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asset⌬ modulemoduleprimary: init.luau·originates fromworld e8e8ad10-5…

bwbuffer

A plain Luau array with the same method names a `pixelArt` canvas handle has — `setPixel`, `getPixel`, `fillRect`, `fillEllipse`, `drawLine`, `clear` — so `Pixelkit.on(buffer)` drives it unchanged and every `emberline.pixelkit` primitive (limb, blob, poly, ribbon, speck, outline,…

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

bwbuffer — the CPU pixel buffer the BELL / WARDEN sheets are drawn into

A plain Luau array with the same method names a pixelArt canvas handle has — setPixel, getPixel, fillRect, fillEllipse, drawLine, clear — so Pixelkit.on(buffer) drives it unchanged and every emberline.pixelkit primitive (limb, blob, poly, ribbon, speck, outline, shadeLeft) works against it. A finished frame then lands on the real canvas in one fromRows call.

It exists because every op on a live handle crosses a typed wrapper and a component lookup, so a single getPixel costs about 7 µs. A 190-frame sheet whose outline pass alone reads 96×120 pixels per frame is minutes of work that way; through the buffer a whole frame costs about 5 ms.

Surface

  • M.hex("#rrggbb") / M.palette({ name = "#rrggbb" }) — colours in the shape the pixelArt palette wants.
  • M.new(w, h) — a buffer. Extra passes beyond pixelkit's: shadeEdge(map, depth, fromRight?) recolours the lit or shadow side of every row in one scan, and outline(color) reads a snapshot so the rim it writes never seeds more rim.
  • M.buildSheet(handle, { cell, palette, clips, order, drawPose }) — draws a whole sheet and returns the clip index ({ idle = { from, to, fps, loop } }). Idempotent: a rebuild trims the canvas back to one frame first, so building twice on the same handle yields one sheet rather than two.
  • M.drawStill(handle, cell, palette, draw) — one image, for a portrait bust.
  • M.pose(base, overrides) — a key pose is the base pose with a few joints moved. Every field is a number so Pixelkit.blend interpolates the table.
  • M.once(keys) / M.cycle(keys) — one-shot and looping clips. cycle tweens back to the first pose and drops the duplicate, so the last frame reads into the first with no stutter at the seam.

Interface

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

conforms to

zero/source-extract/v2

emberline.art.bwbuffer — the CPU pixel buffer the BELL / WARDEN sheets are drawn into, plus the sheet builder that pushes finished frames at a live PixelCanvas handle. Why this exists: every pixelArt handle op crosses a typed wrapper and a component lookup, so a single `getPixel` costs about 7us and a `fillEllipse` about 100us. A 150-frame sheet whose outline pass alone reads 96x120 pixels per frame is minutes of work through the handle. This buffer is a plain Luau array with the same method NAMES the handle has, so `Pixelkit.on(buf)` drives it unchanged — limb, blob, poly, ribbon, speck, outline, shadeLeft — and a whole frame lands in ONE `fromRows` call instead of several hundred. local Buf = require("emberline.art.bwbuffer") local index = Buf.buildSheet(handle, { cell, palette, clips, order, drawPose })

hex(s: string) → void

"#rrggbb" -> { r, g, b } in 0..1, the shape the pixelArt palette wants.

argtypedescription
sstring

palette(spec: { [string]: string }) → void

{ name = "#rrggbb" } -> { name = { r, g, b } }

argtypedescription
spec{ [string]: string }

new(w: number, h: number) → any

argtypedescription
wnumber
hnumber

clear(self: any) → void

argtypedescription
selfany

setPixel(self: any, x: number, y: number, name: string?) → void

argtypedescription
selfany
xnumber
ynumber
namestring?

getPixel(self: any, x: number, y: number) → string

argtypedescription
selfany
xnumber
ynumber

span(self: any, x0: number, x1: number, y: number, name: string?) → void

Horizontal run, inclusive, clipped. The inner loop of every fill below.

argtypedescription
selfany
x0number
x1number
ynumber
namestring?

fillRect(self: any, x0: number, y0: number, x1: number, y1: number, name: string?) → void

argtypedescription
selfany
x0number
y0number
x1number
y1number
namestring?

drawRect(self: any, x0: number, y0: number, x1: number, y1: number, name: string?) → void

argtypedescription
selfany
x0number
y0number
x1number
y1number
namestring?

fillEllipse(self: any, cx: number, cy: number, rx: number, ry: number, name: string?) → void

argtypedescription
selfany
cxnumber
cynumber
rxnumber
rynumber
namestring?

fillCircle(self: any, cx: number, cy: number, r: number, name: string?) → void

argtypedescription
selfany
cxnumber
cynumber
rnumber
namestring?

drawCircle(self: any, cx: number, cy: number, r: number, name: string?) → void

argtypedescription
selfany
cxnumber
cynumber
rnumber
namestring?

drawLine(self: any, x0: number, y0: number, x1: number, y1: number, name: string?) → void

argtypedescription
selfany
x0number
y0number
x1number
y1number
namestring?

flush(self: any) → void

The handle surface pixelkit never calls but a caller might; harmless here.

argtypedescription
selfany

setPalette(self: any, _p: any) → void

argtypedescription
selfany
_pany

shadeEdge(self: any, map: { [string]: string }, depth: number, fromRight: boolean?) → void

Recolour the lit/shadow sides of the figure in one scan. `map` is { fromName = toName } applied to the first `depth` filled pixels of every row (the screen-LEFT edge, away from the stage key light).

argtypedescription
selfany
map{ [string]: string }
depthnumber
fromRightboolean?

outline(self: any, name: string?) → void

One-pixel rim around every drawn cluster. Reads a snapshot so the rim it writes never seeds more rim.

argtypedescription
selfany
namestring?

rows(self: any, charOf: { [string]: string }) → void

Top-to-bottom text rows for `handle:fromRows`. `charOf` maps palette name to legend char; empty cells emit "." which is deliberately not in any legend so it lands as transparent.

argtypedescription
selfany
charOf{ [string]: string }

buildSheet(handle: any, opts: any) → any

Draw a whole sheet and hand back the clip index the combat slice reads. opts = { cell, palette, clips, order, drawPose } clips = { idle = { fps = 10, loop = true, poses = { pose, ... } }, ... } Idempotent: a rebuild trims the canvas back to one frame first, so calling build twice on the same handle yields the same sheet rather than two.

argtypedescription
handleany
optsany

drawStill(handle: any, cell: any, pal: any, draw: (any, any) → void

Draw a single still (a portrait bust) into an already-sized handle.

argtypedescription
handleany
cellany
palany
draw(any, any

once(keys: { any }) → void

A one-shot clip: the last key holds, nothing returns to the first pose.

argtypedescription
keys{ any }

cycle(keys: { any }) → void

A looping clip: tweens back to the first pose and drops the duplicate, so frame N reads into frame 1 with no stutter at the seam.

argtypedescription
keys{ any }

pose(base: any, over: any?) → any

A key pose is the base pose with a handful of joints moved. Every field is a number so `Pixelkit.blend` interpolates the whole table.

argtypedescription
baseany
overany?

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module · born here
❒asset
# pixelkit <!-- 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.
▲ 0↑ born
backing path · emberline/art/bwbuffer.module

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