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WaveDirector

Enemies slice. Lives on `Game`. On `waveStarted` it queues `R.waveSpec(wave)` (shuffled, the boss first through the 180-degree gate) and pours enemies through the four gate mouths (`R.GATE_ANGLES`) as dynamic sphere bodies (rotation locked, wisps have no gravity). Enemies chase t…

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

WaveDirector

Enemies slice. Lives on Game. On waveStarted it queues R.waveSpec(wave) (shuffled, the boss first through the 180-degree gate) and pours enemies through the four gate mouths (R.GATE_ANGLES) as dynamic sphere bodies (rotation locked, wisps have no gravity). Enemies chase the player, wind up and call R.hurtPlayer(def.damage) with a shove, get knocked flying by hitEnemies, and die with a pop of shards. Each death drops def.drops bones from R.rollBone; the pickups glow, bob, spin, drift gently toward a nearby player and are collected within R.PICKUP_RADIUS via R.collectBone. When the queue is empty and nothing is alive, leftover bones fly to the player, then R.clearWave() runs.

Runtime entities are temporary children of Game: enemy_<kind>_<n> (with a visual child), bone_pickup_<boneId>, pop_shard/pop_flash.

Providers

  • hitEnemies(center {x,y,z}, radius, damage, knockback, kind) -> hits
  • nearestEnemy(pos {x,y,z}, maxDist) -> { id, pos, kind, dist } | nil
  • enemyCount() -> alive, queued (extra)

Events emitted

enemyHit { id, kind, pos, damage, attack }, enemyKilled { id, kind, pos }, boneDropped { bone, pos }.

Public fields

  • maxAlive (22) most enemies in the arena at once.
  • spawnInterval (0.45 s) between gate spawns.
  • clearDelay (1.4 s) between the last kill and R.clearWave.

Methods

  • :counts() -> alive, queued
  • :killAll() -> n (test helper)

Visuals

game.enemies.visuals builds each enemy. If a bundle game.enemies.models.<kind> (ghoul/imp/wisp/golem) exists it is used automatically, scaled to V.MODEL_HEIGHT[kind]; otherwise a hand-assembled stand-in (primitives + generated burlap/pumpkin/tombstone PBR materials) is used. Concept images for the mesh generation are in concepts/.

Player position

Uses R.playerPos(); while R.state.playerEntity is unset it falls back to the entity named body carrying PlayerBody.

Interface

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

conforms to

zero/source-extract/v2

WaveDirector — the swarm, the drops and the boss of Spooky Spook Spook. Lives on the `Game` entity (enemies slice). On `waveStarted` it queues R.waveSpec(wave) and pours the enemies in through the four gate mouths (R.GATE_ANGLES) as dynamic physics bodies. They chase R.playerPos(), hurt the player through R.hurtPlayer, get knocked flying by R.call("hitEnemies", ...) and die with a pop, dropping R.rollBone pickups that glow, bob and are collected within R.PICKUP_RADIUS through R.collectBone. When the last enemy of the wave is dead it calls R.clearWave(). Provides: hitEnemies(center, radius, damage, knockback, kind) -> hits nearestEnemy(pos, maxDist) -> { id, pos } | nil Also provides (enemies-slice extras): enemyCount() -> alive, queued

SphereColliderPhysics

vec(p: ?) → void

argtypedescription
p?

alive(rec: ?) → void

argtypedescription
rec?

posOf(rec: ?) → void

argtypedescription
rec?

destroyEntity(e: ?) → void

argtypedescription
e?

countAlive( ) → number

updateLeft( ) → void

playerId( ) → string

playerTarget( ) → void

gatePoint(angleDeg: number, lateral: number, inset: number) → void

argtypedescription
angleDegnumber
lateralnumber
insetnumber

spawnEnemy(kind: string, gateIndex: number) → void

argtypedescription
kindstring
gateIndexnumber

sweepOrphans( ) → void

Enemies and pickups a previous life of this component spawned (a hot reload resets the records while the entities live on) are found by name and removed.

clearAll( ) → void

startWave(wave: number) → void

argtypedescription
wavenumber

dropBones(rec: ?, pos: ?) → void

argtypedescription
rec?
pos?

popShards(rec: ?, pos: ?) → void

argtypedescription
rec?
pos?

killEnemy(rec: ?) → void

argtypedescription
rec?

hitEnemies(center: ?, radius: ?, damage: ?, knockback: ?, kind: ?) → void

argtypedescription
center?
radius?
damage?
knockback?
kind?

nearestEnemy(pos: ?, maxDist: ?) → void

argtypedescription
pos?
maxDist?

register( ) → void

stepEnemy(rec: ?, dt: ?, target: ?, fighting: ?) → void

argtypedescription
rec?
dt?
target?
fighting?

stepPickups(dt: ?, target: ?, fighting: ?) → void

argtypedescription
dt?
target?
fighting?

stepShards(dt: ?) → void

argtypedescription
dt?

awake( ) → void

onModuleReload(path: ?) → void

argtypedescription
path?

update(dt: ?) → void

argtypedescription
dt?

onDestroy( ) → void

counts( ) →

How many enemies are alive and how many still wait at the gates.

killAll( ) → number

Kill every live enemy at once (debug / test helper); each drops its bones.

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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.
▲ 0↑ born
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component · born here
❒asset
# 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`.
▲ 0↑ born
▣
module · born here
❒asset
# visuals <!-- 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/enemies/WaveDirector.component

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