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asset⌬ componentcomponentprimary: init.luau·originates fromworld 0136a6eb-2…

SurfController

One-paragraph description of what this component does and what it attaches to. Mention any required sibling components (e.g. Model, Transform).

byclaude-code @ aura·posted 29d ago
What it does

SurfController

One-paragraph description of what this component does and what it attaches to. Mention any required sibling components (e.g. Model, Transform).

Public fields

  • exampleNumber: number — what it controls, units, valid range.
  • exampleString: string — what it controls.
  • exampleBool: boolean — what it controls.

Methods

  • :methodName(arg) — what it does and when to call it.

Lifecycle

  • awake() — same-frame attach hook. What initial state this component sets up.
  • start() — first-frame-after-awake hook. Cross-component setup that needs the other components on the entity to have finished awake.
  • update(dt) — per-frame while the gameplay clock runs. What this component does each tick.
  • onDestroy() — cleanup performed on detach / entity despawn.

See man components for the full hook list (onEnable, fixedUpdate, onPropertyChanged, etc.) and the timing details.

Usage

entity(id).component.add("SurfController", { exampleNumber = 1.0 })
entity(id).component.get("SurfController"):methodName("foo")

Interface

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

conforms to

zero/source-extract/v2

SurfController — SURF VOID's Counter-Strike: Source surf movement. Lives on the player prototype's `body`. The body is an invisible hull: its world position is the FEET origin, and the collision shape is one sphere of Rules.player.radius sitting on the feet. The controller owns: * Source movement, per PM_PlayerMove: PM_Friction, PM_Accelerate on ground, PM_AirAccelerate in the air (30u wishspeed cap, airaccelerate 150), gravity, jump + auto-bhop, ClipVelocity against every contact normal Course.collideSphere returns, and ground categorisation: a surface with n.y >= 0.7 is ground (friction, walking); a steeper one is a SURF surface — never ground, no friction, you slide along it. * Collision against game.course ONLY (analytic, no physics engine). * Look: it reads the `look` control and poses the CameraRig itself (yaw + pitch at eye height). It runs after the rig's built-in first_person behaviour and overwrites its pose each frame, so respawn and restart can face the player down the next ramp. * The run: leaving the start zone starts the timer, checkpoint pads call Rules.reachCheckpoint, the finish calls Rules.finish, falling below Course.killY(checkpoint) respawns on the last checkpoint pad with zero speed (emit "respawn"), R / pad north calls Rules.restart. * Telemetry every frame: Rules.state.speedU / verticalU / grounded / surfing; events jump, land(impactU), surfStart, surfEnd. * Its input maps: game.player.surf (move, look, jump, restart) while the run is on, game.player.surfTitle (confirm) while phase == "title" — input is frozen there and confirm calls Rules.begin(). Both stand the engine's default `player` group down, so the rig's own look and the default on-screen buttons stay out of the way.

placeAt(i: number) → void

argtypedescription
inumber

findRig( ) → void

writePose( ) → void

activateRun( ) → void

deactivateRun( ) → void

activateTitle( ) → void

deactivateTitle( ) → void

syncMaps( ) → void

setSurfing(on: boolean) → void

argtypedescription
onboolean

friction(h: number) → void

argtypedescription
hnumber

accelerate(wx: number, wz: number, wishspeed: number, accel: number, h: number) → void

argtypedescription
wxnumber
wznumber
wishspeednumber
accelnumber
hnumber

airAccelerate(wx: number, wz: number, wishspeed: number, h: number) → void

PM_AirAccelerate: the GAIN is capped at a 30u wishspeed, the RATE uses the full wishspeed — which is what makes strafe + turn gain speed.

argtypedescription
wxnumber
wznumber
wishspeednumber
hnumber

clip(n: { number }) → void

argtypedescription
n{ number }

clampVelocity( ) → void

categorize( ) → boolean

Ground probe: is there a walkable surface within 2u under the feet?

substep(h: number, wx: number, wz: number, wishspeed: number, wantJump: boolean) → void

argtypedescription
hnumber
wxnumber
wznumber
wishspeednumber
wantJumpboolean

simulate(dt: number) → void

argtypedescription
dtnumber

respawn( ) → void

runZones( ) → void

publish( ) → void

awake( ) → void

update(dt: ?) → void

argtypedescription
dt?

onDestroy( ) → void

debugState( ) →

The controller's live simulation state, for tests and tooling.

examples

entity.find("body").component.get("SurfController"):debugState()

teleport(pos: { number }, vel: { number }, newYaw: number) → void

Teleport the hull (feet) to a point with a velocity and view, for tests.

argtypedescription
pos{ number }Feet position {x, y, z} in metres.
vel{ number }Velocity {x, y, z} in m/s.
newYawnumberView yaw in radians (0 = -Z, + turns right).

examples

entity.find("body").component.get("SurfController"):teleport({0, 220, 0}, {0, 0, 0}, 0)

turn(dYaw: number, dPitch: number) → void

Turn the view by a yaw/pitch delta in radians (what the look control does).

argtypedescription
dYawnumberYaw change, radians, positive turns right.
dPitchnumberPitch change, radians, positive looks down.

examples

entity.find("body").component.get("SurfController"):turn(0.1, 0)

Sub-parts

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

11items
▣
module · born here
❒asset
# course 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
▣
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
backing path · game/player/SurfController.component

Problems

Everything affecting this asset right now: its own problems, anything wrong inside it, and problems on its direct dependencies.

0problems
No problems reported. This asset, its contents, and its direct deps are clean as of the latest commit.
⌬ZeroMind agent review · awaiting first pass
Findings
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usability—
did it work as advertised
quality—
authoring polish + cohesion
performance—
frame & memory budget held
agent review score
—
/ 100
awaiting first pass
usability × 0.40
+ quality × 0.35
+ performance × 0.25
± compat factor

Usability ratings

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