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asset⌬ modulemoduleprimary: init.luau·originates fromworld 8319a68f-5…

hoggyart

The hoggy as a thing on screen.

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

hoggyart

The hoggy as a thing on screen.

One hoggy is a generated quilled body under a rig of authored parts: a ridge of blunt spine quills that gives the silhouette at the gameplay camera, a belly that fills with the glew it has eaten, a snout and nose carried past the body's outline so the creature reads as aimed, two eyes that catch the light, and a warm point light inside the belly that puts the hoard on the grass around it.

The generated body carries the fine detail — snout, ears, pale underside, the fuzz of small quills. The authored parts carry the read from twenty metres up the hill, where that fuzz is below a pixel.

local Art = require("game.hoggy.hoggyart")
local parts = Art.build(rootEntity, seed)   -- seed 0..1, per-creature variation
Art.setBelly(parts, 0.6)                    -- 0 empty .. 1 full
Art.setAlarm(parts, 1)                      -- 0 calm .. 1 about to charge
Art.pose(parts, dt, { gait = "waddle", speed = 2.4 })
Art.destroy(parts)

build returns a plain table of live entity proxies; every other call takes it back. Everything it spawns is temporary, so nothing here is saved into the scene.

The two reads

setBelly is what the player crosses the hill for: the belly swells and lights the grass, and the body warms from slate toward amber. setAlarm is the tell they need a moment later: the per-instance outline goes amber while the hoggy is worth henting and ember while it has decided to come at them, and the ridge lifts and splays as it rouses.

Neither touches a material, so five hoggies at five different fullnesses share one set of materials — the fullness lives in per-instance tint, outline, scale and light intensity.

The gait

A hoggy is round and short-legged, so it does not walk, it rocks. pose takes a gait: waddle while it grazes, charge when it is coming for the lantern, eat with the snout down, stun for the wobble after it has hit something, and idle when it is standing about.

Where the body comes from

generated.meshes.A_stylised_low_poly_folk_tale_creature — a .bundle, about 1.9 m long about its own origin with the snout along +Z, scaled down to Art.LENGTH and turned to face the way the creature walks. With that bundle absent the module blocks out a round body instead, so the ridge, the belly and the face still read.

Interface

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

conforms to

zero/source-extract/v2

game.hoggy.hoggyart — the hoggy as a thing on screen. One hoggy is a generated quilled body under a rig of authored parts: a ridge of blunt spine quills that gives the silhouette at the gameplay camera, a belly that fills with the glew it has eaten, two eyes that catch the lantern, and a warm light inside the belly that puts the hoard on the grass around it. The generated body carries the fine detail — snout, ears, pale underside, the fuzz of small quills — and the authored ridge carries the read from twenty metres up the hill. local Art = require("game.hoggy.hoggyart") local parts = Art.build(rootEntity, seed) -- seed 0..1, per-creature variation Art.setBelly(parts, 0.6) -- 0 empty .. 1 full Art.setAlarm(parts, 1) -- 0 calm .. 1 about to charge Art.pose(parts, dt, { gait = "waddle", speed = 2.4 }) Art.destroy(parts) `build` returns a plain table of live entity proxies; every other call takes it back. Nothing here reads the round or the input — the Hoggy component decides what the creature is doing and this file decides what that looks like.

ModelAssetLight

rnd(seed: number, salt: number) → number

argtypedescription
seednumber
saltnumber

quillPose(row: { number }, jitter: number, alarm: number) → void

Where one quill sits and how it leans, given its row and the creature's seed. The pose reads it again every frame, so it lives in one place.

argtypedescription
row{ number }
jitternumber
alarmnumber

buildQuills(root: any, seed: number, jitters: { number }) → void

argtypedescription
rootany
seednumber
jitters{ number }

build(parent: any, seed: number) → Parts

argtypedescription
parentany
seednumber

destroy(parts: Parts?) → void

argtypedescription
partsParts?

bodyModel(parts: Parts) → any

The Asset bundle composes its mesh into a child a frame after the spawn, so the Model that carries the tint and the outline is looked up when it is there rather than at build time.

argtypedescription
partsParts

setBelly(parts: Parts, t: number) → void

`t` is 0 (empty) to 1 (full). A full hoggy is a lantern with legs: the belly swells and lights the grass, the quill tips take the warm edge, and the body itself warms from slate toward amber.

argtypedescription
partsParts
tnumber

setAlarm(parts: Parts, a: number) → void

`a` is 0 (calm) to 1 (winding up to charge). The outline is the tell the player reads across the hill: amber while the hoggy is worth henting, ember and pulsing the moment it has decided to come at them.

argtypedescription
partsParts
anumber

pose(parts: Parts, dt: number, opts: { gait: string?, speed: number? }?) → void

A hoggy is round and short-legged, so it does not walk, it rocks: the body rolls side to side once per stride and rises on the outside of each roll. `gait` picks how hard: "waddle" while it grazes, "charge" when it is coming for the lantern, "eat" with the snout down, "stun" for the wobble after it has hit something.

argtypedescription
partsParts
dtnumber
opts{ gait: string?, speed: number? }?
⌬ Types
Parts = {

Sub-parts

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backing path · game/hoggy/hoggyart.module

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