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BscBoot

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

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

BscBoot

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

TODO: describe this component.

Interface

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

conforms to

zero/source-extract/v2

BscBoot — BIG STEAL CAR: ANDREAS-SAN One component, on the GameRoot entity the scene spawns. It requires every slice module, calls each one's build() once, and ticks each one's update(dt) every play frame. A slice whose build() or update() errors is caught and reported once, so one broken module never takes the other eight down with it.

nothingIsStanding( ) → boolean

awake( ) → void

update(dt: ?) → void

argtypedescription
dt?

Sub-parts

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# bsc <!-- 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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# bsc_props <!-- 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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# bsc_audio The sound of Hozumi-dori 3-chome: the ambience beds, the three radio stations, the score, the mix, and every voiced line. ## What it gives the other slices `BSC.clips` is filled here and read everywhere: | bank | keys | |---|---| | `BSC.clips.sfx` | `ui_move` `ui_select` `ui_back` `ui_slam` `lantern_up` `timer_beep` `radio_static` `radio_tune` `engine_loop` `door_open` `door_close` `engine_start` `horn` `impact_light` `impact_hard` `siren` `skid` `footstep_asphalt` `footstep_gravel` `shrine_bell` | | `BSC.clips.music` | `title` `tension` `finale` `radio_sodapop` `radio_namida` `radio_talkbed` | | `BSC.clips.ambient` | `day` `night` `laundry` `vending` `konbini` `train` | | `BSC.clips.voice` | the 22 line keys | Calls: - `M.play(key, x?, y?, z?)` — fire a library key, positionally if a point is given. - `M.clip(key)` — resolve `"sfx.horn"` or a bare `"horn"` to its clip. - `M.say(lineKey)` — speak a line and put its written text on screen. - `M.setStation(i)` / `M.nextStation()` — change radio station. - `M.setHour(h)` — cross the day bed over to the night bed. - `M.report()` — what the mix is doing right now. - `M.VENDING` — the points the vending-machine hum comes from. - `M.LINES[key] = { who, text }` — the written form of every spoken line. ## What it listens to `footstep` · `carEnter` · `carExit` · `heat` · `busted` · `hit` · `voice` · `phase` · `hour` · `missionStart` · `missionDone` ## Playing it The radio changes station with **R**. It is loud in the car and a murmur on the street. NIGHT TALK 1422 puts Hamada-san on the air over its own bed, and prints what he says. ## The clips Every clip is a committed `.soundClip` under `/zero/source/audio`, so nothing is generated while somebody is playing. Beds are stored uncompressed and crossfaded seamless end to end so they loop without a seam; one-shots are compressed with a short silent head so the first sound is never clipped.
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# bsc_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.
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# bsc_block <!-- 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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# bsc_life <!-- 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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# bsc_car <!-- 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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# bsc_hero — the protagonist Ando "Andreas-san" Ryu, in the running game. The art is in `art/hero/andreas`, the pose layer in `art/hero/pose`. This module is the part that lives in play: it dresses the player body, drives the locomotion, swings the clothing, puts a footstep under every stride, and owns the animated car entry. What it does to the player body: - hides the placeholder mannequin and its floating name label - hangs thirty authored pieces off the rig's bones - swaps the two-clip locomotion for the full 87-clip Synty state machine, which is where the anticipation and the follow-through come from: the start, the stop on the correct foot, and the turn in place - tunes the controller to the game's walk / jog / sprint. Hold **Alt** or **Ctrl** to walk instead of jog. What other slices call: | | | |---|---| | `M.body()` | the live player body entity | | `M.playAnim(name)` | `idle` `walk` `jog` `sprint` `enterCar` `exitCar` `sit` `busted` `stand` | | `M.setControlEnabled(on)` | locomotion off while the car drives | | `M.posing()` | true while a pose clip owns the rig | It emits `footstep` (surface, x, y, z) once per stride, under the foot that lands, so the sound can be the right one for asphalt, concrete or gravel.
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# bsc_missions The mission chain for BIG STEAL CAR: ANDREAS-SAN — five jobs handed out by Mama-san Kikuno at the door of Izakaya Tsuki-no-Ha, each one using the block a different way. | id | title | what it teaches | |---|---|---| | `m1` | Hot Bento | the lane, on foot, against a clock | | `m2` | Lose the Kei | Kuzuha-koji and breaking line of sight | | `m3` | Three Doorways | the houses — Tashiro, Habu, Nagareyama | | `m4` | The Ryusei | the hero car, and bringing it back intact | | `finale` | Hanami at Midnight | the lane lit end to end, for good | The chain runs itself: an objective marker — a paper lantern hanging over a ring of light on the asphalt — always stands on the next thing to do, and the objective line under it says what it is. Standing at Kikuno's door raises a prompt; press **E** (or the gamepad's south button) to take the job, or just stand there and she starts talking anyway. **P** opens the phone and steps through the job list. Win: the finale completes and the hanami lanterns come up the whole length of Hozumi-dori. Lose: busted at maximum heat, or a job's clock runs out — a real end card, then back to Kikuno's door. The block never resets. ## What it publishes ```lua local Missions = require("bsc_missions") Missions.LINES[key] -- { who, text } — the written form of all 22 -- spoken lines, whether or not the audio arrives Missions.say(key) -- speak one: emits "voice" AND the written "toast" Missions.state() -- { mission, title, step, stepText, timeLeft, ... } Missions.phone -- { open, index, entries } — the phone's logic Missions.card -- { title, sub, kind } while an end card is up Missions.start(id) -- jump the chain to a job Missions.abort() -- drop the current job and go back to the door ``` Emits `missionStart`, `missionDone`, `objective`, `toast` and `voice`. Listens to `busted`, `hit`. Every spoken line goes out as `voice` and as its written text at the same moment, so a line survives a failed generation, a muted player and a noisy room. If nothing on the bus is drawing toasts, this module raises its own billboard over the player rather than let a line be lost. ## What it builds Everything it spawns lives under one entity, `MissionsRoot`: three objective markers, the lacquer bento carried in m1, the three envelopes, the boards that carry the prompt, the subtitle and the end card, and the hanami lantern string — twenty-four chochin hung in a zig-zag between the lane's telegraph poles, dark until the finale lights them one after another.
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# bsc_ui Every screen in BIG STEAL CAR: ANDREAS-SAN. The title, with the logo slammed over the lane at dusk. How to play, laid out as an izakaya menu strip on a wooden board under a noren. The HUD: an objective on a paper strip, a countdown, five paper lanterns hanging in the corner that fill as the koban take an interest, a survey plan of Hozumi-dori 3-chome drawn in ink, a speedo when you are in a car, and the radio station when it changes. Mission titles that slam onto the screen. A boxy feature phone for the jobs list. Pause, photo mode, and the two end cards. Everything a character says is printed as well as spoken, so a line survives a muted player and a noisy room. The screen is 1080 x 1440 — taller than it is wide — and the whole layout is built for it: nothing spans the top as a bar, nothing sits in a row across the bottom, and the middle of the frame is left to the street. The art is in `art/ui/bsc_ui_art`; the type is Anton, Archivo Black, EB Garamond and Berkeley Mono.
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backing path · BscBoot.component

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