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CrowController

The rules of the climb, on the Old Crow's body.

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

CrowController

The rules of the climb, on the Old Crow's body.

It reads the game/input/crow map — sidle, hop, peck, pause — and turns it into the crow's position, the two clocks, and the events every other part of the game answers. Only the local player's copy drives; a remote crow is left to its owner.

The move set

MoveHowWhat it costs
Sidlemove x, on a shelfthe standing drain
Hophop, on a shelfRULES.hopCost, and it is refused below RULES.weakBelow
Catch a liphappens on its own: airborne, beside a shelf's near edge, crown level with it, no longer rising hard—
Hangthe state after a catchRULES.hangDrain, the fastest drain in the game
Pull uphop, or move y up, while hangingRULES.pullUpCost — allowed even when too weak to hop, so a hang is never a death sentence
Let gomove y down, while hanging—
Peckpeck, on a shelf, within reach of foodrefills by RULES.food[kind]
Pausemenu, during the climbemits pause

One hop rises CF.layout.apex. Every SHORT gap in the layout is under that and is landed on; every TALL gap is over it, so the only way up is the lip. Coyote time (RULES.coyote) keeps a hop pressed just after walking off a lip, and a hop pressed just before touching down is remembered for RULES.hopBuffer. Holding a direction in the air steers; letting go bleeds the sideways speed off, which is what makes a lip-catch aimable.

Crumble shelves

Landing on — or hanging from — a crumble shelf emits crumble with it and starts RULES.crumbleDelay on the clock. When that runs out the shelf is marked fallen, crumbled is emitted, and anything standing on it drops. Both ledging tests ignore a fallen shelf. The layout puts the shelf above a crumble back over the shelf below it, so a crumble that has gone never seals the climb.

How a round ends

  • won — the crow is standing on the roost, whether it hopped onto it or hauled itself over the lip.
  • lost starved — hunger reached 0.
  • lost sea — the crow fell past RULES.seaY.
  • lost late — first light finished breaking (dawn reached 1) with the crow still on the face.

restart puts the round back (through CF.reset): the shelves stand again, the food is back, the crow is at its spawn.

What it writes

CF.state.crow (x, y, vx, vy, facing, grounded, hanging, ledge), CF.state.hunger, CF.state.dawn, CF.state.time, CF.state.altitude, CF.state.eaten, CF.state.hops, CF.state.crumbled, and the phase. Events: hop land grab pullup drop peck eat tooWeak crumble crumbled fall hungerLow firstLight pause phase.

It also stands down the engine's builtin default bindings when it arms, so the game's own controls are the only ones live and the touch overlay draws only the three buttons and the stick this game has.

Interface

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

conforms to

zero/source-extract/v2

CrowController — how the Old Crow moves: sidle, hop, catch a lip, hang, pull up, drop, fall. Also the hunger and the dawn clock, and the three ways a round ends, because all of those are rules of the climb. Lives on the PlayerPrototype's body, so every joining player gets one. Only the LOCAL player's copy drives: the guard in `update` leaves a remote crow to its owner. Writes CF.state.crow / hunger / dawn / phase; emits the events named in CF. The shape of the climb: one hop rises CF.layout.apex (1.88 m). Every SHORT gap in the layout is under that and is landed on; every TALL gap is over it, and the only way up is to catch the lip with the feet and pull up. So the signature move carries half the climb rather than decorating it. Owned by the climb slice. See /zero/source/design/spec.md.

standDownBuiltinDefaults( ) → void

mapIsLive( ) → boolean

Is our map still standing in the live set?

armInput( ) → void

releaseInput( ) → void

isLocal( ) → boolean

place( ) → void

clearRun( ) → void

awake( ) → void

tryEat( ) → boolean

standOn(L: ?) → void

The crow has both feet on a shelf. The roost is the top of the climb however the crow got onto it — hopped up onto it, or hauled itself over the lip — so the win is answered here rather than in one of the two arrivals.

argtypedescription
L?

touchCrumble(L: ?) → void

A crumble shelf starts giving way the moment the crow's weight is on it — whether it landed on top or caught the lip.

argtypedescription
L?

tickCrumbles(dt: number) → void

argtypedescription
dtnumber

update(dt: ?) → void

argtypedescription
dt?

onDestroy( ) → void

Sub-parts

Everything contained inside this part. Assets are composite children (clickable cards). Files are leaf payloads. Expand any row to view its source.

7items
▣
module · born here
❒asset
# CF The blackboard of *First Light: Crowfeet*. One module every part of the game requires: ```luau local CF = require("game.CF") ``` ## What is in it | | | |---|---| | `CF.RULES` | every number the game is tuned by | | `CF.PALETTE` | the colours everything composes to | | `CF.FILMED` | the shape the run films at (1080x1440) | | `CF.layout` | the cliff: `ledges`, `food`, `summitY`, `top`, `halfWidth`, `apex` | | `CF.state` | what is true right now | | `CF.landing` / `CF.grabbable` | the two ledging tests | | `CF.on` / `CF.off` / `CF.emit` | the event bus | | `CF.setPhase` / `CF.reset` / `CF.say` / `CF.progress` / `CF.sz` | | | `CF.camera` | filled in by the camera: `panTo` `zoomTo` `release` `kick` | ## The cliff `CF.layout.ledges` is 28 shelves from the strand at y 0 to the roost at `summitY`, each `{ id, x, y, w, kind, fallen }` with `kind` one of `strand` `rock` `crumble` `roost`. A shelf's TOP is at `y` and it spans `x ± w/2`. `CF.layout.food` is `{ id, ledge, kind, x, y, eaten }` with `kind` one of `grub` `limpet` `crowfoot`. It is built deterministically, so every peer and every slice sees the same cliff. Two numbers shape it. `CF.layout.apex` is how high one hop rises. Every SHORT gap is under it and is landed on; every TALL gap is over it, so the only way up is to catch the lip. And the shelf above a crumble shelf is placed back over the shelf below it, so a crumble that has given way never seals the climb. ## The two ledging tests - `CF.landing(x, yFrom, yTo)` — the shelf whose top the crow's feet crossed going down this frame, highest first. Returns nil, or the ledge. - `CF.grabbable(x, feetY, facing)` — the shelf whose near lip is within reach of an airborne crow's crown, in the direction it is facing. Returns nil, or the ledge and the x of that lip. Both ignore a shelf whose `fallen` is set. ## The state `phase` (`title` `opening` `climb` `won` `lost`) · `hunger` · `dawn` 0..1 · `time` · `crow { x, y, vx, vy, facing, grounded, hanging, ledge }` · `altitude` · `eaten` · `hops` · `crumbled` · `lostReason` (`starved` `sea` `late`) · `paused`. The climb slice writes it; everyone else reads it. `CF.reset()` puts a round back — the state, the food and the fallen shelves — and `restart` is answered here, so a round can always be put back. ## The events `start` `restart` `reset` `phase` `pause` · `hop` `land` `grab` `pullup` `drop` `peck` `eat` `tooWeak` `crumble` `crumbled` `fall` · `hungerLow` `firstLight` · `line` `ui`. `crumble` fires when the crow's weight first lands on a crumble shelf, and it has `RULES.crumbleDelay` left to stand. `crumbled` fires when it goes. ## Laying out for any screen `CF.sz(fraction)` is a fraction of the SHORTER screen edge, read live from `ui.screenSize()`, so one number lays out the same on a phone held either way and on a television.
▲ 0↑ born
backing path · game/CrowController.component

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