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fight

The fight itself, on a fixed 60 Hz step.

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

emberline.fight

The fight itself, on a fixed 60 Hz step.

Bus.services.fight is registered from this module: start(opts), stop(), update(dt), isRunning(), session(), phase(), forceRoundEnd(side).

What one step does

  1. Sample both controllers (emberline.input) — facing-relative, so "back" is always away from the opponent.
  2. Run each fighter's state machine over the names in Rules.STATES.
  3. Push the bodies apart, then hold both inside the frame the camera can show.
  4. Resolve every live hitbox against the other fighter's hurtbox.
  5. Step projectiles.
  6. Advance the round clock, and end the round on a KO or on time.

Visuals are applied once per rendered frame, not once per fixed step: the fighter's state picks a clip name, the clip index from the sheet picks a frame, and setActiveFrame is only called when the frame actually changes.

The rules that make it a fighting game

  • A block is a direction. Holding away blocks; the stance decides what it stops (Rules.BLOCK_TABLE). A crouching block eats an overhead and a standing block eats a low.
  • A throw is unblockable and loses to a jump or to anything that is not standing still blocking.
  • onBlock is enforced. Blockstun is set so the defender leaves stun exactly onBlock frames relative to the attacker leaving recovery, so a blocked heavy really is punishable and a blocked light really is not.
  • Hitstop freezes both fighters on connect, and input keeps buffering through it, which is what makes a cancel land on the frame you pressed it.
  • Damage scales down a combo through Rules.COMBO_SCALING.
  • pushback and jumpArc are distances, not per-frame speeds.

Where the numbers come from

Bus.registry.fighters[id] (the roster) and Bus.registry.art[id] (the sheets) win wherever they exist. emberline.fight.defaults answers where they do not, with a complete FighterDef for every slot in Rules.MOVE_SLOTS and a full sheet covering every name in Rules.CLIPS, so the fight is playable on its own.

Events

Emits fight.roundStart fight.roundEnd fight.matchEnd fight.hit fight.block fight.throwLand fight.superStart fight.ko fight.jump fight.land fight.dash fight.stateChanged fight.meterFull, with the payload shapes documented in emberline.bus.

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.fight — the fight. One fixed 60 Hz step drives everything: the state machine over Rules.STATES, hitbox against hurtbox, the block table, hitstun and blockstun with the frame advantage the roster's `onBlock` number PROMISES, combo scaling, meter, hitstop, projectiles, the round clock and the best-of-three. The rules that make it a fighting game rather than two boxes colliding: * A block is a DIRECTION, never a button. Holding away blocks; the stance you hold it in decides what it stops (Rules.BLOCK_TABLE), so a crouching block eats an overhead and a standing block eats a low. * A throw is unblockable and loses to anything that is not blocking. * `onBlock` is enforced, not decorative: blockstun is set so the defender leaves stun exactly `onBlock` frames before/after the attacker leaves recovery. A blocked heavy really does leave you standing there. * Hitstop freezes BOTH fighters on connect, and input keeps buffering through it, which is what makes a link feel like a link. Registers Bus.services.fight and emits every fight.* event. The roster slice (Bus.registry.fighters) and the art slices (Bus.registry.art) win wherever they have landed; emberline.fight.defaults answers where they have not.

pushVelocity(distance: number, weight: number) → number

argtypedescription
distancenumber
weightnumber

artFor(id: string) → any

argtypedescription
idstring

defFor(id: string) → any

argtypedescription
idstring

buildSheet(id: string) → any

argtypedescription
idstring

newFighter(side: number, id: string, control: string) → any

argtypedescription
sidenumber
idstring
controlstring

showFrame(f: any, idx: number) → void

A mesh-mode PixelCanvas builds one mesh for the frame it is showing and lets that mesh go once the frame stops being the shown one, so coming back to an index that was displayed earlier binds a mesh that is no longer there and the sprite draws nothing at all — while every query about the canvas, the component and the Model still reads healthy. A freshly ADDED frame always carries a live mesh, so every display goes through a duplicate of the frame we actually want. The duplicates pile up above the authored sheet and `pruneScratch` cuts them back between rounds, top-down, so no authored index ever shifts.

argtypedescription
fany
idxnumber

pruneScratch(f: any) → void

argtypedescription
fany

setClip(self: any, name: string) → void

argtypedescription
selfany
namestring

clipRange(self: any) → any

argtypedescription
selfany

isFree(self: any) → boolean

argtypedescription
selfany

reset(self: any, x: number, facing: number) → void

argtypedescription
selfany
xnumber
facingnumber

setState(self: any, state: string, clip: string?) → void

argtypedescription
selfany
statestring
clipstring?

hurtbox(f: any) → any

argtypedescription
fany

moveBox(f: any, m: any) → any

argtypedescription
fany
many

overlaps(a: any, b: any) → boolean

argtypedescription
aany
bany

svcAi( ) → any

announce(line: string) → void

argtypedescription
linestring

pushCameraHint( ) → void

projectileHandle(f: any) → any

argtypedescription
fany

hexToRgb(hex: string) → void

argtypedescription
hexstring

spawnProjectile(f: any, m: any) → void

argtypedescription
fany
many

despawnProjectile(pr: any) → void

argtypedescription
prany

addMeter(f: any, amount: number) → void

argtypedescription
fany
amountnumber

hitstopFor(m: any) → number

argtypedescription
many

knockOut(loser: any, winner: any) → void

argtypedescription
loserany
winnerany

applyDamage(a: any, d: any, m: any, blocked: boolean, contactX: number, contactY: number, viaProjectile: boolean?) → void

argtypedescription
aany
dany
many
blockedboolean
contactXnumber
contactYnumber
viaProjectileboolean?

resolveBlock(d: any, m: any) → boolean

Can `d` block `m` coming from `a` right now, and in which stance?

argtypedescription
dany
many

startMove(f: any, slot: string) → boolean

argtypedescription
fany
slotstring

tryAttack(f: any, cancelOnly: boolean) → boolean

Read the controller and start whatever it asked for. Ordered so a super beats a special beats a normal: the double-quarter-circle contains a quarter-circle, and mashing heavy underneath a super must not eat it.

argtypedescription
fany
cancelOnlyboolean

beginJump(f: any, dir: number) → void

argtypedescription
fany
dirnumber

beginDash(f: any, dir: string) → void

argtypedescription
fany
dirstring

stepFighter(f: any, opp: any) → void

argtypedescription
fany
oppany

resolveContact(a: any, d: any) → void

argtypedescription
aany
dany

stepProjectiles( ) → void

separate( ) → void

roundLine(round: number) → string

argtypedescription
roundnumber

beginRound( ) → void

endMatch(winnerSide: number) → void

argtypedescription
winnerSidenumber

timeOut( ) → void

stepFrame( ) → void

applyVisual(f: any) → void

argtypedescription
fany

publishState( ) → void

driveBrains( ) → void

pickControl(kind: string?, slot: number) → string

argtypedescription
kindstring?
slotnumber

start(opts: any?) → any

argtypedescription
optsany?

stop( ) → void

isRunning( ) → boolean

update(dt: number) → void

argtypedescription
dtnumber

session( ) → any

phase( ) → string

forceRoundEnd(winnerSide: number) → void

Force a round to end, used by the game driver when a phase change has to interrupt a fight (a pause that becomes a quit, for instance).

argtypedescription
winnerSidenumber

Sub-parts

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module · born here
❒asset
# emberline.fight.defaults What the fight falls back to when a registry has not been filled yet. - `Defaults.fighterDef(id)` — a complete `Rules.FighterDef`: every slot in `Rules.MOVE_SLOTS` with real startup / active / recovery, hit levels, `onBlock` advantage, hitboxes scaled by the archetype's reach, pushback distances, armour and invulnerability windows. Four archetypes: MAG, KITE, BELL, THE WARDEN. - `Defaults.art(id)` — a complete sheet: every name in `Rules.CLIPS`, drawn as a posed figure through `emberline.pixelkit`. One `drawPose` and a pose library, tweened into clips, with a per-fighter palette. Anything the roster slice puts in `Bus.registry.fighters` and anything the art slices put in `Bus.registry.art` wins. Nothing here overrides a slice — it only fills the holes, and it fills them into a copy, so a registry entry is left exactly as its author wrote it. This exists so the fight is playable and judgeable on its own, and so a roster that is mid-save cannot take the fight down with a nil move.
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module · born here
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# 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.
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module · born here
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# emberline.input The fighting-game input layer: a controller sampled once per fixed fight frame that answers what direction is held **relative to the fighter's facing**, which attack buttons were pressed recently enough to still count, and whether a motion has just been completed. ```lua local Input = require("emberline.input") Input.beginFrame(frameNumber) -- one keyboard snapshot per fight frame local ctl = Input.keyboard(1) -- or Input.virtual() for a driven fighter ctl:sample(fighter.facing) ctl.dir -- numpad direction, 6 is toward the opponent ctl.back -- holding away: this is what blocking reads ctl:buffered("medium") ctl:motion("qcf") -- "qcf" | "qcb" | "dp" | "doubleQcf" | "charge" ctl.dash -- "F" | "B" on the frame a double tap completes ``` `Input.virtual()` takes its state from a table (`ctl:hold { forward = true, heavy = true }`) and runs through exactly the same buffer, history and motion parser as a hand on a keyboard — so an AI dragon punch is a real dragon punch, buffered and parsed the same way, and can be stuffed the same way. Two rules that are easy to get wrong and are handled here: - A dash tap must come **out of neutral**. A quarter circle also ends on forward and a double quarter circle ends on it twice; counting every arrival at 6 turns every super into a dash. - Direction is read through facing, written out rather than with `and`/`or`, because the idiom collapses when the middle term is `false`. Keys are matched against a list of aliases per control, so a hardware key (`"KeyA"`) and an emulated one (`"A"`) land on the same control.
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module · born here
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# 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.
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module · born here
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# pixelkit <!-- 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.
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backing path · emberline/fight.module

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