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CF

The blackboard of *First Light: Crowfeet*. One module every part of the game requires:

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

CF

The blackboard of First Light: Crowfeet. One module every part of the game requires:

local CF = require("game.CF")

What is in it

CF.RULESevery number the game is tuned by
CF.PALETTEthe colours everything composes to
CF.FILMEDthe shape the run films at (1080x1440)
CF.layoutthe cliff: ledges, food, summitY, top, halfWidth, apex
CF.statewhat is true right now
CF.landing / CF.grabbablethe two ledging tests
CF.on / CF.off / CF.emitthe event bus
CF.setPhase / CF.reset / CF.say / CF.progress / CF.sz
CF.camerafilled 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.

Interface

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

conforms to

zero/source-extract/v2

CF — the blackboard of First Light: Crowfeet. One module every slice requires: the RULES (numbers the game is tuned by), the LAYOUT (the ledges of the cliff, which the cliff slice builds and the climb slice lands on), the STATE (what is true right now, written by the climb slice and read by everyone), and a tiny EVENT bus so a slice can answer what another one did without requiring it. local CF = require("game.CF") CF.on("hop", function(crow) ... end) CF.emit("eat", { kind = "grub" }) Owned by the plan phase; the numbers, the layout and the ledging tests are tuned by the climb slice. A slice that needs a new field or event adds it here with a one-line comment saying who writes it and who reads it.

lcg(seed: ?) → void

The cliff face is the plane z = 0, seen from +z. A ledge is a shelf whose TOP is at `y`, spanning x in [x - w/2, x + w/2], protruding from z = -1 to z = 1.2. The crow lives at z = CF.RULES.crowZ and moves in x and y only. Deterministic: every peer and every slice sees the same cliff. Every shelf is placed so the one above it is REACHABLE: there is always clear air between the two (so the upper lip can be caught from the side), and the vertical gap is either short enough to land on or inside the reach of a lip-catch. `kind` is strand | rock | crumble | roost. A ledge carries `fallen` (a crumble shelf that has given way — the climb slice sets it, the cliff slice draws it, and both ledging tests ignore it).

argtypedescription
seed?

buildLayout( ) → void

put(id: ?, dy: ?, nw: ?, kind: ?, newX: ?) → void

`at` places the shelf over a given x instead of one step along; `place` steps. Both keep clear air between the shelf being left and the one being made, so the upper lip can be approached from the side. The strand is the ground and is exempt: the crow launches from wherever on it it happens to be standing, so only a shelf's walkable width counts.

argtypedescription
id?
dy?
nw?
kind?
newX?

place(id: ?, dy: ?, nw: ?, kind: ?) → void

argtypedescription
id?
dy?
nw?
kind?

placeOver(id: ?, dy: ?, nw: ?, kind: ?, overX: ?, awayFrom: ?) → void

The shelf directly above a crumble shelf goes back over the shelf BELOW it, so a crumble that has given way never seals the climb: the crow can still take that lip from the shelf it fell back to. It is nudged clear of the crumble so both lips stay catchable while the crumble stands.

argtypedescription
id?
dy?
nw?
kind?
overX?
awayFrom?

landing(x: ?, yFrom: ?, yTo: ?) → void

The ledge whose lip the crow's feet crossed on the way down this frame. `x` is the crow's centre, `yFrom` / `yTo` are its feet before and after. The HIGHEST such shelf wins, so a fast fall lands on the first thing it meets rather than on whichever ledge the list happened to hold first.

argtypedescription
x?
yFrom?
yTo?

grabbable(x: ?, feetY: ?, facing: ?) → void

The ledge lip within grabbing reach of an airborne crow's crown: the crow is beside the shelf (a little short of the lip, or a little past it), its crown is level with the lip, and it is no longer rising hard. The closest lip wins, so two shelves side by side do not fight over the catch.

argtypedescription
x?
feetY?
facing?

freshCrow( ) → void

Written by the climb slice (crow, hunger, dawn, phase) and read by all. `phase` is one of: "title" | "opening" | "climb" | "won" | "lost". `lostReason` is "starved" | "sea" | "late".

progress( ) → number

How far up the cliff the crow has come, 0..1 — for anything drawing a height read-out or framing the climb.

reset( ) → void

setPhase(phase: ?, reason: ?) → void

argtypedescription
phase?
reason?

on(event: ?, fn: ?) → void

argtypedescription
event?
fn?

off(id: ?) → void

argtypedescription
id?

emit(event: ?, ...: ?) → void

argtypedescription
event?
...?

say(speaker: ?, text: ?, key: ?) → void

Say a line: the words always go on screen (the presentation slice draws them); the sound slice plays the voice if it has one for `key`.

argtypedescription
speaker?
text?
key?

sz(fraction: ?) → void

A fraction of the SHORTER screen edge, read live, so one number lays out the same on a phone held either way and on a television.

argtypedescription
fraction?

Sub-parts

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

3items
This part has no composite children. See the Files segment for its leaf payloads.
backing path · game/CF.module

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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