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asset⌬ modulemoduleprimary: init.luau·originates fromworld e7e3be23-3…

highway

The four lanes, the receptors, the note bodies, and everything that happens to a note when it is hit, held or missed. It is the surface the player actually reads, so its whole job is to stay legible while the venue is at its loudest.

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

game.highway — the note field

The four lanes, the receptors, the note bodies, and everything that happens to a note when it is hit, held or missed. It is the surface the player actually reads, so its whole job is to stay legible while the venue is at its loudest.

It is driven entirely by ST.bus events and by the song time the scene entrypoint hands to tick. It never asks the conductor for anything and it never touches another slice's entities. Everything it makes hangs under ST.anchor("Highway").

local ST = require("game.core")
local highway = ST.need("game.highway")   -- nil until this slice mounts

How a note gets on screen

The conductor publishes note.spawn; the highway takes a pooled body, shows it, and moves it every frame to

z = (noteTime - songTime) * ST.WORLD.noteSpeed

from the receptor plane. Nothing else decides where a note is. A note leaves on note.hit, on note.miss, or — as a backstop, if no judgement ever arrives — once it is ST.RULES.missAfter + 0.35 s past its time.

Bodies come from a fixed pool (10 tap slots and 3 hold slots per lane) and are only claimed once a note's approach window opens, so a chart may publish its whole note list at duel.begin without allocating anything.

Exports

  • M.mount() / M.tick(dt, songTime) / M.unmount() — the slice contract.
  • M.laneX(lane) -> number — where a lane actually is in world x, in screen order. Lane 1 is the leftmost lane the player sees. Use this, not ST.WORLD.laneX — see "Lane order" below.
  • M.corridor — the protected volume, in world metres.
  • M.report() -> table — live counts: notes in flight, pool pressure, hits, misses, whether the pool has ever starved.
  • M.demo(seconds) / M.demoStop() — run the note field on its own clock with no conductor, no audio and no play mode. It publishes exactly the bus events the conductor publishes, so it exercises the real path.
  • M.buildArt() -> boolean — write the meshes and materials into /source/art/highway/. Already done and committed; mount only fills gaps.

Bus

Subscribes to note.spawn, note.hit, note.miss, hold.begin, hold.end, duel.begin.

Publishes highway.corridor once at mount, carrying M.corridor.

Lane order

ST.WORLD.laneX is written in ascending world x. The gameplay camera looks down +Z with +Y up, which makes world -X the right of the screen — measured, by spawning a marker at x = -4.5 and capturing it. Drawn literally, laneX[1] therefore lands on the right and the D key would be the rightmost lane.

The highway draws lane 1 leftmost and takes the world x values in reverse. M.laneX(lane) returns the resolved position; anything that wants to put a laser, a hand or a light over a lane should ask for it there.

Legibility

The spec's section 4 is kept by four separate mechanisms, so no single one failing takes readability with it:

  1. Shape. One silhouette per lane — lane 1 a hishi diamond, lane 2 a maru circle, lane 3 a kikkō hexagon, lane 4 a masu chamfered square. A white strobe frame destroys colour; the outline survives it.
  2. Outline. Every note and receptor carries a gold screen-space outline. It is drawn whatever is behind the note, at a width that does not shrink with distance, so a note 20 m up the highway still has a hard contour.
  3. Ground. The deck is near-black lacquer and the lane glow is dim, so the contrast ratio at the receptor stays high whatever the rig does.
  4. The corridor. M.corridor is the box nothing opaque or bright may enter during play: x ±2.85, y -0.6 to 3.4, z -1.5 to 16.5. The highway keeps its own geometry inside it too.

A hit and a miss are built to be told apart with no reading at all: a hit expands, rises and goes gold; a miss contracts, sinks and is the only red on the highway, and the missed note itself goes dark red and drops through the deck.

Notes

  • The art assets in /source/art/highway/ are generated by the code in this module and are committed. asset.create called from mount() during a scene load does not land, so M.buildArt() is the authoring entry point; mount only fills gaps and never depends on the write.
  • mount() destroys everything under the Highway anchor before rebuilding, so a scene reload never doubles the track.
  • tintBlend defaults to 0 and a tint does nothing until it is raised — but raised to 1 with a white tint it replaces the material colour. Geometry that should wear its material's own colour passes no tint.

Interface

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

conforms to

zero/source-extract/v2

SENGOKU TRANCE — slice: HIGHWAY (the note field) Owned by the highway build agent. Read /source/design/spec.md first. This slice owns: the four lanes, the receptors, the note bodies (tap and hold), the hit and miss effects, and the readability discipline that keeps a note legible at the exact moment the venue is at its loudest. Everything it makes is parented under `ST.anchor("Highway")`. It is driven entirely by `ST.bus` events and `ST.clock.songTime()`; it never asks the conductor for anything. THE READABILITY CONTRACT (spec section 4), and how it is kept: * a note is identified by LANE COLOUR and by SHAPE — lane 1 is a hishi diamond, lane 2 a maru circle, lane 3 a kikko hexagon, lane 4 a masu chamfered square. A white strobe frame destroys the colour; the silhouette survives it. * every note carries a GOLD OUTLINE, drawn screen-space by the renderer's outline pass. That is what holds a note apart from a bright background: the contour is drawn whatever is behind it. * the deck under the notes is near-black lacquer, so the contrast ratio at the receptor is maximal no matter what the rig is doing. * `M.corridor` publishes the protected volume in metres so the venue slice can author its light show AROUND it. Nothing of ours reaches outside it either. ART. Every mesh here is authored in this file and written once into /source/art/highway/ as real .mesh and .material assets. They persist; `ensureArt()` only builds what is missing, so a scene reload is free.

Model

newGeo( ) → Geo

leanXY(y: number, z: number, sn: number, cs: number) → void

Rotate a point about X so the top of a plate leans away from the camera.

argtypedescription
ynumber
znumber
snnumber
csnumber

gTri(g: Geo, a: number, b: number, c: number) → void

argtypedescription
gGeo
anumber
bnumber
cnumber

gQuad(g: Geo, a: number, b: number, c: number, d: number) → void

argtypedescription
gGeo
anumber
bnumber
cnumber
dnumber

edgeNormal(p1: { number }, p2: { number }) → void

The outward XY normal of the edge between two outline points, for flat shading. The outline is convex and centred on the origin, so the sign is settled by the midpoint.

argtypedescription
p1{ number }
p2{ number }

cap(g: Geo, outline: { { number } }, r: number, z: number, front: boolean, sn: number, cs: number) → void

A solid cap: a triangle fan over the outline at one station.

argtypedescription
gGeo
outline{ { number } }
rnumber
znumber
frontboolean
snnumber
csnumber

plateGeo(outline: { { number } }, rInner: number, half: number, leanDeg: number) → Geo

A lacquered plate: bevelled face, wall, back chamfer. Unit radius 1.

argtypedescription
outline{ { number } }
rInnernumber
halfnumber
leanDegnumber

ringGeo(outline: { { number } }, holeR: number, half: number, leanDeg: number) → Geo

The same outline hollowed into a ring — the receptor, and the hit burst.

argtypedescription
outline{ { number } }
holeRnumber
halfnumber
leanDegnumber

barGeo(halfW: number, halfH: number, cham: number) → Geo

A chamfered bar running from z = 0 to z = 1 — the body of a hold note.

argtypedescription
halfWnumber
halfHnumber
chamnumber

shaftGeo(rBottom: number, rTop: number) → Geo

Two crossed tapering blades standing on +Y — the column of light a clean hit throws up out of the receptor. Both windings, so it reads from any angle without a double-sided material.

argtypedescription
rBottomnumber
rTopnumber

blade(ax: number) → void

argtypedescription
axnumber

regular(sides: number, offsetDeg: number) → void

2. THE FOUR LANE OUTLINES One silhouette per lane, so a note is identifiable when its colour has been eaten by a strobe. Named for the crest shapes they come from.

argtypedescription
sidesnumber
offsetDegnumber

masuOutline( ) → void

outlineFor(shape: string) → void

argtypedescription
shapestring

makeMesh(name: string, g: Geo) → void

argtypedescription
namestring
gGeo

makeMaterial(name: string, props: { [string]: any }) → void

argtypedescription
namestring
props{ [string]: any }

ensureArt( ) → void

buildArt( ) → boolean

Write the highway's meshes and materials into /source/art/highway/. Run once from an authoring call; mount() only fills gaps.

examples

ST.need("game.highway").buildArt()

box(name: string, parent: Ent, mat: string, col: { number }?, pos: { number }, scale: { number }) → Ent

7. BUILDING THE TRACK `col` nil means "wear the material's own colour". tintBlend defaults to 0 and a tint does nothing until it is raised — but raised to 1 with a white tint it REPLACES the material colour, which turns black lacquer into white paper. So the two cases are spelled apart here.

argtypedescription
namestring
parentEnt
matstring
col{ number }?
pos{ number }
scale{ number }

buildDeck(parent: Ent) → void

argtypedescription
parentEnt

buildLanes(parent: Ent) → void

argtypedescription
parentEnt

buildReceptors(parent: Ent) → void

argtypedescription
parentEnt

buildBarLines(parent: Ent) → void

argtypedescription
parentEnt

newTapSlot(parent: Ent, lane: number, idx: number) → Slot

8. THE NOTE POOL

argtypedescription
parentEnt
lanenumber
idxnumber

newHoldSlot(parent: Ent, lane: number, idx: number) → Slot

argtypedescription
parentEnt
lanenumber
idxnumber

buildPools(parent: Ent) → void

argtypedescription
parentEnt

buildBursts(parent: Ent) → void

argtypedescription
parentEnt

setVisible(s: Slot, v: boolean) → void

9. SLOT HANDLING

argtypedescription
sSlot
vboolean

tintSlot(s: Slot, lane: number, k: number, red: boolean) → void

argtypedescription
sSlot
lanenumber
knumber
redboolean

takeSlot(lane: number, hold: boolean) → Slot

argtypedescription
lanenumber
holdboolean

releaseSlot(s: Slot) → void

argtypedescription
sSlot

fireBurst(lane: number, kind: string, grade: number) → void

argtypedescription
lanenumber
kindstring
gradenumber

spawnNote(ev: any) → void

10. BUS EVENTS

argtypedescription
evany

retire(n: Note) → void

argtypedescription
nNote

onHit(ev: any) → void

argtypedescription
evany

onMiss(ev: any) → void

argtypedescription
evany

onHoldBegin(ev: any) → void

argtypedescription
evany

onHoldEnd(ev: any) → void

argtypedescription
evany

onDuelBegin( ) → void

updateNotes(songTime: number, dt: number) → void

11. PER-FRAME

argtypedescription
songTimenumber
dtnumber

updateBursts(dt: number) → void

argtypedescription
dtnumber

updateReceptors(dt: number) → void

argtypedescription
dtnumber

updateBarLines(songTime: number) → void

argtypedescription
songTimenumber

buildDemoChart(seconds: number, bpm: number) → void

12. DEMO DRIVER — the highway without a conductor This slice is driven by the conductor in the finished game. The demo below exists so the note field can be built, judged by eye and captured on its own: it runs off its own clock (no audio, no play mode) and publishes exactly the bus events the conductor publishes, so it exercises the real code path and nothing else. ST.need("game.highway").demo(28) -- start ST.need("game.highway").demoStop()

argtypedescription
secondsnumber
bpmnumber

demo(seconds: number, startAt: number?) → void

Run the note field off its own clock, with no conductor and no audio. For validation and for looking at it.

argtypedescription
secondsnumberHow long the demo chart runs.
startAtnumber?Seconds into the chart to start from, so a capture can be taken at the drop without waiting for it.

examples

ST.need("game.highway").demo(60, 30)

showcase( ) → void

Stage a still tableau of everything the note field can show — notes at four distances in every lane, a hold in flight, a clean hit and a miss — and hold it. For screenshots, for the trailer, and for judging legibility against the light show without racing a 0.34 s effect.

examples

ST.need("game.highway").showcase()

at(z: number) → number

argtypedescription
znumber

demoPose(songTime: number) → void

Hold the demo chart still at one song time. The note field lays itself out from the real position formula, which is how a frame of the drop can be looked at on a busy engine.

argtypedescription
songTimenumberSeconds into the demo chart to freeze at.

examples

ST.need("game.highway").demoPose(31.5)

demoStop( ) → void

Stop the demo driver and clear everything it put in flight.

examples

ST.need("game.highway").demoStop()

tickDemo( ) → void

laneX(lane: number) → number

Where a lane actually is in world x, in SCREEN order — lane 1 is the leftmost lane the player sees. Ask this rather than indexing ST.WORLD.laneX, which is written in world order and therefore mirrors.

argtypedescription
lanenumber1..4, matching the D F J K keys left to right.

examples

local x = ST.need("game.highway").laneX(1)

report( ) → any

What the note field is doing right now — counts, pool pressure, and the corridor it protects.

examples

print(ST.need("game.highway").report().active)

mount( ) → void

Called once when the scene loads. Build the lanes, receptors and note pool, and subscribe to the bus.

examples

M.mount()

tick(dt: number, songTime: number) → void

Called once a frame after the beat clock has advanced. Move the notes in flight.

argtypedescription
dtnumberSeconds since the previous frame.
songTimenumberSeconds into the track — the authoritative time.

examples

M.tick(0.016, 12.4)

unmount( ) → void

Called once when the scene unloads.

examples

M.unmount()

Sub-parts

Everything contained inside this part. Assets are composite children (clickable cards). Files are leaf payloads. Expand any row to view its source.

7items
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module · born here
❒asset
# game.core — the shared contract of SENGOKU TRANCE Everything every slice of the game agrees on. The screen shape, the rules, the three duels, the **beat clock**, the event bus, the shared state, and the scene anchors. ```luau local ST = require("game.core") ``` A bare dotted identity in the world root. `@world::game.core` does not resolve. ## Exports - `ST.VIEW` — the screen is **1080 x 1440, 3:4 portrait**, and `VIEW.band` divides it into stage / highway / hud strips. Lay out inside your band. - `ST.WORLD` — the metres: lane positions, the receptor plane, where the stage is, where each duellist stands, and the fixed gameplay camera. - `ST.RULES` — judgement windows, damage, scoring, keys, and the measured latency constants. - `ST.PALETTE` / `ST.LANE_COLOR` — the blacklight-ukiyo-e colours. Draw from these so the three duels read as one game. - `ST.STAGES` / `ST.stage(id)` — the three duels, each with a **fixed BPM** and a psytrance section map. - `ST.clock` — the beat clock. `songTime()`, `beat()`, `beatPhase()`, `beatToTime(beat)`. - `ST.bus` — `on(topic, fn) -> off`, `emit(topic, payload)`, `clear()`. `ST.TOPICS` lists the contract topics. - `ST.state` — the live duel numbers. The conductor writes; everyone reads. - `ST.anchor(name)` / `ST.clearAnchor(name)` — where a slice hangs its entities. **No slice edits the scene file.** - `ST.provide(id, api)` / `ST.need(id)` — the slice registry. - `ST.lerp`, `ST.clamp`, `ST.color`, `ST.accuracy`, `ST.meanOffset`, `ST.phaseAt`, `ST.resetDuel`. ## The beat clock — measured, not assumed The engine **does** report playback position: `audio.voice(id).positionSeconds`. Measured on this build, over 90 consecutive frames: | quantity | measured | |---|---| | distinct positions in 90 frames | 90 — it advances every frame | | quantum | **11.6 ms** (steps are exact multiples of 11604 us) | | frame time | **21.7 ms** — the audio clock is finer than the frame | | lag behind a wall clock started at `:play()` | **20-23 ms**, steady | | drift over the window | none measurable | So the clock is **driven by the engine**, not free-running. But an 11.6 ms quantum read on a 21.7 ms frame makes notes judder, so `ST.clock` runs a hybrid: it free-runs on the wall clock between raw samples and re-locks to every fresh one (nudging 18% a frame, snapping past 80 ms of error). Read `songTime()` and never `audio.voice()` directly. `ST.clock.tick(now)` is called once a frame by the scene entrypoint. **A slice never calls it.** ## Latency, and what we do about it Input is sampled once a frame, so timing resolution can never beat ±11 ms. The windows are sized for that: KIWAMI ±45 ms, SHIN ±90 ms, KA ±140 ms. The residual output latency is measured **from the player** by the calibration step, which writes `ST.RULES.calibrationSeconds`; the conductor keeps a running mean offset (`ST.meanOffset()`) so a systematic bias is visible in data rather than guessed at. ## Notes - The three tracks are generated **to** the BPM in `ST.STAGES`, never the other way round. A chart is authored in **beats**; `ST.clock.beatToTime` resolves it. That is why a chart can never disagree with its track. - `ST.need(id)` returns nil for a slice that is not built yet. **Always handle nil** — that is what lets the slices build in parallel.
▲ 0↑ born
backing path · game/highway.module

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