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bell

The furnace stoker's art. One `drawPose` renders every frame in the sheet from a table of joints, and each of the 42 clips in `Rules.CLIPS` is a handful of key poses tweened through `emberline.pixelkit`.

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

bell — BELL ODUYA's sprite sheet

The furnace stoker's art. One drawPose renders every frame in the sheet from a table of joints, and each of the 42 clips in Rules.CLIPS is a handful of key poses tweened through emberline.pixelkit.

Bell is mass. That single idea drives the whole sheet: the widest silhouette in the game and the shortest of the four, hips that carry a heavy vertical bob through the walk, a wind-up longer than the strike on every attack, and a squash on every landing. throwHit — the command grab — is the centrepiece: he stretches to 1.14 lifting, holds at the top, then slams to 0.78 with debris coming off the floor.

He carries a furnace door on his chest with three vents that never go out, and one shoulder that has been burning for years. super (BLASTFURNACE) opens the door.

Using it

local Bus = require("emberline.bus")
local art = Bus.registry.art["bell"]

local canvas = Pixel.create({
    width = art.cell.width, height = art.cell.height,
    pixelSize = art.cell.pixelSize, pivot = art.cell.pivot,
    plane = "xy", palette = art.palette,
})
local clips = art.build(canvas)     -- { idle = { from, to, fps, loop }, ... }
canvas:setActiveFrame(clips.idle.from)

art.build(handle, order?) draws the sheet and returns the clip index; pass order (a list of clip names) to draw a subset while iterating on one animation. art.portrait(handle) draws the cut-in bust into a art.portraitCell-sized canvas. art.missingClips() returns any name in Rules.CLIPS the sheet does not provide — it is empty.

Playback runs on setActiveFrame: the component has no notion of a clip range, so a runtime driving this sheet steps frames between from and to itself at the clip's fps. The first display of each frame builds that frame's mesh (about 14 ms); cycling the sheet once after building warms all of them so no frame costs anything mid-round.

Interface

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

conforms to

zero/source-extract/v2

emberline.art.bell — BELL ODUYA, furnace stoker. Bell is MASS. Everything in this sheet is authored around that one idea: he is the widest silhouette in the game and the shortest of the four, his hips carry a heavy vertical bob, every attack has a wind-up longer than the strike, and every landing squashes him. The command grab (`throwHit`) is the centrepiece — a full-body overhead lift that stretches him, a held beat at the top, and a slam that squashes him to 0.78 with debris coming off the floor. Furniture falling over. Registered as Bus.registry.art["bell"]; the combat slice makes the canvas from `cell`, calls `build(handle)` and drives the returned clip index.

inkLimb(K: ?, x0: ?, y0: ?, x1: ?, y1: ?, w0: ?, w1: ?, color: ?) → void

One drawPose renders every frame in the sheet from a table of joints. The cell is 96x120 with (0,0) at the bottom-left and his feet at y = 0. A foreground part carries its own ink edge. A silhouette rim alone leaves an arm and the torso behind it reading as one mass at gameplay scale, which is exactly the failure a heavyweight's sprite cannot afford.

argtypedescription
K?
x0?
y0?
x1?
y1?
w0?
w1?
color?

inkBlob(K: ?, cx: ?, cy: ?, rx: ?, ry: ?, color: ?) → void

argtypedescription
K?
cx?
cy?
rx?
ry?
color?

inkPoly(K: ?, pts: ?, ox: ?, oy: ?, color: ?) → void

argtypedescription
K?
pts?
ox?
oy?
color?

drawPose(K: ?, p: ?) → void

argtypedescription
K?
p?

X(x: ?) → void

argtypedescription
x?

Y(y: ?) → void

argtypedescription
y?

drawBust(K: ?, w: ?, h: ?) → void

A cut-in bust. Drawn straight rather than posed: it is one image, and the read is the jaw, the soot cap and the ember in the shoulder.

argtypedescription
K?
w?
h?

missingClips( ) → void

Every name in Rules.CLIPS must exist. A gap here is a fighter that falls back to `idle` mid-match, so it is worth failing loudly at author time.

build(handle: any, order: { string }?) → any

`order` narrows the build to a subset of clips — the fast path while iterating on one animation. Omitted, every clip in Rules.CLIPS is drawn.

argtypedescription
handleany
order{ string }?

drawPose(K: ?, pose: ?) → void

argtypedescription
K?
pose?

portrait(handle: any) → void

argtypedescription
handleany

Sub-parts

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15+items
▣
module · born here
❒asset
# bus <!-- 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.
▲ 0↑ born
▣
module · born here
❒asset
# bwbuffer — the CPU pixel buffer the BELL / WARDEN sheets are drawn into A plain Luau array with the same method names a `pixelArt` canvas handle has — `setPixel`, `getPixel`, `fillRect`, `fillEllipse`, `drawLine`, `clear` — so `Pixelkit.on(buffer)` drives it unchanged and every `emberline.pixelkit` primitive (limb, blob, poly, ribbon, speck, outline, shadeLeft) works against it. A finished frame then lands on the real canvas in one `fromRows` call. It exists because every op on a live handle crosses a typed wrapper and a component lookup, so a single `getPixel` costs about 7 µs. A 190-frame sheet whose outline pass alone reads 96×120 pixels per frame is minutes of work that way; through the buffer a whole frame costs about 5 ms. ## Surface - `M.hex("#rrggbb")` / `M.palette({ name = "#rrggbb" })` — colours in the shape the pixelArt palette wants. - `M.new(w, h)` — a buffer. Extra passes beyond pixelkit's: `shadeEdge(map, depth, fromRight?)` recolours the lit or shadow side of every row in one scan, and `outline(color)` reads a snapshot so the rim it writes never seeds more rim. - `M.buildSheet(handle, { cell, palette, clips, order, drawPose })` — draws a whole sheet and returns the clip index (`{ idle = { from, to, fps, loop } }`). Idempotent: a rebuild trims the canvas back to one frame first, so building twice on the same handle yields one sheet rather than two. - `M.drawStill(handle, cell, palette, draw)` — one image, for a portrait bust. - `M.pose(base, overrides)` — a key pose is the base pose with a few joints moved. Every field is a number so `Pixelkit.blend` interpolates the table. - `M.once(keys)` / `M.cycle(keys)` — one-shot and looping clips. `cycle` tweens back to the first pose and drops the duplicate, so the last frame reads into the first with no stutter at the seam.
▲ 0↑ born
▣
module · born here
❒asset
# rules <!-- 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.
▲ 0↑ born
backing path · emberline/art/bell.module

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