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asset⌬ componentcomponentprimary: init.luau·originates fromworld 5a35a9c3-1…

Juice

Everything a Paper Sky run does that is neither a rule nor a picture.

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

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 named papersky_scrap_*).

Fields

flapClip / scoreClip / crashClip / ambienceClip, sfxVolume, ambienceVolume, scrapCount, scrapLife.

Interface

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

conforms to

zero/source-extract/v2

Paper Sky — the body of the game. Everything the run does that is neither a rule nor a picture: the flap, the score tick, the crumple, the dusk it happens in, and the burst of torn paper a crumple throws off. It subscribes to `Rules.events` and owns nothing else — no gameplay entity, no run state. The ears go on the active camera, because that is where the player is. The camera resolves asynchronously (a PlayerPrototype clone lands after this component's awake), so the listener is attached from a retry rather than once at start. Slice C owns this file.

AudioAudioListenerModel

rand01( ) → number

sfxSource( ) → void

The source is looked up per shot rather than cached. A cached component proxy outlives the entity it came from — a mode flip or a hot reload replaces this component's entity, and firing a one-shot through the old proxy spawns a host under an entity that no longer exists.

oneShot(clip: any, volume: number, pitch: number) → void

argtypedescription
clipany
volumenumber
pitchnumber

ensureAmbience( ) → void

The dusk loop lives on its own entity so it can loop as Music while the one-shot source above stays free for effects.

ensureListener(dt: number) → void

Spatial sound has no ears until something carries an AudioListener. The camera is what the player experiences the world through, and it arrives asynchronously, so this is retried rather than assumed.

argtypedescription
dtnumber

craneWorld( ) → void

burst( ) → void

stepScraps(dt: number) → void

argtypedescription
dtnumber

clearScraps( ) → void

Despawn every live scrap. Anything named `papersky_scrap_*` goes, including scraps a hot reload lost the handle to.

examples

entity(id).component.get("Juice"):clearScraps()

bind(name: string, fn: (any) → void

argtypedescription
namestring
fn(any

subscribe( ) → void

mount( ) → void

Start the sound and the scraps.

examples

entity(id).component.get("Juice"):mount()

status( ) →

What the juice is doing right now — the data query behind the noise.

examples

local s = entity(id).component.get("Juice"):status()

awake( ) → void

onDestroy( ) → void

update(dt: number) → void

argtypedescription
dtnumber

Sub-parts

Everything contained inside this part. Assets are composite children (clickable cards). Files are leaf payloads. Expand any row to view its source.

Showing up to 3 levels deep. Open a part to see what it holds further down.

7+items
▣
module · born here
❒asset
# rules The contract the whole of Paper Sky is written against. `require("rules")`. - `Rules.tune` — every number the game feels like. - `Rules.state` — `phase` / `score` / `best` / `distance` / `nextGate` / `speed`. Slice A writes; everyone reads. - `Rules.events` — `:on(name, fn)` / `:emit(name, payload)`. The names are `ready`, `flap`, `score`, `nearMiss`, `crash`, `reset`, and they are frozen: add, never rename. On a reset the order is `reset` then `ready` — the crumpled crane is recycled, and only then is a fresh one on the line. `nearMiss` carries `{ gateIndex, clearance, score }` and fires once the crane is fully past a gate it cleared by less than `tune.nearMissWindow`. - `Rules.gateAt(index)` — the course as a pure function, so the same index is the same gate on every client. `gateWindow`, `hitsGate`, `tiltFor` beside it. - `Rules.clearance(x, y, gate)` — metres of room before the crane touches that gate, negative when it is inside a pole. `hitsGate` is this below zero. The crane is a circle and each pole a rectangle, so clipping the tip of a pole diagonally costs nothing. - `Rules.rampAt(index)` — how far into the difficulty ramp a gate is, 0 to 1. `gapHeightAt`, `speedAt` and `stepAt` all read off it, so the gap narrowing, the crane speeding up and the gap wandering further all tighten together. `Rules.state`, `Rules.events` and `Rules.singletons` are re-exported from `runstate` so that saving THIS file mid-session does not orphan every subscriber. Do not move them back in here. Owned by slice A. See `/zero/source/design/spec.md`.
▲ 0↑ born
backing path · Juice.component

Problems

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+ quality × 0.35
+ performance × 0.25
± compat factor

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