Juice
Everything a Paper Sky run does that is neither a rule nor a picture.
Juice
Everything a Paper Sky run does that is neither a rule nor a picture.
- The flap — a sheet of stiff paper snapping open, pitched at random so a rhythm of them does not read as one sample repeating.
- The score tick — a bamboo woodblock that climbs five steps over the first five gaps, then holds, so a streak sounds like a streak.
- The crumple — paper crushed in one motion, and a burst of torn paper thrown off the crane: flat scraps in the crane's own colours, light gravity and heavy drag, shrinking out over a second and a half.
- The dusk — a loop under the whole session, on its own temporary entity so the one-shot source stays free.
The ears go on the active camera. layers.active.camera hands back the Camera
component, so the listener is attached to its entityId, and because a
PlayerPrototype clone lands after this component's awake, it is retried
until it resolves rather than assumed at start.
Everything it knows arrives on Rules.events. It owns no gameplay entity and
writes no run state.
Mounting
CraneCam puts this component (and PaperSkyHud) on a temporary
PaperSkyFeel entity in play. Nothing has to place it in a scene.
Reading it
status()— whether it is mounted, whether the ears found the camera, whether the dusk loop is up, how many scraps are in the air, and which clips resolved.clearScraps()— despawn every scrap, including any a hot reload lost the handle to (they are namedpapersky_scrap_*).
Fields
flapClip / scoreClip / crashClip / ambienceClip, sfxVolume,
ambienceVolume, scrapCount, scrapLife.
Scoped to this part · feeds back into the world's score.