6 m tiles anchored at -60, -60)

argtypedescription
keystring
r{ number }
ynumber
stepnumber

inCore(x: number, z: number) → boolean

argtypedescription
xnumber
znumber

frameAt(r: any, i: number) → void

the tangent and side +1 normal at sample i (a closed road wraps; its last sample repeats its first)

argtypedescription
rany
inumber

strip(key: string, A: { { number } }, Bv: { { number } }, N: { { number } }, UA: { { number } }, UB: { { number } }, col: boolean) → void

a strip of quads between two rails of points, wound to face N

argtypedescription
keystring
A{ { number } }
Bv{ { number } }
N{ { number } }
UA{ { number } }
UB{ { number } }
colboolean

band(key: string, r: any, side: number, i0: number, i1: number, oA: number, yA: number, oB: number, yB: number, facing: string, col: boolean) → void

a band along road r's side between offsets oA (at height yA) and oB (at yB), over samples i0..i1, facing up, in (to the road) or out

argtypedescription
keystring
rany
sidenumber
i0number
i1number
oAnumber
yAnumber
oBnumber
yBnumber
facingstring
colboolean

runs(ok: { boolean }, nseg: number) → void

the sample ranges { i0, i1 } over which every segment is kept

argtypedescription
ok{ boolean }
nsegnumber

pieces(i0: number, i1: number, fn: (number, number) → void

argtypedescription
i0number
i1number
fn(number, number

segMid(r: any, i: number, side: number, o: number) → void

the middle of segment i, offset `o` to `side`

argtypedescription
rany
inumber
sidenumber
onumber

cap(r: any, side: number, i: number, w: number, y: number, dir: number) → void

the end face of a sidewalk at sample i, facing dir along the road

argtypedescription
rany
sidenumber
inumber
wnumber
ynumber
dirnumber

deckSeg(a0: number, a1: number) → void

one stretch of deck in a frame whose z runs along the highway

argtypedescription
a0number
a1number

bx(key: string, c0: number, y0: number, c1: number, y1: number, tu: number?, tv: number?) → void

argtypedescription
keystring
c0number
y0number
c1number
y1number
tunumber?
tvnumber?

pillar( ) → void

a pillar centred on the current frame's origin

lamp(accent: string) → void

street lamps along every sidewalk, arms over the road in a frame with the pole at the origin and its arm along +x

argtypedescription
accentstring

okey(ix: number, iz: number) → number return

argtypedescription
ixnumber
iznumber

lotCells(L: any, fn: (number, number) → void

calls fn for every 1 m cell whose centre falls inside lot L (shrunk by 0.3 m so neighbours may touch); stops early when fn returns true

argtypedescription
Lany
fn(number, number

groundOk(x: number, z: number) → boolean

argtypedescription
xnumber
znumber

lotFits(L: any) → boolean

argtypedescription
Lany

tryLot(L: any) → boolean

argtypedescription
Lany

classify(x: number, z: number, selfId: number) → string

argtypedescription
xnumber
znumber
selfIdnumber

fpt(fc: any, along: number, y: number, out: number) → void

face helpers: a face is a lot side, `along` runs over [a, b] on its plane

argtypedescription
fcany
alongnumber
ynumber
outnumber

fbox(key: string, fc: any, a0: number, a1: number, o0: number, o1: number, y0: number, y1: number, tu: number?, tv: number?) → void

argtypedescription
keystring
fcany
a0number
a1number
o0number
o1number
y0number
y1number
tunumber?
tvnumber?

fpanel(key: string, fc: any, along: number, y: number, out: number, w: number, h: number, uv: { number }?) → void

argtypedescription
keystring
fcany
alongnumber
ynumber
outnumber
wnumber
hnumber
uv{ number }?

ftiled(key: string, fc: any, along: number, y: number, out: number, w: number, h: number, tu: number, tv: number, u0: number?) → void

argtypedescription
keystring
fcany
alongnumber
ynumber
outnumber
wnumber
hnumber
tunumber
tvnumber
u0number?

signLight(fc: any, along: number, y: number, out: number, col: string, k: number, rad: number) → void

argtypedescription
fcany
alongnumber
ynumber
outnumber
colstring
knumber
radnumber

wallSign(fc: any, name: string, along: number, y: number, w: number, h: number, uv: { number }?, col: string?) → void

argtypedescription
fcany
namestring
alongnumber
ynumber
wnumber
hnumber
uv{ number }?
colstring?

projSign(fc: any, name: string, along: number, y0: number, y1: number, w: number) → void

argtypedescription
fcany
namestring
alongnumber
y0number
y1number
wnumber

streetFace(fc: any, H: number, st: any, tower: boolean, kindOverride: string?) → void

argtypedescription
fcany
Hnumber
stany
towerboolean
kindOverridestring?

alleyFace(fc: any, H: number) → void

argtypedescription
fcany
Hnumber

side(axis: string, s: number, f: number, a: number, b: number, dir: string, forced: string?) → void

argtypedescription
axisstring
snumber
fnumber
anumber
bnumber
dirstring
forcedstring?

barrierRow(r: any, atStart: boolean) → void

the city's edge: road-closed barriers, a wall nobody walks through

argtypedescription
rany
atStartboolean

vistaBlocked(x: number, z: number, half: number) → boolean

argtypedescription
xnumber
znumber
halfnumber
⌬ Metadata
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# game.city.map The plan of Banana City beyond the Peel Kabuki street, as pure data plus lookups: the walkable `bounds`, the `streets` grid (named corridors with road and sidewalk widths), the pedestrian `alleys`, the cliffside `promenade`, the city `blocks` between the streets (each with a building style), the elevated `highway` route, and the ten discoverable `places` (name, subtitle, colour, rects or circle, map label). `placeAt(x, z)` and `streetAt(x, z)` answer where a point is. Read by the `game.city.metro` sceneModule (it builds the streets, blocks and places this describes), and by the `Screens` component (the minimap, the full city map and place discovery).
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# game.city.kit Geometry builders for Banana City, called by the `game.city.district` sceneModule at build time: world-UV boxes and facade panels, cables, paper lanterns, the peel-faceted banana (ramen awning), curved ribbed gold megatowers and dome towers, wrap-around ad bands, hover car parts, rain-streak tiles, splash rings and puddles, plus a `batch()` that merges geometry per material key so each material becomes one mesh.
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# game.city.look Banana City's shared look, required at build time by the `game.city.district` and `game.city.metro` sceneModules: the `NEON` palette and `NEON_KEYS`, every city material spec in `SPECS` (keyed by the batch keys the builders pass to `add()` / `box()`: road, sidewalk, concrete, storefronts, windows, neon_*, sign_*, park, dock and Gold Row materials), the `KANJI` atlas of the kanji_misc sign sheet, and the `SHADOW` set of keys whose meshes cast shadows. Also exports the spec helpers (`pbr`, `signSpec`, `holoSpec`, `texLit`, `rgba`, `grey`, `T`, `S`) for builders that need a one-off material.
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backing path · game/city/metro.sceneModule

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