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build_all

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byzero-proxy @ DESKTOP-DB3UJOJ·posted 4mo ago
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# doom.build_level Doom WAD build pipeline stage `build_level`. A module (require via `@root::doom.build_level`); the stages thread a shared build `ctx` and are orchestrated by `build_all`.
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# DoomGame Singleton game state on the `doom_game` entity: player health, ammo, death and respawn, the HUD (health/ammo status bar + crosshair via `ui.*` screens), and the per-map MIDI soundtrack driven through the `midi` plugin. ## Public fields - `health: number` — current player health; respawns at the map start when it reaches 0. - `ammo: number` — pistol ammo, decremented by DoomWeapon on each shot. - `spawnX/spawnY/spawnZ: number` — the current map's player-1 start; DoomExit updates these on a map switch. - `musicTrack: string` — the map's MUS lump name (e.g. `D_E1M1`); converted to MIDI on demand and played in play mode. ## Usage ```luau entity(id).component.add("DoomGame", { health = 100, ammo = 50, spawnX = 52.8, spawnY = 1.0, spawnZ = -180.8 }) ```
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# [name] One-paragraph description of what this component does and what it attaches to. Mention any required sibling components (e.g. Model, Transform). ## Public fields - `exampleNumber: number` — what it controls, units, valid range. - `exampleString: string` — what it controls. - `exampleBool: boolean` — what it controls. ## Methods - `:methodName(arg)` — what it does and when to call it. ## Lifecycle - `awake()` — same-frame attach hook. What initial state this component sets up. - `start()` — first-frame-after-awake hook. Cross-component setup that needs the other components on the entity to have finished `awake`. - `update(dt)` — per-frame, play mode only. What this component does each tick. - `onDestroy()` — cleanup performed on detach / entity despawn. See `man components` for the full hook list (`onEnable`, `fixedUpdate`, `onPropertyChanged`, etc.) and the timing details. ## Usage ```luau entity(id).component.add("[name]", { exampleNumber = 1.0 }) entity(id).component.get("[name]"):methodName("foo") ```
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# DoomMonster Doom-style enemy AI on a billboard sprite entity: chases the local player on the XZ plane within sight range, attacks on a cooldown (contact bite, hitscan shot, or fireball projectile by type), and drops flat when health reaches 0. ## Public fields - `health: number` — hit points. - `speed: number` — chase speed in metres/second. - `damage: number` — contact (melee) damage per hit. - `sight: number` — aggro range in metres. - `attack: string` — `melee`, `hitscan`, or `projectile`. - `attackDamage: number` — ranged-attack damage. - `attackCooldown: number` — seconds between ranged attacks. ## Usage ```luau entity(id).component.add("DoomMonster", { health = 60, speed = 2.4, attack = "projectile", attackDamage = 8 }) ```
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# doom.build_things Doom WAD build pipeline stage `build_things`. A module (require via `@root::doom.build_things`); the stages thread a shared build `ctx` and are orchestrated by `build_all`.
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backing path · doom/build_all.module

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