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vn

The visual-novel layer of *Amagiri: Hollow Bell*, as a general system. It knows nothing about any particular character: it runs whatever script was handed to `Game.registerDialogue`, draws whatever portrait was handed to `Game.registerPortrait`, and reports what happened over the…

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

vn — the conversation layer

The visual-novel layer of Amagiri: Hollow Bell, as a general system. It knows nothing about any particular character: it runs whatever script was handed to Game.registerDialogue, draws whatever portrait was handed to Game.registerPortrait, and reports what happened over the event bus.

What it puts on screen

Over a dimmed, blurred view of the valley:

  • a portrait on the left, swapping frame whenever a line declares a different emotion;
  • a name plate tabbed into the top of the box;
  • a translucent dialogue box whose line types out and can be skipped to full;
  • a vertical choice list, keyboard- and pointer-selectable, that appears once the line has finished typing.

The layer desaturates with Game.fading(), so a conversation held late looks as drained as the valley around it.

Driving it

local Game = require("game.Game")

Game.registerPortrait("kagen", { sheet = tex, cols = 5, rows = 1,
    frames = { neutral = 1, warm = 2, hurt = 3, angry = 4, broken = 5 } })
-- or: Game.registerPortrait("kagen", { images = { neutral = tex, ... } })

Game.registerDialogue("kagen", {
    speaker = "Kagen", portrait = "kagen", start = "n1", startFaded = "f1",
    nodes = { n1 = { text = "...", emotion = "angry", next = "n2" } },
})

Game.startDialogue("kagen")

Both portrait shapes are supported. A sheet is cropped by frame index, row-major and 1-based, from frames[<emotion>]; an emotion with no frame falls back to neutral, and a portrait key nobody registered draws a legible placeholder that still tracks the emotion, so a script is testable before its art exists.

A portrait built from one image per emotion draws its whole set from the first frame, all but the current one at zero opacity. A texture materialises the first time it is asked for, and asking for a new one exactly when the line changes puts the engine's not-yet-loaded placeholder on screen for a frame or two, at the moment the reader is looking straight at the face. Paying for the set while the box opens costs one draw call each and nothing after that.

The node schema is the one game.Game documents — text, emotion, speaker, next, choices, grant, set, done. A choice may carry next, set and done. A node with none of next / choices / done ends the conversation with outcome "end"; a node pointing at a node id that does not exist ends it with "missing-node" and says so in the log, rather than wedging with the world's input still locked.

startFaded is used instead of start when Game.fading() is past Game.tuning.fadedThreshold.

Controls

amagiri_vn.inputMap, beside this module, carries all three device classes:

ControlKeyboardGamepadTouch
advanceSpace / Enter / Esoutha lower-right button
choiceUp↑ / Wdpad up— the choices are tappable
choiceDown↓ / Sdpad down—

The map is live only while a conversation is open. It sits in group ui and stands the player group down, and Game.setInputLock(true) is held for exactly the same span, so traversal has both signals.

Mid-line, advance skips the reveal. With the line complete and choices up, it confirms the highlighted one. Clicking the box advances; clicking a choice row picks it.

Events

EmittedWhen
dialogue:start { id }the box opens
dialogue:line { id, node, emotion }each node is entered
dialogue:end { id, outcome }the box closes
camera:focus { id, position, lookAt, fov }asks traversal for the two-shot
camera:release {}gives the camera back

The two-shot is computed from the speaker's registered interactable position and where the camera already is, so it swings a little off the player's own line of sight instead of cutting to a fixed compass bearing. A speaker with no interactable gets a camera:focus carrying only id and fov.

Reading it back

require("vn.vn").status()
--> { open, dialogue, node, speaker, emotion, typing, shown, total,
--    choiceIndex, choices, inputLocked, mapLive, lastOutcome, builds }

lastOutcome survives the conversation that produced it, so a caller that arrives after the box has closed can still see how it ended. builds counts remounts, which is how you tell "the layer reset under me" from "the conversation ended".

The layer claims its surfaces — the widget-callback environment, the dialogue runner, the run-reset subscription — both from build() and once at module load. Editing this file reloads the module without going back through Game.rebuild, and a runner whose pointer no longer answers looks exactly like one that works right up until somebody clicks a choice.

Vn.advance(), Vn.select(±1) and Vn.choose(i) are the same entry points the controls and the pointer use, so a test drives the layer exactly as a player does without simulating a device.

Proving it

vn.vn_selftest is this slice's own throwaway script — one voice named Echo that exists only to exercise every branch, with portraits registered in both shapes from the art in art/:

local T = require("vn.vn_selftest")
T.install()                            -- or T.install(T.IMAGES_KEY)
require("game.Game").startDialogue(T.SCRIPT_ID)

Nothing loads it at boot; the slice stays character-blind.

Files

PathWhat
vn.modulethe runner, the state machine, the slice lifecycle
vn_view.modulethe widget tree and the portrait renderer
vn_selftest.modulethe throwaway script and portrait registrations
amagiri_vn.inputMapContinue / Previous choice / Next choice
art/the self-test's five emotion frames, as a sheet and as singles

Interface

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

conforms to

zero/source-extract/v2

Amagiri: Hollow Bell — the conversation layer. A general visual-novel runner. It has no idea who Hozuki, Kagen or Ui are: it runs whatever script `Game.registerDialogue` was handed, draws whatever portrait `Game.registerPortrait` was handed, and reports what happened back over the event bus. Everything specific lives in the `cast` slice. What it owns * screen `Game.UI.VN_SCREEN` — the dim, the portrait, the box, the choices * `Game.setDialogueRunner` — the one runner in the game * `Game.setInputLock` — held for exactly as long as a conversation is open * `amagiri_vn.inputMap` — Continue / Previous choice / Next choice, carrying keyboard, gamepad and touch, in group "ui", standing the "player" group down while a conversation is on screen What it emits dialogue:start { id } · dialogue:line { id, node, emotion } · dialogue:end { id, outcome } · camera:focus { id, position, lookAt, fov } · camera:release {} The node schema it honours is the one in `game.Game`: text, emotion, speaker, next, choices, grant, set, done. A choice may carry `next`, `set` and `done`. A node with none of next / choices / done ends with outcome "end"; a node naming a `nodeId` that does not exist ends with "missing-node" and says so in the log rather than wedging with the world locked.

freshState( ) → State

clip(text: string, chars: number) → string

Text Cut a line at a codepoint boundary, so a typewriter never splits an em dash or a curly quote into mojibake halfway through revealing it.

argtypedescription
textstring
charsnumber

viewModel( ) → View

The screen

refresh( ) → void

subjectOf(id: string) → any

The camera hand-off

argtypedescription
idstring

eyePosition( ) → any

focusCamera(id: string) → void

Stand the shot off from the subject, swung a little off the line the player is already looking down, so the cut reads as a camera move rather than a teleport. `traversal` owns the easing; vn only names where to end up.

argtypedescription
idstring

moveSelection(delta: number) → void

argtypedescription
deltanumber

heldCount( ) → number

setHeld(n: number) → void

argtypedescription
nnumber

activateMap( ) → void

deactivateMap( ) → void

Release every activation this world is holding, not just this copy's. `S.map` names only what THIS module copy switched on, so releasing by it alone leaves a previous copy's activation standing and the player unable to move. The count on `Game` is what the release is driven from, so a reload that orphans an activation is recoverable by the copy after it.

close(outcome: string) → void

argtypedescription
outcomestring

applySet(t: any) → void

argtypedescription
tany

enterNode(nodeId: string) → void

argtypedescription
nodeIdstring

pick(index: number) → void

argtypedescription
indexnumber

advance( ) → void

open(id: string) → boolean

The runner `Game.setDialogueRunner` installs. `Game.startDialogue` has already refused a second conversation and a missing script by the time this is reached; the guards here hold for a direct call too.

argtypedescription
idstring

onCallback(callbackId: any, _value: any) → void

Pointer

argtypedescription
callbackIdany
_valueany

tick(dt: number) → void

Slice lifecycle

argtypedescription
dtnumber

install( ) → void

Claim the three surfaces this slice owns: the widget-callback environment behind the box and the choice rows, the game's one dialogue runner, and the run-reset subscription. Called from `build()`, and once at module load — an edit to this file reloads the module without going back through `Game.rebuild`, and a runner whose pointer no longer answers looks exactly like one that works until somebody clicks a choice.

build(root: any) → void

argtypedescription
rootany

update(dt: number) → void

argtypedescription
dtnumber

editorUpdate(dt: number) → void

argtypedescription
dtnumber

status( ) → any

Read-back, for anyone checking what the layer is doing.

advance( ) → void

The pointer and the controls both land here, so a test can drive the layer exactly the way a player does without simulating a device.

select(delta: number) → void

argtypedescription
deltanumber

choose(index: number) → void

argtypedescription
indexnumber

Sub-parts

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18+items
▣
module · born here
❒asset
# game.Game The shared interface of **Amagiri: Hollow Bell**. Every part of the game talks through this module and nothing else. ```lua local Game = require("game.Game") ``` It holds: - **the anchors** — `Game.ANCHORS`, `Game.CLIFF_PATH`, `Game.WATER_LEVEL`, `Game.FLOOD_FLOOR`: one set of world coordinates the valley builds to and the cast stands on. - **the vocabularies** — `Game.EMOTION`, `Game.RESONANCE`, `Game.ENDING`, `Game.CHARACTERS`. - **the run state** — resonances held, how far the Fading has advanced, per-character flags, and the ending, mutated through `grantResonance`, `setFading`, `endRun`, `resetRun`. - **an event bus** — `Game.on(event, fn)` returning an unsubscribe, and `Game.emit(event, payload)`. - **three registries** — interactables (what the player can walk up to), dialogue scripts, and character portraits. - **the mounting** — `Game.boot()`, `Game.rebuild(slice)`, `Game.tick(dt, mode)`, called by the scene's entrypoint. It owns no entities, no UI and no behaviour. It is the contract.
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inputmap · born here
❒asset
# amagiri_vn The conversation layer's controls: continue a line, and move through a choice list.
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module · born here
❒asset
# vn_view — the conversation layer's presentation One pure function, `View.build(model)`, from a view model to the widget tree of screen `amagiri_vn`, plus `View.portrait(model)`, which renders whichever of the two portrait shapes was registered. It knows nothing about dialogue scripts, run state or any character. `vn.vn` works all of that out and hands the finished numbers down, which is what lets the look change without touching the state machine. ## The model | Field | Meaning | |---|---| | `speaker` | the name plate | | `text` | the revealed part of the line, already cut to a codepoint boundary | | `complete` | the typewriter has reached the end | | `emotion` | which portrait frame this line asks for | | `portrait` | the spec `Game.registerPortrait` was given, or `nil` | | `portraitKey` | what the script called it, shown on the placeholder | | `choices` | `{ { text, selected } }`, or `nil` while the line is simply spoken | | `fading` | `0..1` — the layer loses saturation as the valley forgets itself | | `entering` | play the open animation on this build | ## Portraits `{ sheet, cols, rows, frames = { <emotion> = index } }` is drawn by scaling the whole strip to `cols × rows` portrait boxes and sliding it under a clipping window one box wide — the frame index is 1-based and row-major. `{ images = { <emotion> = texture } }` draws **every** image the spec carries, stacked, all but the current one at zero opacity. A texture materialises the first time it is asked for, so a portrait with one image per emotion would otherwise flash the engine's not-yet-loaded placeholder each time the line changes the face. A texture may arrive as a resolved asset proxy or as a plain string; either resolves to something the `image` widget's `src` accepts. With no spec, or a spec naming nothing usable, the slot draws a placeholder carrying the portrait key and the current emotion — so the layer stays legible, and the emotion swap stays provable, before any art exists. ## Callback ids `vn:advance` on the box, `vn:choice:<n>` on each choice row. `vn.vn` owns them through `ui.registerCallbackEnv`.
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inputbinding · born here
❒asset
# advance The 'Continue' control.
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inputbinding · born here
❒asset
# choiceDown The 'Next choice' control.
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inputbinding · born here
❒asset
# choiceUp The 'Previous choice' control.
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backing path · vn/vn.module

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