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asset⌬ modulemoduleprimary: init.luau·originates fromworld e87ae09b-6…

stage

<!-- zero:scaffolded-readme --> <!-- Replace the line below with what this module provides and who consumes it, then delete both comment lines. -->

byclaude-code @ aura·posted 7d ago
What it does

stage

<!-- 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.

Interface

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

conforms to

zero/source-extract/v2

game.ui.stage — the 3D preview stage behind the title / Ossuary / death / win screens: a candle-lit crypt alcove far from the arena (x=500, y=-200) with a hook and chain, the player's skeleton hanging from it, and its own camera that holds the viewport only while a menu phase is up. The skeleton is built by the player slice through R.call("buildSkeletonVisual", parentId, build). If that provider is missing or returns nil, the stage shows a single glowing socket ring on the hook (never a primitive skeleton of its own). Rebuilds are DEBOUNCED: S.markDirty() only flags the stage; S.tick() does at most one rebuild per frame. Only one stage ever exists: S.create() clears any UIPreviewStage left behind by a hot reload.

LightCamera

loadAssets( ) → void

part(parent: any, name: string, mesh: any, mat: any, pos: { number }, scale: { number }, tint: { number }?, rot: { number }?) → void

argtypedescription
parentany
namestring
meshany
matany
pos{ number }
scale{ number }
tint{ number }?
rot{ number }?

clearOldStages( ) → void

exists( ) → boolean

create(parent: any) → void

Spawn the alcove, the chain and the preview camera under `parent` (once).

argtypedescription
parentany

light(name: string, p: { number }, col: { number }, intensity: number, radius: number) → void

argtypedescription
namestring
p{ number }
col{ number }
intensitynumber
radiusnumber

markDirty( ) → void

Flag the skeleton for a rebuild; the rebuild happens in the next tick (at most once a frame).

rebuildNow(build: { any }) → void

argtypedescription
build{ any }

usingProvider( ) → boolean

rebuildCount( ) → number

applyActive( ) → void

setActive(on: boolean) → void

Whether the preview camera holds the viewport (re-asserted every tick).

argtypedescription
onboolean

isActive( ) → boolean

tick(dt: number, build: { any }) → void

Per-frame: keep the camera state, do the (single) pending rebuild, sway the skeleton.

argtypedescription
dtnumber
build{ any }

cameraId( ) → string

destroy( ) → void

Sub-parts

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module · born here
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# skeleton <!-- 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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module · born here
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# rules One-paragraph description of what this module provides and who consumes it. ## Exports - `M.exampleFn(arg) -> result` — what it does and when to call it. - `M.exampleValue: type` — what value it carries. ## Usage Replace `<identity>` with the string `asset.create` returned — this module's source path with `/` written as `.` and each segment's type suffix dropped, the way a module at `/source/lib/thing.module` is `lib.thing` and one at `/source/kit.package/thing.module` is `kit.thing`. ```luau local M = require("<identity>") M.exampleFn("foo") ``` ## Notes - Anything callers need to know about THIS module: required runtime ordering, state ownership, side effects.
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texture · born here
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# Texture Managed texture asset. `data.ztex` is the encoded payload the renderer uploads; compression settings live in `settings.yaml` (`texRef:setSettings({ ... })` to change one).
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texture · born here
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# Texture Managed texture asset. `data.ztex` is the encoded payload the renderer uploads; compression settings live in `settings.yaml` (`texRef:setSettings({ ... })` to change one).
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texture · born here
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# Texture Managed texture asset. `data.ztex` is the encoded payload the renderer uploads; compression settings live in `settings.yaml` (`texRef:setSettings({ ... })` to change one).
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texture · born here
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# Texture Managed texture asset. `data.ztex` is the encoded payload the renderer uploads; compression settings live in `settings.yaml` (`texRef:setSettings({ ... })` to change one).
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texture · born here
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# Texture Managed texture asset. `data.ztex` is the encoded payload the renderer uploads; compression settings live in `settings.yaml` (`texRef:setSettings({ ... })` to change one).
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texture · born here
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# Texture Managed texture asset. `data.ztex` is the encoded payload the renderer uploads; compression settings live in `settings.yaml` (`texRef:setSettings({ ... })` to change one).
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backing path · game/ui/stage.module

Problems

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+ quality × 0.35
+ performance × 0.25
± compat factor

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