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PlayerBody

The player in Spooky Spook Spook. It sits on `PlayerSetups/SkullPlayer/body`, which is a dynamic sphere with r = 0.35. On the live clone it sets `R.state.playerEntity`.

byclaude-code @ aura·posted 7d ago
What it does

PlayerBody

The player in Spooky Spook Spook. It sits on PlayerSetups/SkullPlayer/body, which is a dynamic sphere with r = 0.35. On the live clone it sets R.state.playerEntity.

  • Input: game.player.skull inputMap gives move, jump, attack and cast. Each control is bound for keyboard/mouse, gamepad and touch. They are read only while R.state.phase == "fight".
  • Movement: a lone skull rolls, and its visual rotates with the distance travelled. Legs make it walk upright faster, with stepping legs and a jump. Speed comes from R.computeStats.
  • Attacks: there are five kinds: headbutt (no arms), swing (arms), bite (each extra skull), tailsweep (tails) and bolt (magic bones, with nearestEnemy aim assist). Each one calls R.call("hitEnemies", center, radius, damage, knockback, kind) and emits playerAttack.
  • Visual: game.player.skeleton rebuilds the procedural skeleton on buildChanged/waveStarted, using branching sockets per R.BONE_KINDS. Meshes come from game.player.bonemesh: runtime meshes shaped by each bone's seed, length and weight.
  • First person: the eye height follows the build (standHeight), written to the first_person offsetY. A view model with bony arms, a femur club and a glowing magic bone is parented to the camera rig. The body's own skull and arms sit on render layer sspSelf, and the camera excludes that layer.
  • Providers: buildSkeletonVisual(parentId, build) -> rootId builds the model standing on the parent origin, with glowing open sockets. buildBoneVisual(parentId, bone) -> rootId builds one bone centred on the parent, outlined in its rarity colour.
  • Telemetry fields: lastAttack, lastHits, totalHits, eyeHeight.

Interface

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

conforms to

zero/source-extract/v2

PlayerBody — the thing the player is, in Spooky Spook Spook. Lives on PlayerSetups/SkullPlayer/body (a dynamic sphere, r = 0.35). It: * sets R.state.playerEntity to the live body in awake; * reads move / jump / attack / cast from keyboard, pad and touch through game/player/skull.inputMap, only while R.state.phase == "fight"; * rolls a lone skull (physics velocity on the sphere, the skull visual rolling with the distance travelled) and walks a legged build upright with stepping legs, faster and higher, with a jump; * attacks: headbutt (no arms) or bony swing (arms), plus a bite per extra skull and a tail sweep per tail, every one through R.call("hitEnemies") and R.emit("playerAttack"); cast fires green magic bolts from magic bones with nearestEnemy aim assist; * rebuilds the procedural skeleton visual (game.player.skeleton) on buildChanged and lifts the first-person eye to the build's height; * draws first-person bony arms, the femur club and the glowing magic bone at the bottom of the frame (a view model on the camera rig) and hides its own skull/arms from that camera (render layer `sspSelf`); * provides buildSkeletonVisual(parentId, build) and buildBoneVisual(parentId, bone) to the other slices.

Model

vxyz(v: ?) → void

argtypedescription
v?

bodyPos( ) → void

qYaw(a: ?) → void

argtypedescription
a?

camForward( ) → void

cameraCandidates( ) → void

findCamera( ) → void

setNoShadow(id: ?) → void

argtypedescription
id?

buildViewModel( ) → void

put(parent: ?, name: ?, mesh: ?, mat: ?, pos: ?, rot: ?, scale: ?) → void

argtypedescription
parent?
name?
mesh?
mat?
pos?
rot?
scale?

applyEyeHeight( ) → void

rebuildVisual( ) → void

hit(kind: ?, center: ?, radius: ?, damage: ?, knock: ?) → void

argtypedescription
kind?
center?
radius?
damage?
knock?

attack( ) → void

spawnBolt(sx: ?, sy: ?, sz: ?, dx: ?, dy: ?, dz: ?) → void

argtypedescription
sx?
sy?
sz?
dx?
dy?
dz?

cast( ) → void

jump( ) → void

updateBolts(dt: ?) → void

argtypedescription
dt?

clearBolts( ) → void

provide( ) → void

resetToSpawn( ) → void

awake( ) → void

start( ) → void

update(dt: ?) → void

argtypedescription
dt?

onDestroy( ) → void

Sub-parts

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❒asset
# skeleton <!-- 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.
▲ 0↑ born
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module · born here
❒asset
# rules One-paragraph description of what this module provides and who consumes it. ## Exports - `M.exampleFn(arg) -> result` — what it does and when to call it. - `M.exampleValue: type` — what value it carries. ## Usage Replace `<identity>` with the string `asset.create` returned — this module's source path with `/` written as `.` and each segment's type suffix dropped, the way a module at `/source/lib/thing.module` is `lib.thing` and one at `/source/kit.package/thing.module` is `kit.thing`. ```luau local M = require("<identity>") M.exampleFn("foo") ``` ## Notes - Anything callers need to know about THIS module: required runtime ordering, state ownership, side effects.
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module · born here
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# bonemesh <!-- 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.
▲ 0↑ born
backing path · game/player/PlayerBody.component

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