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asset⌬ componentcomponentprimary: init.luau·originates fromworld 818ea2f4-9…

LavaDawn

The lava and the dawn, on one clock.

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

LavaDawn

The lava and the dawn, on one clock.

The lava is a molten surface that begins under the caldera floor at L.LAVA_START and rises at L.LAVA_RISE_PER_SEC for as long as the round is in phase play — held where it stands in title, opening, paused, won and lost, and put back under the floor when a fresh round begins. It carries three things up with it: the ember veil (open cylinder shells the camera looks through), the heat-haze sheet that bends the picture behind it, and five point lights that put the tide's own glow on the rock the pilgrim is climbing. Every frame it writes L.state.lavaHeight and emits lava on L.bus.

The dawn reads off L.dawn() — 0 on the caldera floor, 1 at the rim — through game.lava.dawn, and pushes the whole environment from it: the ProceduralSky's time of day and its three gradient colours, its exposure, turbidity and stars, the scene's ambient light, and the height fog. The hour is a function of altitude rather than of the clock, so the sun is on the horizon exactly when the pilgrim reaches the rim.

Everything it draws is a temporary child of its mount entity and goes with it.

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

ModelLight

sound( ) → any

bubble(dt: number, lavaY: number) → void

argtypedescription
dtnumber
lavaYnumber

clearRig( ) → void

spawnChild(name: string) → any

argtypedescription
namestring

build( ) → void

placeRig(y: number) → void

argtypedescription
ynumber

pushLanes(y: number, dawn: number) → void

argtypedescription
ynumber
dawnnumber

resolveEnvironment( ) → void

pushDawn(t: number, force: boolean) → void

argtypedescription
tnumber
forceboolean

resetLava( ) → void

onPhase(phase: string) → void

argtypedescription
phasestring

tick(dt: number, running: boolean) → void

argtypedescription
dtnumber
runningboolean

awake( ) → void

update(dt: number) → void

argtypedescription
dtnumber

editorUpdate(dt: number) → void

In the editor the tide holds where it is and the dawn still reads off `L.state.height`, so the look can be authored without pressing play.

argtypedescription
dtnumber

onDestroy( ) → void

⌬ Metadata
descriptionDrives a rising molten tide and the dawn above it from one clock: the lava surface, its ember veil, its heat haze and the lights it throws on the rock climb together while the round runs, and the sky, sun, ambient and height fog are read off how far up the climb the player is.

Sub-parts

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# lavic <!-- zero:scaffolded-readme --> <!-- Replace the line below with what this module provides and who consumes it, then delete both comment lines. --> TODO: describe this module.
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# game.sound.sfx — the sound library Everything in FIRST LIGHT that makes a noise goes through here. ```lua local sfx = require("game.sound.sfx") sfx.play("helm_off") -- a one-shot, heard flat sfx.play("footstep", { at = footEntity }) -- a one-shot, heard from where it is sfx.play("lava_bubble", { at = { x, y, z }, pitch = 0.8, volume = 0.6 }) local hold = sfx.loop("free_hold") -- a sustained sound sfx.loop("free_hold", { pitch = 1.2 }) -- same source, moved sfx.stop(hold) sfx.bed("rim_wind") -- crossfade the ambience sfx.duck(2.5) -- get out of a spoken line's way sfx.music("music_dawn") -- crossfade the score ``` Guard the require if your slice must survive the library being absent: ```lua if asset.exists("game.sound.sfx", "module") then sfx = require("game.sound.sfx") end ``` ## The bank | name | when | |---|---| | `ui_move` `ui_confirm` `ui_back` | menu focus, a control taken, a card closed | | `helm_off` `helm_on` | the one verb — the world arriving, and shutting | | `footstep` `jump` `land` | the pilgrim on the rock | | `crust_crack` `plate_collapse` | a plate warning, and a plate going | | `ember_hit` `fumarole` | ember weather on a bare head, gas out of the rock | | `knight_free` `lava_bubble` | one of the lost released; the tide, close | | `win_sting` `lose_sting` | first light, and being taken back | | `narrator_bed` | a floor for a voice to stand on | | `lava_rumble` `rim_wind` `free_hold` | looping beds | | `music_title` `music_climb` `music_dawn` `music_drone` | the score | `sfx.clip(name)` hands back the `.soundClip`; `sfx.missing()` lists any the bank could not resolve, so a caller can tell a complete library from a partial one. ## The mix Every clip carries a default level, so a caller that passes no `volume` still lands in a mix rather than at full scale. The helm, the knights and the ends of a round are loud; footsteps, ambience and interface sit under them. One-shots overlap freely, but the same clip will not start twice inside a short window — three copies of a two-second vent running together is one waveform at three times the amplitude, which is a comb filter and a peak rather than a louder vent. Interface ticks and footsteps are effectively unguarded; the long textural clips hold each other off for a fraction of their length. A refused start returns `false` from `sfx.play`. The master sits at 0.72 rather than 1, because `audio.levels().peak` is measured after the master and the loud moments of a full mix — the score, two beds, a sting and a spoken line at once — go over full scale without it. It is stated once and never re-asserted, so a settings screen can set its own. Three mixer channels are in play. `music` and `ambient` are owned here and move with the round — they fall to about a quarter under `duck`. The `sfx` channel is deliberately left at unity, because that is where a spoken line plays and it is the thing the duck exists to make room for. ## What owns what `game.sound.Sound` (mounted on `mount_sound`) ticks this library and drives the automatic mix from `L.state` — the tide below rising with the lava's proximity, the air at the rim rising with `L.dawn()`, the score following the phase. It re-states that mix every frame, which is what makes a hot reload harmless. An explicit `sfx.bed(name)` from another slice therefore holds the ambience for a few seconds before the automatic mix takes it back; `sfx.play`, `sfx.loop`, `sfx.duck` and `sfx.music` are not overridden at all. The emitters live under a temporary `SoundEmitters` entity and are found by name, so a hot reload re-attaches to the sources already standing instead of spawning a second set. ## Where the sound comes from Every clip is synthesised on the CPU by `game.sound.synth` and baked into a `.soundClip` under `game/sound/clips/`; the three scored tracks are generated, then trimmed and folded into seamless loops by the same module. Loops are stored as `codec = "pcm"` so the head of the clip survives decoding and the seam does not click.
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# dawn The hour the hill climbs through, written as a ramp. `M.at(t)` reads the whole environment off ONE axis — `t = Core.state.dawn`, 0 in the deep of the night and 1 at first light — and hands back the sun, the ambient, the sky, the height fog, the mist, and the two numbers the turf shader wants. Five keys, and the reading between them is a straight interpolation on a smoothstepped `t`, so a key reads as a held moment rather than a corner. Retuned for FIRST LIGHT off the caldera ramp it came from. Three things changed and they are all the same change: - **The sun crests the SUMMIT.** The hill rises along +Z, so the sun stands at +Z and its light travels toward −Z. `game.world.moor_sky` aims every warm thing in the sky at the directional light's own vector, so stating the sun here puts the glow, the horizon band and the disc over the cairn with it. - **The sun's elevation is the clock.** It climbs from 15 degrees under the horizon to 14 over it, and the summit stands about 11 degrees above the player at the foot — so the disc clears the cairn in the last tenth of the round and the crest IS the ending. - **The palette is turf and mist**, not lava: cold blues and violets the whole way, one warm colour arriving late, and the fog pooled low enough to sit in the hollows while the summit stands clear of it. `M.keys()` hands back the keys themselves, for anything that wants to render the ramp rather than climb through it.
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backing path · game/lava/LavaDawn.component

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