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asset⌬ componentcomponentprimary: init.luau·originates fromworld 52b50907-6…

Plane767

The toy 767 the player IS. It sits on the `Pilot` prototype's `airframe` body, so every joining player gets one, and it owns the whole arc of a round: the launcher, the flight, the damage, and the moment the airframe stops.

byclaude-code @ aura·posted 1mo ago
What it does

Plane767

The toy 767 the player IS. It sits on the Pilot prototype's airframe body, so every joining player gets one, and it owns the whole arc of a round: the launcher, the flight, the damage, and the moment the airframe stops.

The three phases

StateThe bodyWhat the controls do
windkinematic, posed on the launcherSteer x trims the heading (±Rules.LAUNCH.headingRange), steer y trims the launch elevation. launch is held to wind the key and released to throw. boost / brake step the called shot.
flightdynamicThe nose follows the stick, the velocity follows the nose, the wings carry most of gravity, boost adds speed and brake spoils the lift.
wreckdynamic, model stood downNothing is driven; the loose parts are still governed and culled.

Stick forward pushes the nose down and pull-back climbs, on the launcher and in the air, on every device at once.

Winding the key

Launch is held. Each Rules.LAUNCH.windSeconds of hold is one wind of the key, up to LAUNCH.winds; the last wind gets a window of its own, so a full throw is a release the player can aim for rather than an instant. Past that window the red zone runs for LAUNCH.overwindSeconds, and past THAT the spring lets go and the throw is a dud. With the numbers the rules carry today:

HoldWindsThrowBoost fuelDamage
0 – 0.55 s06 m/s0 s×1
0.55 – 1.10 s19 m/s1 s×1
1.10 – 1.65 s212 m/s2 s×1
1.65 – 2.20 s315 m/s3 s×1
2.20 – 2.90 s3, overwound16 m/s5 s×LAUNCH.overwindDamage
past 2.90 s0, the spring slipped6 m/s0 s×1

The modelled key on the toy's back turns a full turn per wind and trembles in the red zone; the spring's slip spins it back to rest. wind { winds, overwound } lands on the bus at each notch and once as the red zone opens, and launch { heading, winds, overwound, speed } when the key is let go.

Boost is what the wind BOUGHT: Game.telemetry.boostFuel is seconds of it, it drains only while Boost is actually thrusting, and an empty tank is a dead throttle for the rest of the round.

The called shot

On the launcher, boost steps forward and brake steps back through the landmarks City:landmarks() reports still standing, with "no call" as one of the stops, via Game.callShot. The city pays a called landmark's topple Rules.SCORE.calledShot times its landmark value. Missing costs nothing. The two buttons keep their flight meanings in the air, so the call needs no control of its own on any device.

The flight model

The airframe is driven with force, never with a velocity write, and the solver's own reading (Physics.bodyState().linearVelocity) is what the model reads back — so a block that hits the toy actually moves it, and the model sees that it did.

  • targetSpeed is script state, clamped to Rules.PHYS.planeMaxSpeed (planeBoostSpeed while Boost is held) before any force is spent, so the controller can never aim past the envelope. Anything above the cap — a collision, a fall — is taken straight back off the same frame.
  • The controller pulls the velocity onto the nose over followTime and hands back the share of gravity the wings carry, inside a budget of maxControlAccel. A harder hit than that budget still throws the toy.
  • Once the airframe has been scraping the table for groundedSeconds, the model stands down entirely and lets friction finish the round.
  • The round ends when the airframe has been below settleSpeed for Rules.SESSION.restSeconds and City:atRest() agrees, or when it has waited a further SESSION.restCityGrace for a city that will not settle. A toy that stops under a tower still coming down does not cut the tally off.
  • CCD is never enabled, here or on anything this component spawns.

Damage

Every frame in flight the airframe's contacts are read. A contact past impactThreshold raises impact { force, position, other } on the bus and adds to a damage pool; each whole point of damage sheds the part the hit landed nearest — the child the art slice built is hidden and a bounded loose copy is dropped in its place, with partLost { part, position } on the bus.

Losing a wing costs lift, control authority and rolls the toy toward the hole it left; losing an engine costs half the thrust and the boost cap; losing the tail costs pitch authority and most of the turn coupling. Game.telemetry.parts and .health carry the state for the HUD.

Loose parts are clamped every frame to Rules.PHYS.debrisMaxSpeed / debrisMaxSpin, culled below Rules.TABLE.floorY, and cleared when the next plane is armed.

Pause

menu toggles Game.setPaused. The airframe is frozen where it hangs — the body goes kinematic, its pose is held, and the model spends nothing — and resuming hands the same speed back along the nose. Scoped to this airframe on purpose: stopping the whole clock also stalls every task.wait in the world.

Reading it

  • Game.telemetry — written here every frame: speed, altitude, heading, pitch, bank, stick, boost, brake, health, parts, launched, elevation, winds, windCharge, winding, overwound, boostFuel, launchSpeed.
  • ref:status() — the same telemetry table.
  • ref:airframe() — { lost, partsLeft, damage, hardestHit, loosePieces, heading, elevation, winding, windHold, winds, windCharge, overwound, sprung, keyAngle, boostFuel, launchSpeed, damageScale, called, landmarks }, for a screen or a test that wants more than telemetry.

Controls

game/input/flight.inputMap — group flight, suppresses player, so the engine's walking scheme stands down while the toy is live. Every control carries keyboard, gamepad and touch; the on-screen controls are a stick in the left zone and one right-edge column, Launch (large, thumb-nearest), then Boost, Dive, Menu. The map's own README records what the overlay does with the margin it is given.

The builtin walking map is also held live here, inside the suppression this map already declares. It never reaches anything — flight outranks it — and it is what stops the engine arming the editor's map as the keyboard floor, which would put a "Frame" button and a look-drag zone on a touch player's screen.

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

ModelBoxColliderPhysics

isPrototype( ) → boolean

isOwner( ) → boolean

partsLeft( ) → number

wingsLeft( ) → number

enginesLeft( ) → number

publishParts( ) → void

Push the parts flags and the health fraction onto the shared telemetry.

setKind(kind: string) → void

Flip the airframe between the launcher's kinematic pose and free flight. The body type is written through the `Physics` COMPONENT rather than `Physics.setBodyType`: the global moves the solver's body and leaves the component's own `kind` reading "kinematic", and while it reads that, every `Physics.setVelocity` / `applyImpulse` against this entity is dropped without a word. Writing the field moves both, and the throw lands.

argtypedescription
kindstring

restPose( ) → void

clearLoose( ) → void

Drop every loose part this round left lying about.

governLoose( ) → void

Clamp every loose part inside the debris envelope and cull what fell off the world. Runs once a frame while a round is live: a part that picked up a runaway velocity from a collapse is the one thing here that could stall the solver, and this is what stops it without CCD.

shedPart(name: string, hitDir: { x: number, y: number, z: number }) → void

Hide the child the art slice built and drop a bounded free copy of it.

argtypedescription
namestring
hitDir{ x: number, y: number, z: number }

partForHit(lx: number, ly: number, lz: number) → string

Which part a hit at `local` offsets (right, up, forward) takes.

argtypedescription
lxnumber
lynumber
lznumber

city( ) → any

forgetCity( ) → void

cityAtRest( ) → boolean

Whether the city has stopped moving. A city that cannot answer counts as settled, so the round still ends on a build that predates the accessor.

standingLandmarks( ) → void

The landmark keys still standing, in the city's own order.

stepCall(dir: number) → void

Step the called shot one stop around the ring of standing landmarks, with "no call" as one of the stops. Boost steps forward, Dive steps back — the two buttons every device already carries, so the call needs no new control.

argtypedescription
dirnumber

windState(t: number) → void

What `t` seconds of held Launch have made of the key: the winds on it, the charge toward the next one, whether the red zone is open, and whether the spring has slipped. The key takes `LAUNCH.winds` winds at `LAUNCH.windSeconds` each; the last one gets a window of its own, so a three-wind throw is a release the player can aim for rather than an instant. Past that window the red zone runs for `LAUNCH.overwindSeconds`, and past THAT the spring lets go and the throw is a dud.

argtypedescription
tnumber

applyKey( ) → void

Turn the modelled key on the toy's back. The art slice parks the key child's origin at the shaft base with the shaft along its local +Y, so the whole spin is one rotation about that axis and the key turns in place.

resetWind( ) → void

Put the key back at rest and forget everything the last hold wound into it.

armLauncher( ) → void

Put the airframe back on the launcher, whole, kinematic and trimmed to centre.

throwPlane( ) → void

Let the key go. The throw leaves at the speed the winds bought and carries the boost fuel they bought with it; an overwound throw leaves faster, with far more fuel, and an airframe that breaks `LAUNCH.overwindDamage` times as easily for the rest of the round.

applyPause(paused: boolean) → void

A pause that leaves the toy flying is not a pause, so the airframe is frozen where it hangs: the body goes kinematic and the model stops spending force. Resuming hands the same speed back along the nose it was pointing. Scoped to THIS airframe on purpose. Stopping the whole clock (`engine.timeScale = 0`) does pause it, and it also stalls every `task.wait` in the world — every other slice's transitions and beats included — so a pause taken there is a pause nobody can animate through.

argtypedescription
pausedboolean

togglePause( ) → void

subscribeBus( ) → void

Registered in `awake` and again from `onModuleReload`: a slice that edits `game.game` re-runs that module's chunk, and re-subscribing from here is what keeps this airframe on the bus without anything restarting.

awake( ) → void

onDestroy( ) → void

onModuleReload(_path: string) → void

A module this component requires re-ran: `game.game`'s handler table, the rules or the art. The bus subscriptions are re-registered against the new body, and the city handle is dropped so the next read finds the current component rather than a handle into a chunk that no longer exists.

argtypedescription
_pathstring

windTick(dt: number) → void

argtypedescription
dtnumber

damageTick(dt: number, contacts: { any }) → void

Read this frame's contacts, raise `impact` for the hard ones and shed a part for every whole point of damage they add up to.

argtypedescription
dtnumber
contacts{ any }

flightTick(dt: number) → void

argtypedescription
dtnumber

update(dt: number) → void

argtypedescription
dtnumber

status( ) → any

What the HUD and the mix read: the live telemetry table.

airframe( ) → any

The airframe's damage state, for a screen that wants more than telemetry: which parts are gone, how much damage is banked toward the next one, and how many loose pieces are still on the table.

Sub-parts

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19+items
◇
component · born here
❒asset
# City The block skyline of BLOCKBUSTER 767 — the thing the plane is aimed at. Put it on an entity and it builds a whole tabletop city from a seed, joins every structure together, and then scores what the player knocks off it. ```luau local city = entity.find("mount_city").component.get("City") city:census() -- how much of it is still standing city:structures() -- every tower, its kind, height, tier and damage city:rebuild() -- lay it out again from the seed ``` ## What it builds `game.city.blocks` decides the shape: six archetypes — a tapering **skyscraper**, a banded **office slab**, a **water tower** on four legs, a thin **antenna mast**, a three-span **bridge**, and a **gate** with a lintel — dealt across four streets so every archetype appears at least once. Blocks are painted wood (`game/city/materials`) over a shared grain texture, each structure turned off the grid and each stack given a little per-block twist, so it reads hand-stacked. ## What holds it up Every structure is a tree of fixed joints in which each block carries at most **one** joint, because an entity carries one `Joint` component and a second would silently replace the first. The joints are created with no threshold at all; then, once the city has stood on its own for `settleFrames`, the component reads `Physics.jointReaction` on every joint over `sampleFrames` and sets breakForce = measured force × Rules.PHYS.jointBreakMargin breakTorque = measured torque × Rules.PHYS.jointBreakMargin with floors so a joint resting under nothing is not released by its own settling. Nothing here is a guessed number, and the grading falls out of the measurement: the joint under ten storeys ends up an order of magnitude stronger than the one under a spire, so a clipped top comes off while the tower below it stands. ## What it does every frame Every live block is watched. One that moved is clamped to `Rules.PHYS.debrisMaxSpeed` and `debrisMaxSpin` — the governor that stands in for CCD, which is forbidden on every body in this game — and scored: | what happened | event | score | |---|---|---| | a block left home by `Rules.SCORE.displaceDistance` | `blockDisplaced` | `perDisplacedKg` × its mass | | a block fell past the table edge | `blockOff` | `Rules.SCORE.offTable` | | a structure lost `toppleFraction` of itself | `towerToppled` (via `Game.recordTopple`) | `topplePerTier` × tier, and the chain multiplier goes up | A block that reaches the playroom floor is despawned, a few per frame, so a wave of debris landing together does not rebuild the solver's islands all at once. ## Fields | field | what it is | |---|---| | `seed` | the layout; the same seed builds the same city on every peer | | `settleFrames` | frames the city stands before its joints are measured | | `sampleFrames` | frames the resting load is sampled over; the largest reading wins | | `minBreakForce` | newtons no threshold falls below | | `torqueLeverScale` | scales the lever arm that floors the angular threshold | | `cullsPerFrame` | how many floor-bound blocks are despawned in one frame | It rebuilds itself on `sessionStart`, so a fresh session gets a fresh city. Everything it spawns lives under one temporary `city_root`: nothing is ever baked into the scene.
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module · born here
❒asset
# rules The cross-slice constants of BLOCKBUSTER 767 — read-only, and the contract between any two parts of the game that have to agree on a number. - `TABLE` — where the play surface is and where its edges are. - `LAUNCH` — the launcher's position, how far the heading and elevation trim, and the wind band: how long a notch takes, how many there are, and what the red zone past the last one costs. - `CITY` — the band of table the skyline stands in, its seed, and the landmarks. - `PHYS` — masses, speed caps, the debris governor, the settle threshold and the margin a measured joint break force is multiplied by. - `SCORE` — what a shoved block, a toppled tower and a block off the table pay, the chain window, the landmark and called-shot multipliers, and the star thresholds. - `SESSION` — three planes, the round clock, the rest and wreck beats. - `STATES` / `EVENTS` — the only state names and event names the game uses; a typo in either raises at the call rather than going quietly nowhere. - `LAYOUT` — the bands every screen anchors into, as shares of the viewport. Units are metres, kilograms and seconds. The table top is `y = 0`; `+Z` is downrange, so the plane launches at `LAUNCH.z` and flies toward the city. A number only one slice reads lives in that slice's own files, not here. Consumed by every slice.
▲ 0↑ born
▣
module · born here
❒asset
# art.plane — the toy 767 Builds the wind-up toy airliner under an airframe entity, as one child entity per part, each carrying one mesh and no physics of its own. ```luau local PlaneArt = require("game.art.plane") local rig = PlaneArt.build(airframe) rig.parts.fuselage -- entity refs, one per part rig.parts.leftWing -- also rightWing, leftEngine, rightEngine, tail, fin, key rig.half -- { x, y, z } half extents of the whole toy rig.partHalf.leftWing -- { x, y, z } half extents of that part on its own PlaneArt.partNames() -- the seven parts a hit can take off PlaneArt.clear(airframe) ``` Each part entity stands at its own place on the toy, so `part.position` and `part.rotation` read as where that piece is in the world — which is what a shed wing needs when it is copied loose onto the table. `rig.partHalf` gives that copy a collider the size of the actual part. The wind-up key is built alongside the parts but is not one of them: nothing knocks the key off. ## What it is made of | File | Holds | |---|---| | `game/art/planeGeometry` | the shape, as numbers — fuselage stations, wing and fin sections, nacelle, key | | `game/art/planeTexture` | the paint, drawn a pixel at a time into one atlas | | `game/art/planeAssets` | `bake()`, which writes the meshes, the atlas and the two materials as assets | The toy wears **one** atlas and two materials: `toy767_paint` for every painted surface and `toy767_metal` for the key. `Geo.UV` names the atlas rectangle each kind of surface reads, and the texture paints those same rectangles, so the paint and the geometry cannot drift apart. Re-run `require("game.art.planeAssets").bake()` after changing either the shape or the paint; it re-authors every asset in place, keeping their guids.
▲ 0↑ born
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module · born here
❒asset
# game The shared memory of one BLOCKBUSTER 767 session, and the bus every slice talks over. `Game.session` holds what the run is: the state it is in, the score, which plane is loose, how many are left, the chain and its multiplier, the counts of blocks shoved and blocks off the table, and the star rating once the session ends. `Game.telemetry` holds what the airframe is doing this frame — speed, altitude, pitch, bank, boost and its remaining fuel, the winds the key is holding, which parts are still attached — written only by the flight slice and read by the HUD, the camera and the sound mix. `Game.on` / `Game.emit` are the bus. Handlers run in subscription order, which matters: more than one slice answers `roundStart`, and which of them the player ends up looking at cannot be left to the order a table happens to iterate in. `Game.set` moves the state machine through the names in `game.rules`, and `Game.reset` / `startRound` / `endRound` / `advance` are the session flow — a fresh city, a plane on the launcher, a wreck, and then either the next plane or the end card. Everything it remembers lives in `modules.state()`, so editing this file while the game is running does not drop the subscriptions the other slices hold. Consumed by every slice: `flight`, `city`, `camera`, `ui`, `set` and `audio`.
▲ 0↑ born
backing path · game/flight/Plane767.component

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