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asset⌬ modulemoduleprimary: init.luau·originates fromworld 6ea94b2d-3…

cockpit

Registers the cockpit system with game.shared. Creates a true generated 3D naval cockpit attached to the local player's camera, two live green instrument readouts, a flight/target HUD and responsive briefing, pause, victory/defeat and retry screens. Pitch ladder follows bank; hea…

byzero-proxy @ DESKTOP-DB3UJOJ·posted 1mo ago
What it does

SKYWARD cockpit and interface

Registers the cockpit system with game.shared. Creates a true generated 3D naval cockpit attached to the local player's camera, two live green instrument readouts, a flight/target HUD and responsive briefing, pause, victory/defeat and retry screens. Pitch ladder follows bank; heading, speed, altitude, G, ammunition, missiles and targeting follow the shared flight/combat state. Uses game.cockpit.ui for keyboard/gamepad/touch menus and the generated title art texture.

The scene calls boot, ready, update, onCallback and stop through game.shared. Per-player geometry and UI are temporary, recreated from this saved module on every launch. The referenced generated cockpit and title texture are persistent assets. See game/cockpit/verification.md for actual button tests and visual limitations.

Interface

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

conforms to

zero/source-extract/v2
Text3D

pendingMissile( ) → void

abs(x: ?, y: ?, w: ?, h: ?, extra: ?) → void

argtypedescription
x?
y?
w?
h?
extra?

txt(t: ?, x: ?, y: ?, w: ?, size: ?, color: ?) → void

argtypedescription
t?
x?
y?
w?
size?
color?

menuTree( ) → void

svgTree(body: ?, w: ?, h: ?) → void

argtypedescription
body?
w?
h?

line(x1: ?, y1: ?, x2: ?, y2: ?, c: ?) → void

argtypedescription
x1?
y1?
x2?
y2?
c?

st(t: ?, x: ?, y: ?, size: ?, c: ?) → void

argtypedescription
t?
x?
y?
size?
c?

projectWorld(p: ?, w: ?, h: ?) → void

argtypedescription
p?
w?
h?

tacticalSvg(w: ?, h: ?) → void

argtypedescription
w?
h?

add(v: ?) → void

argtypedescription
v?

hudTree( ) → void

add(x: ?) → void

argtypedescription
x?

pitchPoint(degrees: ?, side: ?) → void

Project earth-level pitch references through the actual head camera. They retain the correct bank and pitch during free look and FOV changes.

argtypedescription
degrees?
side?

quad(name: ?, w: ?, h: ?, mat: ?, parent: ?, x: ?, y: ?, z: ?) → void

argtypedescription
name?
w?
h?
mat?
parent?
x?
y?
z?

makeRadar(p: ?, w: ?, h: ?) → void

argtypedescription
p?
w?
h?

stroke(x1: ?, y1: ?, x2: ?, y2: ?, width: ?) → void

argtypedescription
x1?
y1?
x2?
y2?
width?

rebuildReadout(e: ?, content: ?, height: ?) → void

argtypedescription
e?
content?
height?

refreshRadar(p: ?) → void

argtypedescription
p?

display(name: ?, x: ?, y: ?, z: ?, w: ?, h: ?) → void

argtypedescription
name?
x?
y?
z?
w?
h?

refreshInstruments(p: ?) → void

argtypedescription
p?

stepSpring(value: ?, velocity: ?, target: ?, dt: ?, omega: ?) → void

argtypedescription
value?
velocity?
target?
dt?
omega?

updateMotion(dt: ?) → void

argtypedescription
dt?

attach( ) → void

onCallback(id: ?) → void

argtypedescription
id?

boot( ) → void

ready( ) → void

reset( ) → void

setVisible(visible: ?) → void

argtypedescription
visible?

update(dt: ?) → void

argtypedescription
dt?

stop( ) → void

inspect( ) → void

Sub-parts

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29+items
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module · born here
❒asset
# Skyward sortie director Three complete selectable sorties: Fleet Patrol, Iron Horizon carrier defense, and Coastal Spear ground strike. Owns mission progression, island generation and matching terrain collision, ground target roles, bomber routing and anti-ship releases, SAMs and incoming guided missiles, countermeasure decoys, Viper 2 support, assisted carrier recovery, wreckage, radio text and per-player mission records. Combat owns target health, cannon projectiles and player guided weapons. Runtime system order 25 follows combat and precedes presentation/HUD. Reset frees every owned transient entity and GPU mesh. Mission grades persist through runtime_data.player; automated fixtures set testMode to leave player records untouched.
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module · born here
❒asset
# Complete cockpit enclosure A continuous curved inner tub, capped footwell and rear bulkhead, side consoles with beveled panels and toggle switches, canopy rails and rear hoop, and padded ejection seat. Built in seven material batches around the existing naval instrument panel. Inherits aircraft motion, with unrestricted existing head look. Lifecycle removes the previous enclosure before rebuilding.
▲ 0↑ born
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module · born here
❒asset
# Sortie state and lifecycle Shared per-client game state, constants, system registration, ordered update/reset callbacks, UI callback routing, damage, mission outcomes and bounded sound/event history for SKYWARD. The scene entrypoint loads flight, combat, cockpit and environment modules and drives this registry.
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inputmap · born here
❒asset
# ui <!-- zero:scaffolded-readme --> <!-- Replace the line below with what this inputMap provides and who consumes it, then delete both comment lines. --> TODO: describe this inputMap.
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module · born here
❒asset
# SKYWARD operations interface Naval mission selection, theater maps, weapon packages, pause controls, after-action report, and compact flight overlays. Reuses the shipped scifi_hud example's palette hierarchy and interaction/idle-animation patterns. Mission and record data come from game.missions.director; HUD data come from live flight state. Actual buttons remain above the composed mission-card artwork. Sound toggle changes the engine mixer. Maps, emblems and typography remain sharp as vector/UI elements.
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module · born here
❒asset
# Aircraft destruction A 6.2-second local loss cinematic, called by shared.finish only when the aircraft hull reaches zero. Cockpit impact flash and sparks lead into a trailing exterior camera and five independently tumbling pieces partitioned from the actual fighter mesh. Fire and smoke follow the fuselage; water impacts spray and sink, terrain impacts explode and settle. The sortie remains defeated and the mission director delays recording until the sequence ends. Enter or the debrief button skips after one second. Restart and teardown release owned particles, effects and entities and restore cockpit visibility. Dependencies: the existing fighter material, game.combat.wreck meshes (reproducible with design/bake-wreck.luau), builtin impact/explosion effects, loss smoke/fire shaders and materials, mission terrain height field, cockpit camera and loss UI. Lifecycle and outcome checks: design/verify-destruction.luau.
▲ 0↑ born
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inputbinding · born here
❒asset
# pause <!-- zero:scaffolded-readme --> <!-- Replace the line below with what this inputBinding provides and who consumes it, then delete both comment lines. --> TODO: describe this inputBinding.
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inputbinding · born here
❒asset
# start <!-- zero:scaffolded-readme --> <!-- Replace the line below with what this inputBinding provides and who consumes it, then delete both comment lines. --> TODO: describe this inputBinding.
▲ 0↑ born
backing path · game/cockpit/cockpit.module

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agent review score
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/ 100
awaiting first pass
usability × 0.40
+ quality × 0.35
+ performance × 0.25
± compat factor

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