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asset⌬ modulemoduleprimary: init.luau·originates fromworld bdf6a40a-f…

Game

The spine of **GANESHA: GUARDIAN OF THE PORTAL**. One shared module every slice requires: the tuning numbers, the eight Rakshasas and their arenas, the eleven quests, the story machine's acts, the mount points, and the event bus. It draws nothing, moves nothing and sounds nothing…

by◐satish·posted 25d ago
What it does

Game

The spine of GANESHA: GUARDIAN OF THE PORTAL. One shared module every slice requires: the tuning numbers, the eight Rakshasas and their arenas, the eleven quests, the story machine's acts, the mount points, and the event bus. It draws nothing, moves nothing and sounds nothing — it is the contract that lets a slice be written without knowing who else is in the world.

require returns one shared instance per world, so G.state read in the hero slice is the same table the interface slice reads, and G.on / G.emit is how one slice learns what another did.

Exports

  • G.TITLE, G.SUBTITLE — the title card's own words.
  • G.ART_STYLE — the one art-direction sentence every visual decision answers to.
  • G.PALETTE (hex, for the interface) and G.RGB (0-1 triples, for lights/materials).
  • G.ACT / G.ACT_ORDER — the story machine's phases.
  • G.QUESTS — the eleven quests, in order: { title, objective }.
  • G.PLAYER — the guardian's 2000 HP, speeds, stamina, jump.
  • G.ATTACKS / G.ATTACK_ORDER / G.ABILITY_BAR — the four attacks with damage, timing, reach, arc and cooldown.
  • G.FOES — the eight Rakshasas: health, speed, damage, reach, behaviour, tells.
  • G.ARENAS — the eight battlefields: ground colour, sky, sun, fog, props.
  • G.BEATS — timings for the beats between fights.
  • G.state — the shared run state (act, quest, arena, health, foe, banner…).
  • G.EV — event names; G.on(name, fn) and G.emit(name, payload).
  • G.setAct / G.setQuest / G.setArena — the only writers of those fields.
  • G.banner / G.toast / G.kick / G.freeze — the presentation verbs.
  • G.MOUNTS / G.SLICES — where each slice is booted.
  • G.clamp / G.lerp / G.damp / G.angleDelta / G.horizDist / G.yawTo.
  • G.arena() / G.foeAt(i) / G.questForArena(i) / G.restart().

Usage

local G = require("game.Game")

G.on(G.EV.FOE_DIED, function(foe)
    G.setQuest(G.questForArena(G.state.arena))
end)

if G.state.act == G.ACT.FIGHT then
    local arena = G.arena()
    local tuning = G.foeAt(G.state.arena)
end

Notes

  • State has one writer per field. The hero slice owns health, stamina and cooldowns; the foes slice owns foe and bossBar; the world slice owns act transitions from its own beats. Announce changes with G.emit so the interface and the sound slice hear them.
  • The bus is per world, not per frame. Subscribe in start() and keep the unsubscribe function the subscribe returns; drop it in onDestroy() or a reload will leave two listeners running.
  • Arenas are 1-indexed and match G.FOES by arena.foe.

Interface

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

conforms to

zero/source-extract/v2

strict

localAvatar( ) → any

The local player's avatar entity, or nil before one binds. The single accessor every slice uses, so a change in how the engine lists players is one edit rather than five.

registerFoe(rec: any) → void

Publish a live foe. The foes slice owns the record's fields.

argtypedescription
recany

unregisterFoe(rec: any) → void

Retire a foe record.

argtypedescription
recany

nearestFoe(from: any) → any

The nearest living foe to a world position, or nil.

argtypedescription
fromany

on(name: string, fn: (any) → void

Subscribe to a game event. Returns a function that unsubscribes.

argtypedescription
namestringEvent name, one of G.EV.
fn(anyCalled with the payload.

emit(name: string, payload: any) → void

Fire a game event. Every listener runs with the payload.

argtypedescription
namestring
payloadany

setAct(act: string) → void

Set the running act and announce it.

argtypedescription
actstring

setQuest(index: number) → void

Set the current quest by index (1..11) and announce it.

argtypedescription
indexnumber

setArena(index: number) → void

Set the current arena by index (1..8), move the quest with it.

argtypedescription
indexnumber

arena( ) → any

The arena the current fight is in.

foeAt(index: number) → any

The foe record for an arena index.

argtypedescription
indexnumber

banner(title: string, sub: string?, seconds: number?) → void

Show a large centred banner. `seconds` defaults to 3.

argtypedescription
titlestring
substring?
secondsnumber?

toast(text: string, seconds: number?) → void

Show a short line of text at the foot of the screen.

argtypedescription
textstring
secondsnumber?

kick(amount: number) → void

Ask the camera to shake.

argtypedescription
amountnumber

freeze(seconds: number) → void

Freeze the world for a moment so a blow has weight.

argtypedescription
secondsnumber

clamp(v: number, lo: number, hi: number) → number

argtypedescription
vnumber
lonumber
hinumber

lerp(a: number, b: number, t: number) → number

argtypedescription
anumber
bnumber
tnumber

damp(current: number, goal: number, tau: number, dt: number) → number

Frame-rate independent approach. `tau` is the time to get ~63% there.

argtypedescription
currentnumber
goalnumber
taunumber
dtnumber

angleDelta(from: number, to: number) → number

Smallest signed angle from `from` to `to`, in radians.

argtypedescription
fromnumber
tonumber

horizDist(a: any, b: any) → number

Horizontal distance between two world positions.

argtypedescription
aany
bany

yawTo(from: any, to: any) → number

Yaw of `from` toward `to`, in radians.

argtypedescription
fromany
toany

questForArena(index: number) → number

The quest index that belongs to an arena index (arena 1 -> quest 3).

argtypedescription
indexnumber

restart( ) → void

Reset the run to its opening state. Slices listen for RESTART.

⌬ Metadata
titleGame — GANESHA: Guardian of the Portal

Sub-parts

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

3items
This part has no composite children. See the Files segment for its leaf payloads.
backing path · game/Game.module

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