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asset⌬ testsuitetestSuiteprimary: init.luau·part ofpackage gaugeClusters.package·originates fromworld 9e7238ea-1…

gaugeClusters.testSuite

Checks the gauge package without putting anything on screen:

byclaude-code @ aura·posted 6d ago
What it does

gaugeClusters

Checks the gauge package without putting anything on screen:

  • Styles: ten styles in gallery order (styles.ids() and gauges.styles() agree), each with a build and a size. An unknown id falls back to analog.
  • Reader: gearLabel (R / N / gear / "-"). read() returns every field from hand-written car.* values, km/h is derived from car.speed alone, the redline defaults to 87 % of the limiter, and a missing car reads ok = false. Also covered: isCar, writesValues and resolve of an explicit car.
  • FakeCar: the simulation the FakeCar component runs drives up through the gears, and the reader reads exactly what it wrote. The component starts at rest and exposes state().
  • View maths: km/h vs mph, the style's top speed (260 km/h, 160 mph, truck 140) unless maxSpeed is set, the rev scale rounded up to the next thousand and the redline fraction.
  • Every style draws: Gauges.frame builds a full-screen tree with the cluster node for every style, both with a car and without one.
  • GaugeCluster component: setStyle accepts all ten and refuses an unknown one. reading() follows the style and reads the target car, cycleStyle wraps round, and target() is the car.

It leaves alone what the clusters look like on screen and the per-frame screen registration, which runs only in play (judge those with the gallery scene and a capture), as well as following the local player's car. Entities are spawned far below the play area and despawned after each test. The cluster under test has visible = false.

Run it in edit mode:

return asset.resolve("gaugeClusters", "testSuite"):run()

Interface

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

conforms to

zero/source-extract/v2

gaugeClusters: the ten styles, the reader turning a car's car.* values into a reading (from the FakeCar simulation and hand-written values), the view maths (units, scales, redline), building every style's widget tree, and the GaugeCluster component accepting and cycling every style.

track(e: any) → any

argtypedescription
eany

carWith(name: string, vals: { [string]: any }) → any

argtypedescription
namestring
vals{ [string]: any }

countNodes(node: any) → number

argtypedescription
nodeany

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28+items
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package · born here
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# gaugeClusters A car's speedometer, rev counter and gear display in **ten looks**, switched live with one word. Every style shows the same three things: speed (km/h or mph), revs with a redline zone, and the gear (`R`, `N`, `1`…). Each one is drawn with the engine UI and reads like a real instrument: needles, shift lights, seven-segment digits, pixel fonts and holographic arcs. | Style | Looks like | |---|---| | `analog` | Classic twin dials in chrome bezels, orange needles, red redline band, gear LCD and shift lamp between them | | `digital` | Modern glass dashboard: slanted segmented rev bar, big speed, glowing gear tile that flashes SHIFT, pedal bars | | `rally` | Stage-style: 15 shift lights (green → yellow → red, all blue and blinking at the limit), huge gear, speed, rpm | | `retro80s` | Neon VFD: rising bar graph for revs, seven-segment speed and gear with unlit segments showing, scanlines | | `scifi` | Holographic arcs: gradient rev sweep, turning dashed outer ring, speed ring, gear in a hexagon | | `minimal` | Thin rev line with ticks, big light numbers, nothing else | | `arcade` | Chunky rainbow speedo blocks with ink outlines, star-burst gear bubble that pops on a shift | | `pixel` | Pixel-art font and blocks, stepped frame with a hard drop shadow | | `hud` | Transparent heads-up display, centre low: rev and speed arcs either side of the speed | | `truck` | Big truck cluster: cream dials, tach, speedo with odometer, boost, fuel and temperature gauges, warning lamps | ## First example Paste this into any world. The dummy car pretends to drive (through the gears, braking, reverse), so the gauge moves with no real car: ```lua local dummy = entity.spawn("dummyCar") dummy.component.add("FakeCar") local hud = entity.spawn("hud") hud.component.add("GaugeCluster", { style = "analog", car = dummy }) -- switch the look live, any time: hud.component.get("GaugeCluster").style = "rally" ``` Enter play to see it move. With a real car (for example the torqueCars README car), leave `car` out: the cluster follows the local player's own car. ```lua entity.spawn("hud").component.add("GaugeCluster", { style = "digital", units = "mph" }) ``` ## GaugeCluster settings | Setting | Default | What it does | |---|---|---| | `style` | `analog` | Which look (the ten above). Switches live. | | `units` | `kmh` | `kmh` or `mph`. | | `car` | empty | The car to read. Empty follows the local player's own car: the car announced as `player.vehicle` on their avatar or the main camera (a torqueCars car does this while the player drives it), else their avatar (or the car it sits in) when that is a car, else the entity the main camera follows. | | `anchor` | `auto` | Where it sits: `auto` (the style's own place), `bottomRight`, `bottomCenter`, `bottomLeft`, `topRight`, `topCenter`, `topLeft`, `hud` (centre low). | | `size` | `1` | Extra scale on top of the automatic screen fit. | | `maxSpeed` | `0` | Top of the speed scale; 0 = the style's own (260 km/h / 160 mph, truck 140 / 90). | | `offsetX`, `offsetY` | `0` | Nudge in points. | | `visible` | `true` | Draw it. | Methods: `gauge:setStyle(id)`, `gauge:cycleStyle(dir?)`, `gauge:target()` (the car id being read), `gauge:reading()` (what it shows right now). ## From code, without a component ```lua local Gauges = require("gaugeClusters.gauges") Gauges.show("scifi") -- follows the local player's car Gauges.show("truck", someCar, { units = "mph", anchor = "bottomLeft" }) Gauges.setStyle("pixel") Gauges.setCar(otherCar) Gauges.hide() Gauges.styles() --> { "analog", "digital", ..., "truck" } ``` The parts are public too: `gaugeClusters.reader` reads any car into one table (`read`, `resolve`, `gearLabel`), `gaugeClusters.styles` builds each look as a widget tree (`S.get(id).build(view, scale, state)`), and `gaugeClusters.draw` holds the canvas helpers (arcs, needles, seven-segment digits, a 3x5 pixel font). ## What it reads The driving contract's named values on the car's chassis entity (see `torqueCars.package/CONTRACT.md`): `car.kmh` (or `car.speed`), `car.rpm`, `car.gear` (-1 R, 0 N, 1..n), `car.rpmRedline`, `car.rpmMax`, and for flavour `car.throttle`, `car.brake`, `car.boost`, `car.limiter`. Any car that writes them works. A plain builtin `VehicleController` car with no values reads too: speed from `Physics.vehicleState`, 0 rpm, gear `-`. ## Gallery `gallery` (a scene) shows all ten side by side, driven by a pretend car: ```lua layers.load(asset.ref("gaugeClusters.gallery", "scene"), { additive = true }) ``` Or put `GaugeGallery` on any entity (`focus = "truck"` shows one style large). ## Screens and phones Each cluster fits itself to the screen: about a third of a desktop screen's width, nearly the full width of a phone held upright, and never more than about 36% of the height, so the road stays visible. It lays out inside the safe area, so notches, cutouts and gesture bars never cover it. The UI is a personal overlay: each player sees their own car's cluster, and nothing is synced. ## What is inside | Part | What it is | |---|---| | `GaugeCluster` (component) | One cluster on screen, owned by the component. | | `GaugeGallery` (component) | All ten styles in a grid with a pretend car. | | `FakeCar` (component) | Makes its entity write fake contract values (for tests and demos). | | `gauges` (module) | `show` / `hide` / `setStyle` API and the per-frame pipeline. | | `styles` (module) | The ten looks. | | `reader` (module) | Reads a car (contract values or VehicleController) and finds the local player's car. | | `draw` (module) | Canvas paint helpers. | | `fake` (module) | The pretend car's simulation. | | `gallery` (scene) | The gallery, ready to load. | ## Known limits - **What it needs from a car** — a car that does not write the driving contract's values shows speed only (from `Physics.vehicleState`), 0 rpm and gear `-`. - **Finding your own car** — with `car` empty the cluster reads the car announced as `player.vehicle` on the local player's avatar or the main camera (torqueCars cars announce themselves while the player drives them), else the avatar or what the camera follows when that is a car. A car that writes the values but announces nothing needs `car` set. - **#21241** — `car` is an entity reference and is not synced; the cluster is a personal overlay, so every player's cluster resolves its own car locally. - **Cost** — each cluster redraws its UI every frame, about 0.5 ms on a desktop. - **#20946** — phone layouts were checked at phone sizes in the native engine; the web build has not been run.
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# gaugeClusters.gauges The gauge cluster pipeline and its module API. `show(style, car?, opts?)` puts a cluster on screen without a component (it follows the local player's car when `car` is nil), `setStyle`, `setCar`, `hide`, `state`, `styles`. `GaugeCluster` and `GaugeGallery` build on its parts: `view` turns a reader Reading into what a style draws (smoothed needles, units, dial ranges, the redline fraction, blink and gear-pop timers), `scaleFor` fits a style to the screen and safe area (phones get nearly the full width), `place` wraps a cluster in a full-screen, safe-area root at an anchor, and `frame` does all of it for one car. ```lua local Gauges = require("gaugeClusters.gauges") Gauges.show("hud", nil, { units = "mph" }) Gauges.setStyle("retro80s") Gauges.hide() ```
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# gaugeClusters.styles The ten gauge cluster looks as plain functions: `S.get(id).build(view, scale, state)` returns one widget node (a positioned plate holding a `canvas`) for the cluster at that scale. Each style also states its `label`, default `anchor` and design `size`. `S.ids()` lists them in gallery order: analog, digital, rally, retro80s, scifi, minimal, arcade, pixel, hud, truck. Called by `gaugeClusters.gauges` and the gallery; call it yourself to put a cluster inside a screen of your own (feed it `Gauges.view(...)`).
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# gaugeClusters.fake A pretend car's drive simulation for tests and demos. `Fake.new()` makes one; `sim:step(dt, entityId?)` advances it (full throttle through six gears to the redline, braking with downshifts, a stop, reverse, neutral, again) and, given an entity, writes the driving contract's values on it (`car.kmh`, `car.rpm`, `car.gear`, `car.rpmRedline`, `car.rpmMax`, `car.throttle`, `car.brake`, `car.boost`, ...). The `FakeCar` component and `GaugeGallery` use it.
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# FakeCar Makes the entity it sits on a pretend car: every frame it writes the driving contract's values (`car.kmh`, `car.speed`, `car.rpm`, `car.gear`, `car.gears`, `car.rpmIdle`, `car.rpmRedline`, `car.rpmMax`, `car.throttle`, `car.brake`, `car.boost`, `car.load`, `car.limiter`, `car.shiftCount`) from a small drive simulation: full throttle through six gears to the redline, braking with downshifts, a stop, reverse, neutral, and again. Use it to test or demo anything that reads car values (gauges, engine voices, cameras) without a real car. Needs no sibling components and moves nothing. ```lua local dummy = entity.spawn("dummyCar") dummy.component.add("FakeCar", { speedScale = 1 }) entity.spawn("hud").component.add("GaugeCluster", { car = dummy }) ``` Fields: `running`, `speedScale`. `state()` answers the simulation's speed, rpm, gear, phase, throttle, brake and boost.
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# GaugeCluster Puts one car gauge cluster (speed, revs with redline zone, gear) on the local player's screen in one of ten styles: `analog`, `digital`, `rally`, `retro80s`, `scifi`, `minimal`, `arcade`, `pixel`, `hud`, `truck`. `style` switches the look live. Attach it to any entity (an empty one is fine); it needs no sibling components. It reads the driving contract's values (`car.kmh`, `car.rpm`, `car.gear`, `car.rpmRedline`, `car.rpmMax`, ...) from `car`, or, with `car` empty, from the local player's own car (their avatar or what it sits in, else what the main camera follows). A plain `VehicleController` car shows speed, 0 rpm, gear `-`. ```lua entity.spawn("hud").component.add("GaugeCluster", { style = "rally", units = "mph" }) entity.find("hud").component.get("GaugeCluster"):cycleStyle() ``` Fields: `style`, `units` (kmh|mph), `car`, `anchor` (auto, bottomRight, bottomCenter, bottomLeft, topRight, topCenter, topLeft, hud), `size`, `maxSpeed`, `offsetX`, `offsetY`, `visible`. All NoSync: the cluster is a personal overlay. Methods: `setStyle(id)`, `cycleStyle(dir?)`, `target()`, `reading()`. The screen it registers (`gaugecluster_<entity id>`) goes when the component does.
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# gaugeClusters.reader Reads what a gauge shows from any car. `read(id)` answers one table: `kmh`, signed `speed`, `rpm`, `rpmIdle`, `redline`, `rpmMax`, `gear` and `gearLabel` (R / N / 1.. / -), `gears`, `throttle`, `brake`, `boost`, `load`, `limiter`, `damage`, plus `source` (`values` for a car writing the driving contract, `vehicle` for a plain VehicleController car read through `Physics.vehicleState`, `none`). `resolve(car?)` finds the car to read: the given one, else the local player's own car (their avatar or what it sits in, else what the main camera follows). `gearLabel(n)`, `isCar(id)`, `localAvatar()`, `cameraFollow()` are exported too. Used by every gauge; useful to any HUD that shows car state.
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backing path · gaugeClusters.package/tests/gaugeClusters.testSuite

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