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asset⌬ modulemoduleprimary: init.luau·part ofmodule magkite.module·originates fromworld e8e8ad10-5…

motion

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

motion

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TODO: describe this module.

Interface

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conforms to

zero/source-extract/v2

emberline.art.magkite.motion — the shared motion library for MAG and KITE. Thirty-three of the forty-two clips in `Rules.CLIPS` are the genre's common grammar: a stance, two walks, a crouch, three jumps, a landing, two dashes, nine normals, three guards, seven reactions and four throw frames. Both fighters do those things, so both are posed from the same keys — and the keys are scaled by the fighter's own `tempo` and `weight`, so MAG's walk carries her and Kite's is a scurry, out of one description. The nine that are NOT here — three specials, the super, intro, win, taunt, ko and the portrait — are the character, and each fighter authors its own. ANGLES. Degrees, positive turning toward screen-right, which is the way every sheet in this game faces. `aSh*` is an upper arm measured 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 only 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 cell edge. Any pose that throws a leg out front pulls the root back with `x` to buy the room; `Ink.audit` in the preview script is what catches one that does not.

stance(_S: any) → any

The neutral fighting stance: weight back, guard up, front foot leading.

argtypedescription
_Sany

build(S: any) → void

Build the shared clip set.

argtypedescription
Sany

p(...: ?) → void

argtypedescription
...?

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module · born here
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# 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.
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backing path · emberline/art/magkite.module/motion.module

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