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asset⌬ componentcomponentprimary: init.luau·originates fromworld 8d93944b-8…

ClubShow

Runs the live peel show at **The Banana Split** in play mode. `game.club.venue` attaches it to the club root, and it needs no sibling components.

byclaude-code @ aura·posted 19d ago
What it does

ClubShow

Runs the live peel show at The Banana Split in play mode. game.club.venue attaches it to the club root, and it needs no sibling components.

It finds everything the venue spawned by unique name:

  • club_d1..3: the game.club.dancer rigs
  • club_spot_1..3: their ceiling spots
  • club_mirrorball

Each dancer runs the same 32 s routine, offset by her phase in game.club.layout:

  1. A tease with a pole spin.
  2. A boa toss onto the stage.
  3. Her peel opens petal by petal, then blooms into a tutu as she twirls.
  4. The peel drops round her ankles and she kicks it aside.
  5. She dances as the fruit: waves, a wink, high kicks against the pole and jazz hands.
  6. She blows a kiss.
  7. She bows under a dimmed spot while the peel and the boa grow back for the next round.

It also:

  • plays the club's track (game.club.audio.peel_show) as a spatial source in the room;
  • turns the mirror ball;
  • hides the street rain (city_rainfall) while the camera is under the club's roof;
  • stops animating, and hides the dancers, once the camera is beyond activeRange.

The music entity it spawns is removed in onDestroy, which also shows the rain again.

Fields: showSpeed, musicVolume, activeRange, hideRainInside.

Interface

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

conforms to

zero/source-extract/v2

ClubShow — the live peel show at The Banana Split. Attached by game.club.venue to the club root; runs in play. It drives what the venue spawned, found by unique name: club_d1..3 the dancers (game.club.dancer rigs), one per pole club_spot_1..3 the ceiling spot on each dancer club_mirrorball turns slowly and owns two things of its own: the club's music (spawned here, removed in onDestroy) and the street rain (city_rainfall), which it hides while the camera is under the club's roof. Every dancer runs the same 32 s routine, offset by her `phase` in game.club.layout: 0–8 tease: hand up on the pole, hand on the hip, a pole spin 8–9.5 the boa toss — it lands in a heap on the stage 9.5–12 the peel opens, petal by petal 12–14 a twirl in the peel tutu 14–15.6 the peel drops round her ankles and she kicks it aside 15.6–27 a dance as fruit: waves, a wink, high kicks on the pole, jazz hands 27–29 a blown kiss 29–31 her spot dims for the bow; peel and boa grow back for the next round

Audio

clamp01(x: number) → number

argtypedescription
xnumber

seg(t: number, a: number, b: number) → number

argtypedescription
tnumber
anumber
bnumber

smooth(x: number) → number

argtypedescription
xnumber

lerp(a: number, b: number, f: number) → number

argtypedescription
anumber
bnumber
fnumber

env(t: number, a: number, b: number, fin: number, fout: number) → number

0 outside [a, b], 1 inside, eased in over `fin` and out over `fout`.

argtypedescription
tnumber
anumber
bnumber
finnumber
foutnumber

qa(x: number, y: number, z: number, a: number) → void

argtypedescription
xnumber
ynumber
znumber
anumber

qmul(a: { number }, b: { number }) → void

argtypedescription
a{ number }
b{ number }

euler(rx: number, ry: number, rz: number) → void

argtypedescription
rxnumber
rynumber
rznumber

cameraPos( ) → void

set(p: any, k: string, v: number, w: number) → void

argtypedescription
pany
kstring
vnumber
wnumber

handOnHip(p: any, side: string, w: number) → void

argtypedescription
pany
sidestring
wnumber

armsOnPole(p: any, w: number) → void

argtypedescription
pany
wnumber

pose(t: number) → any

argtypedescription
tnumber

arc(k: number) → number

argtypedescription
knumber

props(t: number, p: any) → any

Peel petals, peel and boa placement, winks and the spot level at time t.

argtypedescription
tnumber
pany

limb(rx: number, rz: number) → void

argtypedescription
rxnumber
rznumber

scaleVec(s: any) → void

argtypedescription
sany

place(e: any, st: any, bodyP: { number }, bodyQ: { number }, p: any) → void

The peel and the boa ride the body while she wears them; once dropped they hold a spot on the stage, countering her twirl and lift so they stay put.

argtypedescription
eany
stany
bodyP{ number }
bodyQ{ number }
pany

apply(r: any, p: any, x: any) → void

argtypedescription
rany
pany
xany

load(i: number, d: any) → any

argtypedescription
inumber
dany

startMusic( ) → void

setAwake(on: boolean) → void

argtypedescription
onboolean

start( ) → void

update(dt: number) → void

argtypedescription
dtnumber

onDestroy( ) → void

Sub-parts

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17+items
▣
module · born here
❒asset
# game.club.dancer The burlesque banana dancer rig for **The Banana Split** club. It provides two functions: - `D.assets(write)` builds the dancer's meshes and materials through the `write(kind, name, payload)` callback it is given, and returns the asset table `{ mesh, mat }`. The materials are cream fruit, peel, ink, lips, blush, plus satin and boa materials for each accent. - `D.spawn(parent, name, A, accent, pos)` spawns one dancer under `parent` with her soles at `pos`, facing world −x. Her accent colour is `pink`, `cyan` or `violet`. The rig is a hierarchy of plain entities, with no skinning: - `<name>_body` at `D.HIP_Y` holds the fruit, hood, cap, lips, blush and bow, the eyes `eyeL/R` with their glints, and the arms `armL/R > elbowL/R` (opera gloves). - The legs `hipL/R > kneeL/R > shoeL/R` (stilettos) hang off the root. - `<name>_peel` holds the cup and the four petals `pP_1 > pP_2`, which hinge about `D.petalAxis(P)`. - `<name>_boa` is the neon feather boa. It also exports the constants the animation needs: `HIP_Y`, `SEG`, `SHOULDER`, `PETALS`, `HINGE`, `UPPER`, `THIGH` and `SHIN`. `game.club.venue` calls `assets` and `spawn` while it builds the club. `game.club.ClubShow` poses the rigs at runtime. The venue's `build.asset` only re-authors when the venue script itself changes, so after editing this module's geometry or materials, touch the venue to rebuild them.
▲ 0↑ born
·
soundclip · born here
❒asset
# peel_show A slinky, cheeky burlesque track at 84 bpm: muted trumpet, brushed drums and a walking upright bass, with a neon-noir sheen. It is the house music at **The Banana Split** club in Banana City. `game.club.ClubShow` plays it looping, as a spatial music source in the middle of the club room, and the dancers' 32-second peel routine is timed to its beat.
▲ 0↑ born
▣
module · born here
❒asset
# game.club.layout Where everything in **The Banana Split** (the burlesque club on the right-hand side of the Peel Kabuki street) stands, in world metres: the lot, walls, door, stage, runway, tip platform, the three poles, the dancer slots, the mirror ball, the ceiling spots and the music source. Read by `game.club.venue` (the sceneModule that builds the club), `game.club.dancer` (which builds the banana dancers) and `game.club.ClubShow` (which animates the show), so all three agree. `L.inside(x, y, z)` tells whether a world point is inside the room, under its ceiling. The lot is the gap `game.city.district` leaves in the right-hand block (`CLUB_Z0`/`CLUB_Z1` there): x 9..29, z 69..83, facade on the x = 9 plane facing the street.
▲ 0↑ born

Problems

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