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Items

Every lap of every circuit has rows of floating **?** crates on the racing line. Drive through one and the kart is armed with a **Mushroom** or a **Feather**; L** uses it. Crates go dark for 8 seconds and come back.

by◐Cxrn·posted 19d ago
What it does

items — the ? crates and the two things they hold

Every lap of every circuit has rows of floating ? crates on the racing line. Drive through one and the kart is armed with a Mushroom or a Feather; L uses it. Crates go dark for 8 seconds and come back.

FileWhat it is
game/items.module (game.items)The slice's read-back surface.
Items.componentOne instance, spawned by the module. Owns arming the crates, the roll, and both items.
ItemCrate.componentOne per crate: spins, bobs, watches for the local kart, and respawns.

Where the crates are

tracks.crates(id) gives the positions — rows of four along the racing line, 5 rows on a loop and 8 on the ribbon — and the slice re-arms them whenever the circuit changes.

The rules

  • A kart already holding something does not take a second crate.
  • Mushroom — Core.BOOST.mushroom (2 s) of boost, source "mushroom".
  • Feather — Core.FEATHER_LIFT of lift, then, the moment the kart is back on the ground, 2 s of boost with source "feather".
  • Both are boosts other than the drift one, so they cancel the off-track speed penalty while they run.

API

local I = Core.system("items")
I.arm("cheep")   -- arm this circuit's crate rows
I.use()          -- use what the local kart is holding
I.held()         -- what that is: "", "mushroom" or "feather"
I.count()        -- how many crates are armed

Interface

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

conforms to

zero/source-extract/v2

Items — the logic of the ? crates and of the two things they hold. It arms the crate rows for whichever circuit is up (from the positions tracks gives it), rolls what a crate hands out, and runs the mushroom and the feather when the kart uses one. The crates themselves are ItemCrate components; this is the one instance of the slice's own mind.

ItemCrate

clearCrates( ) → void

M_arm(id: string) → void

Arm the crate rows for the active circuit.

argtypedescription
idstringCircuit id (the crates come from tracks, which knows the line).

rollItem( ) → string

watchLanding(kartComp: any) → void

argtypedescription
kartCompany

stepFeather( ) → void

M_take(crateId: string) → void

Take the crate at an entity: hand its rolled item to the local kart.

argtypedescription
crateIdstringThe crate entity's id.

M_use( ) → void

Use what the local kart is holding.

M_held( ) → string

The item string the local kart is holding.

awake( ) → void

start( ) → void

count( ) → void

update(dt: number) → void

argtypedescription
dtnumber

onDestroy( ) → void

Sub-parts

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11+items
▣
module · born here
❒asset
# core The shared contract of **Mario Kart OrigoZ**. Every slice reads its rules here, so no slice hard-codes a number that belongs to the game. `require("game.core")` from anywhere in this world. ## What it holds | Field | What it is | |---|---| | `TITLE`, `PROMPT`, `ART` | The game's name, the *pulsa J para jugar* prompt, and the art-direction sentence — word for word from the reference pass, reused by every prompt. | | `CIRCUITS` | The three circuits: id, name, laps, layout (`ring` / `square` / `ribbon`), racing surface, what lies beyond the edges, and half-width. | | `KART` | How a kart feels: max speed, acceleration, braking, turn rates, hop and gravity, drift multipliers, trick spin. | | `SURFACE` | What each surface does to you: `road` 100%, `water` 75%, `grass` 50%, `space` falls. | | `SPARK` | The drift charge table: blue at 1.0s (0.5s boost), orange at 2.5s (1.25s), rainbow at 4.0s (2.5s). | | `BOOST` | Trick 0.75s, mushroom 2.0s, feather 2.0s. | | `ITEMS` | Crate respawn (8s) and the mushroom / feather odds. | | `RESCUE` | How Lakitu puts you back: drop height, lift speed, lift duration. | | `PHASE`, `flow`, `race` | The flow state machine and the live race clock. | | `records` | The best time on each circuit, kept in `runtime_data.world` — shared and durable. | ## API - `M.circuits()`, `M.circuit(id)`, `M.circuitIndex(id)` - `M.register(name, api)` / `M.system(name)` — how slices reach each other - `M.on(name, fn)` / `M.emit(name, payload)` — the slices' event bus (`phase`, `circuit`, `lap`, `crate`, `boost`, `rescue`, `finish`) - `M.setPhase(p)`, `M.selectCircuit(id)`, `M.openControls()`, `M.beginRace()`, `M.startRace()`, `M.tick(dt)`, `M.reachPoint(total)`, `M.finishRace()` - `M.records.get(id)` / `M.records.set(id, ms)` / `M.records.all()` - `M.formatTime(ms)` → `"00:45.678"`, `M.countdownLabel(seconds)` - `M.clamp`, `M.lerp`, `M.approach` ## Who reads what - **kart** — `KART`, `SURFACE`, `SPARK`, `BOOST`, `RESCUE`, `race`. - **tracks** — `CIRCUITS`, `SURFACE`, `reachPoint`, `PHASE`. - **items** — `ITEMS`, `BOOST`, `FEATHER_LIFT`, `emit("crate")`. - **screens** — `flow`, `race`, `records`, `formatTime`, `PHASE`. - **audio** — `on("phase")`, `on("boost")`, `on("crate")`, `on("finish")`.
▲ 0↑ born
◇
component · born here
❒asset
# ItemCrate One-paragraph description of what this component does and what it attaches to. Mention any required sibling components (e.g. Model, Transform). ## Public fields - `exampleNumber: number` — what it controls, units, valid range. - `exampleString: string` — what it controls. - `exampleBool: boolean` — what it controls. ## Methods - `:methodName(arg)` — what it does and when to call it. ## Lifecycle - `awake()` — same-frame attach hook. What initial state this component sets up. - `start()` — first-frame-after-awake hook. Cross-component setup that needs the other components on the entity to have finished `awake`. - `update(dt)` — per-frame while the gameplay clock runs. What this component does each tick. - `onDestroy()` — cleanup performed on detach / entity despawn. See `man components` for the full hook list (`onEnable`, `fixedUpdate`, `onPropertyChanged`, etc.) and the timing details. ## Usage ```luau entity(id).component.add("ItemCrate", { exampleNumber = 1.0 }) entity(id).component.get("ItemCrate"):methodName("foo") ```
▲ 0↑ born
backing path · game/items/Items.component

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