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pieces

What a cell, a target frame, a frisket, a crystal and a tray slot are made of. The `Board` component decides *when*; this module decides *what*.

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

game.board.pieces

What a cell, a target frame, a frisket, a crystal and a tray slot are made of. The Board component decides when; this module decides what.

The two lanes

Every quad the board draws wears one of two materials over game/board/art/board_ink.shader and carries its own colour in the per-instance channel, so two hundred quads cost one pipeline and one material row instead of two hundred materials:

LaneCarries
0(r, g, b, emissive) — the colour, and how much of it is its own light
1(alpha, roughness, metallic, -)

Pieces.ink(e, rgb, emissive) and Pieces.surf(e, alpha, roughness, metallic) are the writers. Colours in Pieces.PALETTE are linear — the art direction states them in sRGB and these are those hexes through the 2.2 curve, because that is the space s.albedo is read in.

What decides a colour

  • Pieces.cellInk(exposure, masked) — the gelatin. Bone at nothing, black at Core.EXPOSURE.darkAt, down a smoothstep rather than a line so the first quarter of an exposure barely marks the plate. It carries a little of its own light at the pale end and none at the dark end, so the plate is readable in a room lit by two accents and a dead lamp, and the reading is the same reading.
  • Pieces.frameInk(target, exposure, masked) — the target ghost. Gold where the plate wants dark, warming toward the betafite's green as it gets there; red where a cell that had to stay clear has been spoiled; dark under a frisket; and drawn at all only where it has something to say.

What builds a thing

  • Pieces.slab — a thin inked quad. glow picks the alpha-blended material.
  • Pieces.metal — a block of real brass, lit rather than inked.
  • Pieces.buildFrisket(parent, name, cells) — a cut brass mask: a filed sheet per cell of the footprint, a panel worked into its face, and a rivet, so a bar reads as three riveted sections of one strip rather than a coloured rectangle.
  • Pieces.buildCrystal(parent, name, col, row) — a betafite crystal. Hands the entity to the hero slice's Betafite when that is registered AND it actually draws something; otherwise builds this slice's stand-in — an octahedral pair in uranium glass with the point light that puts the crystal's own green on the glass under it.

Pieces.LAYOUT holds the heights and spans every layer stands at, all as fractions of Core.GRID.CELL and offsets from Core.PLATE.topY, so the whole board moves with the plate rather than with a number written twice.

Interface

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

conforms to

zero/source-extract/v2

strict

BetafiteModelLight

ink(e: any, rgb: Rgb, emissive: number) → void

Write a slab's colour and how much of it is its own light.

argtypedescription
eany
rgbRgb
emissivenumber

surf(e: any, alpha: number, roughness: number, metallic: number) → void

Write a slab's opacity, roughness and metalness.

argtypedescription
eany
alphanumber
roughnessnumber
metallicnumber

mix(a: Rgb, b: Rgb, t: number) → Rgb

Mix two palette entries. `t` 0 is `a`, 1 is `b`.

argtypedescription
aRgb
bRgb
tnumber

matInk( ) → any

matGlow( ) → any

matBrass( ) → any

matEdge( ) → any

matLeather( ) → any

matCrystal( ) → any

grain(col: number, row: number) → number

A hand-coated plate is not a printed grid. This is a fixed ±4% per cell, derived from the cell rather than drawn each frame, so the emulsion reads as something poured and dried unevenly and never shimmers.

argtypedescription
colnumber
rownumber

cellInk(exposure: number, masked: boolean) → void

What the emulsion under a cell looks like at this exposure. Returns the colour and the emissive strength.

argtypedescription
exposurenumber
maskedboolean

frameInk(target: boolean, exposure: number, masked: boolean) → void

What the target frame around a cell looks like. `target` is whether the plate wants this cell dark. Returns colour, emissive, and whether the frame should be drawn at all.

argtypedescription
targetboolean
exposurenumber
maskedboolean

buildFrisket(parent: any, name: string, cells: { { number } }) → any

Build a frisket: a cut brass mask standing on the plate. One sheet per cell of the footprint, each with a panel filed into its face and a rivet at its centre, so a bar reads as three riveted sections of one strip rather than as a coloured rectangle. `cells` is the footprint in {col, row} pairs; the entity it returns is the piece's own root, positioned at the plate's centre so the parts can be placed in plate space.

argtypedescription
parentany
namestring
cells{ { number } }

buildCrystal(parent: any, name: string, col: number, row: number) → void

Build a betafite crystal on a cell. When the hero slice has registered `Betafite`, the entity is left empty for that component to build itself into; otherwise it wears the stand-in the hero slice replaces — an octahedral pair in uranium glass, lit from inside. Returns the entity and whether `Betafite` took it.

argtypedescription
parentany
namestring
colnumber
rownumber
⌬ Types
Rgb = { number }

Sub-parts

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# Betafite One betafite crystal: an octahedral cluster of uranium glass on a chip of dark pegmatite, glowing from a core buried in its largest spire. Put it on an empty entity and it builds the whole crystal as that entity's children — glass, core, matrix, the point light that pools its colour on the plate under it, and the drifting motes coming off it. Nothing that places a crystal has to know what one looks like. ```lua local e = entity.spawn("crystal_3") e.position = { Core.cellToWorld(4, 6) } e.component.add("Betafite", { glow = 1, seed = 3 }) ``` | Field | What it means | |---|---| | `glow` | 0..1, how hard the crystal is working. 1 is one out on the plate exposing it; about 0.3 is one still in the lead case. | | `seed` | Any number. Turns and sizes this crystal differently from its neighbours, and the same seed always gives the same crystal. Left at 0 the crystal seeds itself off its entity's name, so `component.add("Betafite", {})` on `crystal_1` and on `crystal_2` already gives two different crystals. | | `shimmer` | Whether it throws the motes. False costs no particles. | `crystal:currentGlow()` reads what the crystal is actually showing after the breath and the fixing dull, which is not the same as what `glow` asked for. The crystal reads `Core.state.phase` and dulls itself during `fixing`: first light is sweeping the plate, the exposure is over, and a crystal still burning through it would say the wrong thing about the rules. It owns its children and rebuilds them from the live world on every `awake`, so a hot reload, a remove-and-re-add, and an edit↔play flip each leave exactly one crystal standing.
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# game.core The one table every slice of *First Light: Lucina* reads. ```luau local Core = require("game.core") ``` | What | Where | |---|---| | The plate grid, cell ↔ world conversions | `Core.GRID`, `Core.PLATE`, `Core.cellToWorld`, `Core.worldToCell`, `Core.cellIndex` | | The five piece shapes and the placement rules | `Core.SHAPES`, `Core.SHAPE_ORDER`, `Core.footprint`, `Core.canPlace`, `Core.pieceAt` | | The exposure and dose numbers | `Core.EXPOSURE`, `Core.DOSE` | | The phases and the level shape | `Core.PHASES`, `Core.LEVEL_COUNT`, the `Level` type | | The live game state, held across hot reloads | `Core.state` — the `State` type says which slice writes each field | | The signal bus | `Core.on(name, fn)`, `Core.off`, `Core.emit(name, ...)` — the signal list and its senders are in the source | | The three shorthands | `Core.request(action)`, `Core.sfx(name, opts?)`, `Core.say(lineId)` | | Which component mounts where | `Core.MOUNTS`, `Core.mount()` — the scene entrypoint calls it on every load | Subscribe in `awake`, subscribe again from `onModuleReload` (a duplicate is dropped), release in `onDestroy`. The rules of the game are stated in `design/spec.md`; this module carries the numbers and the shapes they share.
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backing path · game/board/pieces.module

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