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module · drop-in viewer
What it does
vale.module
Gumdrop Vale, slice VALE — the world and the look.
start() dresses the Vale and stop() undresses it again. Between those two,
this module owns everything visible that is neither the game's rules nor its
interface:
- The cel surface. The
gv_celshader and thegv_ground/gv_flora/gv_crystal/gv_wellmaterial family: hard-banded half-lambert diffuse tinted toward lilac rather than black, a fresnel rim light, a stepped hard candy highlight, and the engine's outline hull in deep plum ink. - The flora. Five
terrainSystem.scatterlayers ofmesh_gen-generated candy plants placed by slope, altitude and clumping noise — fronds carpeting the gentle ground, cotton-candy trees in the mid slopes, rare candy-cane landmarks, gumdrop boulders on the steeper faces, sugar crystals crowning the ridges. Every plant is marked temporary: the field is rebuilt from its rules on each boot rather than written into the scene. - The bloom wave.
bloomStartedopens a wave in one of five bloom-field slots shared by all four materials, and one 30 Hz driver sweeps its radius outward overTUNING.BLOOM_WAVE_SECONDSwith an ease-out, so the turf, the plants standing in it and the well at its centre all come back on the same frame, behind one bright leading ring. - The global warmth. Sun, ambient, procedural sky and the candy post grade
drift from the Hush overcast toward a candy-floss sky as
GV.bloomFraction()rises;phaseChangedtowontakes the whole field to full bloom. - The candy post stack. Bloom, colour correction and a soft vignette,
registered as
gv_candy_*and removed again bystop().
VALE never writes GV.state and never emits on the bus.
Checking it without the rest of the game
require("vale").previewBloom("well_heart") -- fire a wave by hand
require("vale").report() -- plants, live waves, warmth
Discussion
Scoped to this part · feeds back into the world's score.
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