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asset⌬ componentcomponentprimary: init.luau·originates fromworld fd4f2c09-2…

Dawn

The hour over Betocsin, driven by `Core.state.dawn`.

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

Dawn

The hour over Betocsin, driven by Core.state.dawn.

Mounted once on mount_world. Every frame it reads the whole environment off game.world.firstlight and pushes it into the key light, the ambient, the authored sky (game.world.dawnsky, carried by a Skybox it installs on the scene's sky entity), the scene's height fog, the marched air, and the place itself — the sea of fog, the town's lanterns and its lit windows, through game.world.place.

Three things move the reading off the raw clock:

  • the watch — each tocsin beat steps the sky WATCH_STEP ahead of the clock and throws a moment of extra light along the estuary, so the night reads as four stages rather than one slide;
  • the drain — a won round pulls the bank off the town over DRAIN_SECONDS and brings the lanterns and the windows up as it goes;
  • the flood — a lost round runs the light all the way in over FLOOD_SECONDS, whatever the clock said.

Set Core.state.dawn by hand from execute and the whole place follows on the next frame. game.world.place's hold(true) freezes the push so the sky, the sea and the lanterns can be read or tinted without the next frame overwriting the answer; hold(false) hands them back and re-pushes at once.

Interface

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

conforms to

zero/source-extract/v2

Dawn — the hour over Betocsin, driven by `Core.state.dawn`. Mounted once on `mount_world` by scenes/main.scene/build.luau, beside the scene's `sun`, `ambient` and `sky` entities. It reads the whole environment off `game.world.firstlight` and pushes it, every frame, into: * the directional light (the moon at night, the sun at first light), * the ambient fill, * the ProceduralSky — colours, stars, moon, sun disc, turbidity, exposure, * the scene's exponential height fog, * the marched air the shafts come out of, * the sea of fog, the town's lanterns and windows (`game.world.place`). Three things move the reading off the raw clock: the WATCH — every tocsin beat steps the sky forward WATCH_STEP ahead of the clock and flares the horizon for a moment, so the night is read in four visible stages rather than one continuous slide; the DRAIN — a won round pulls the fog off the town over DRAIN_SECONDS, carries the hour up to CREST as it goes so the bell is rung into first light however early in the night the tower topped out, and brings the lanterns and the windows up with it; the FLOOD — a lost round runs the light all the way in over FLOOD_SECONDS, whatever the clock said. Owned by the world & dawn slice.

Skybox

installSky( ) → void

Take the scene's sky over with the authored one. The scene declares a ProceduralSky, which derives its whole look from the directional light's elevation and so has no night to author: below the horizon it drops the authored colours entirely. `game.world.dawnsky` is keyed to the round's clock instead, and a Skybox over it is the sky the renderer reads.

resolve( ) → void

reading( ) → number

The reading the look is taken at: the clock, stepped forward by every watch already tolled, flared for a moment after each, and run all the way in when a round is lost to the sunrise.

push(d: number) → void

argtypedescription
dnumber

tick(dt: number) → void

argtypedescription
dtnumber

awake( ) → void

update(dt: ?) → void

argtypedescription
dt?

editorUpdate(dt: ?) → void

argtypedescription
dt?

onDestroy( ) → void

⌬ Metadata
descriptionDrives the sky, the key light, the ambient, the air and the sea of fog from the round's dawn clock, with a step at each watch and an ending for a win and a loss.

Sub-parts

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

15items
▣
module · born here
❒asset
# place Betocsin itself: the sea of fog, the town drowned under it, and the fleet standing up the estuary. `Place.build(mount)` raises the whole place as temporary children of the world mount — three fog sheets at different heights, scales and drifts; the estuary the town stands in; fifty-odd gabled houses in three bands whose ridge line falls away with distance, so the near streets stand out of the bank and the far ones are drowned in it; a church whose spire is the one thing above the fog; the quays; and six longships whose mastheads sit below the bank until the light finds them. One fixed seed, so every player and every reload gets the same town. `Place.apply(built, look, dawn, drain, flood)` pushes the hour into all of it — the sheets' colours and coverage, the lantern flames, the lit window panes, the wet roofs, the water, and the fleet's lift out of the fog as `dawn` passes `FLEET_REVEAL`. `Place.hold(true)` freezes that push so any of it can be read, tinted or measured from `execute` without the next frame overwriting the answer; `Place.hold(false)` hands it back and the hour is re-pushed at once. The plan phase's placeholder plane is taken over in place and becomes the water, which is what keeps it from drawing a dark lid across the horizon.
▲ 0↑ born
▣
module · pulled in
❒asset
# firstlight The hour between deep night and first light, written as a ramp. `M.at(light)` reads the whole environment off one axis — `FL.light()`, 0 in the dark and 1 when the light has filled the floor — and hands back the sun's direction, colour and strength, the ambient, the sky's time of day and its three colours, the height fog, the marched air the shafts come out of, and how much of a cover pool the light has eaten. Three keys: deep night, first blush, first light. `Dawn.component` pushes what it returns at the scene every frame. `M.keys()` hands back the keys themselves, for a tool that wants to render the ramp rather than fly through it.
▲ 0↓ import
▣
module · born here
❒asset
# core 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.
▲ 0↑ born
backing path · game/world/Dawn.component

Problems

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0problems
No problems reported. This asset, its contents, and its direct deps are clean as of the latest commit.
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+ quality × 0.35
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± compat factor

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