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GlewLook

What one mote of glew looks like.

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

GlewLook

What one mote of glew looks like.

game.rules.GlewField owns every mote — where it is, where it drifts, when the sunlight takes it and when the Henter catches it. It adds this component to each mote for the LOOK, pushes burn into it as the light eats the mote, and calls caught() when the mote starts its flight into the lantern.

The look is the field's own core, warmed to glew amber, with four things around it:

  • a spark — a six-point star with uneven points, turning, so a mote never reads as a ball
  • a halo — one additive mesh carrying five nested shells, so a ray through the middle crosses ten faces and one near the rim crosses two. That falloff is the whole reason a mote glows here: this renderer runs no bloom pass, and a single additive shell adds the same amount everywhere it covers.
  • a trail — three shrinking embers standing where the mote was four, nine and fifteen frames ago
  • a flicker that speeds up and deepens as burn rises

As burn climbs the amber goes to ember, the halo collapses, the trail drops away and the flicker turns to guttering. caught() flashes the spark, drops the trail, and tells the Henter's body that a catch is already in flight so it does not draw a second one over the top of it.

Fields and methods

burn0 while the mote is in the dark, 1 the instant the light has finished it.
caught()The field has taken this mote into the lantern.

Interface

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

conforms to

zero/source-extract/v2

GlewLook — what one mote of glew looks like. `game.rules.GlewField` owns every mote: where it is, where it drifts, when the light takes it and when the Henter catches it. It adds this component to each mote for the LOOK, pushes `burn` into it as the sunlight eats the mote, and calls `caught()` when the mote starts its flight into the lantern. The look is built out of the field's own core with four things around it: a spark — a six-point star that turns, so a mote is never a ball two halos — additive shells, out of phase, which is how a mote glows on a renderer with no bloom pass a trail — three shrinking embers standing where the mote just was As `burn` rises the amber goes to ember, the halos collapse, and the flicker speeds up until there is nothing left: glew guttering out in the light.

Model

glew_core( ) → void

glew_halo( ) → void

glew_ember( ) → void

glew_spark_mesh( ) → void

glew_halo_mesh( ) → void

mat(name: string) → any

argtypedescription
namestring

mesh(name: string) → any

argtypedescription
namestring

child(name: string, meshName: string, matName: string, scale: number) → any

argtypedescription
namestring
meshNamestring
matNamestring
scalenumber

build( ) → void

setMaterials(name: string) → void

argtypedescription
namestring

awake( ) → void

onDestroy( ) → void

update(dt: number) → void

argtypedescription
dtnumber

caught( ) → void

The field has taken this mote into the lantern: flash, drop the trail, and tell the Henter's body a catch is already in flight so it does not draw a second one of its own.

onPropertyChanged(key: ?, value: ?) → void

argtypedescription
key?
value?

Sub-parts

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34+items
△
mesh · born here
❒asset
# glew_halo_mesh Five nested shells in one mesh. Drawn additive, they build a radial falloff out of geometry alone — how a mote glows with no bloom pass. Built by game.hero.meshes.
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▣
module · born here
❒asset
# core <!-- 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.
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component · born here
❒asset
# HenterBody The Henter — the hooded figure the player is — and the lantern they carry. Sits on the PlayerPrototype's `body`. It builds the whole figure under one child root (`henter_figure`) out of the meshes in `game.hero.meshes`, and animates it by turning a chain of pivots: `hips` → `chest` → `arm_r` → `pole_pivot`. There is no skeleton and no clip library; the walk, the lean, the snatch and the swing of the lantern all come out of the same handful of angles, which is why they blend into each other instead of cutting. The gait is measured from how fast the body is actually travelling, so it is true however the Henter got moved — walked, lunged, or carried by a cutscene. ## What other slices use | | | |---|---| | entity `lantern` | A direct child of `henter_figure`, carried onto the stave's hook every frame and hanging plumb. Where the glew flies to, and where the lantern's point light lives. Found by a shallow child scan, by `entity.getDescendants`, or by `public:lanternEntity()`. | | `public:setGlow(t)` | `0..1` — how full the lantern reads. Drives the light's intensity and radius and the size of the flame inside the glass. | | `public:playHent()` | Plays the snatch: wind up, drive, settle, with the lantern thrown forward on its hook. | | `public:receiveGlew(x, y, z)` | Flies one mote from there into the lantern along an arc of its own. | | `public:lanternPosition()` | The world point the glew should aim at — the flame, not the ring. | | `public:noteGlewCaught()` | "A catch is already in flight." `game.hero.GlewLook` says this when the glew field flies a caught mote itself, so the body does not draw a second one over the top of it. | It listens for `butt` (the Henter is knocked back on their heels), `glew` (the lantern's own note), `hent` (the animation, and the fallback flight when nothing else drew one) and `phase`. ## The sound it owns Boots in wet heather on each end of the stride, the lantern's ring chinking on its hook when the swing turns over, iron creaking when a hent throws it forward, and the small warm note a mote makes dropping into the lantern — all from `game.hero.heroaudio`, synthesised, so none of it can arrive silent.
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material · born here
❒asset
# glew_ember What a mote's halo becomes once the sunlight has it: hotter, redder, and going.
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material · born here
❒asset
# glew_halo The additive shell around a mote and around the lantern's flame. Adds without writing depth, so nested shells build a falloff.
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material · born here
❒asset
# glew_core A mote's own light: the amber the whole palette is built to frame.
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mesh · born here
❒asset
# glew_spark_mesh A mote of glew: a six-point spark with alternating spike lengths, so it turns without ever looking like a sphere. Built by game.hero.meshes.
▲ 0↑ born
backing path · game/hero/GlewLook.component

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