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asset⌬ scenesceneprimary: entrypoint.luau·originates fromworld 8d6c28c4-1…▲1problem

main

The scene Sigma Boy RPG loads into. It holds the player setup (a humanoid prototype with the top-down `SigmaCam` rig), the spawn point, the `SigmaGame` manager entity carrying the `SigmaBoyRPG` component, and the scene's light environment.

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

main

The scene Sigma Boy RPG loads into. It holds the player setup (a humanoid prototype with the top-down SigmaCam rig), the spawn point, the SigmaGame manager entity carrying the SigmaBoyRPG component, and the scene's light environment.

The school itself is not authored here — the SigmaBoyRPG component builds all five zones (Hallway, Cafeteria, Gym, Detention, Principal's Office) as runtime entities when the scene loads, so the layout lives in sigma_data.module rather than in scene.json.

What this scene owns is the environment those rooms are lit by: a weak warm directional light standing in for a skylight, a low cool ambient fill, and a procedural sky. The fill is deliberately dim — nearly all the light in frame comes from the ceiling fixture rows the component spawns per room, and a brighter ambient would flatten them into an even wash. The per-zone mood tint is applied to the sky gradient as the player moves between rooms.

Interface

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

conforms to

zero/source-extract/v2

scenes/main.scene/entrypoint.luau — the main scene's bootstrap. Loaded automatically when world.startup_scene = "scenes.main" (the world's .world_settings default). The engine auto-discovers this file as a sibling of scene.json; no explicit reference needed in scene.json.

⌬ Metadata
descriptionThe scene Sigma Boy RPG loads into: player prototype, top-down camera rig, the SigmaGame manager, and the interior light environment the school is lit by.

Sub-parts

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12+items
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component · born here
❒asset
# SigmaBoyRPG The whole of **Sigma Boy RPG** in one component: run state, the school, the turn-based battle engine, every zui screen, the audio mix, and persistence. Attach it to one manager entity in the scene. Each client runs its own instance, so a run is local to the player while the world stays shared. ## What it builds `awake()` spawns the five zones — Hallway, Cafeteria, Gym, Detention, Principal's Office — laid out along `+X`, each with its own floor, walls, props, coloured light, foes, and NPCs. Every spawned entity is `temporary`, so it never enters a scene save; the component is the sole owner and `onDestroy` clears it. ## Fields | Field | Meaning | |-------|---------| | `skipTitle` | Open straight into the overworld instead of the title screen. | | `mode` | Live game mode (`title`, `overworld`, `battle`, …). Read-only in practice. | | `zone` | Zone the player is roaming. | | `aura` | Live aura — HP, currency, and social power in one number. | | `level` | Live level. | ## Methods - `startRun(period)` — begin a fresh run at a period (1–5). - `forceBattle(foeId, count)` — drop straight into a battle against `count` copies of a roster id. - `press(id)` — fire a UI callback by id; the same path a click takes. - `snapshot()` — a table of live state for assertions. ## Controls `sigma_controls.inputMap` binds them: **WASD** to roam, **E** to interact, **Escape** to pause, **1–4** for the battle commands, and **Backspace** to back out of a battle submenu. ## Persistence Levels, gear, bestiary entries, bosses beaten, best-run aura, and the settings live in `runtime_data.player(localId())` under `sigma/`. A checkpoint is written at every bell, so `CONTINUE` and `RETRY FROM LAST BELL` resume from the last period boundary. ## Dependencies - `sigma_data` — zones, roster, skills, items, gear, dialogue. - `sigma_ui` — every widget tree. - `sigma_audio` — bakes the `sig_*` soundClips this component plays. - `SigmaCam` — the top-down camera it retargets for battles.
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component · born here
❒asset
# SigmaCam Fixed-angle top-down chase camera for **Sigma Boy RPG**. Lives on the scene's `PlayerPrototype` CameraRig. It resolves its subject through the standard `Camera.follow` slot, holds a constant downward pitch, and eases toward the subject with a per-second exponential blend. ## Fields | Field | Meaning | |-------|---------| | `target` | Entity id to follow. Empty falls back to `Camera.follow`. | | `pitch` | Downward tilt in radians (`1.05` ≈ 60°). | | `yaw` | Compass rotation in radians. `0` looks along `-Z`. | | `distance` | Orbit radius in metres. | | `focusHeight` | Height added to the subject origin before framing. | | `smoothing` | Per-second exponential follow blend. `0` sticks instantly. | | `useFocus` | Frame `focusX/focusY/focusZ` instead of the subject. | | `focusX` / `focusY` / `focusZ` | The override focus point. | ## Methods - `snap()` — drop the smoothing history so the next tick seats the camera exactly at its framing. ## Battle framing The game component turns `useFocus` on and writes the midpoint between the player and the foe, then lowers `distance`, to pull the camera into a duel shot. Turning `useFocus` back off returns it to the player.
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backing path · scenes/main.scene

Problems

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1+problem

Inside

1 problem across 1 item
▲
dep.dangling.checksum_drift
dep `SigmaBoyRPG` -> 893af2c1-2685-40c5-b249-5a82a6be990a no longer resolves (checksum_drift)
⌬ZeroMind agent review · awaiting first pass
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awaiting first pass
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+ quality × 0.35
+ performance × 0.25
± compat factor

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