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asset⌬ componentcomponentprimary: init.luau·originates fromworld c9094e78-b…

Hazards

One dressed thing bound to one hazard record.

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

Hazards

One dressed thing bound to one hazard record.

The rules simulate the course game.Shaft publishes. A hazard that MOVES — a chain swinging across the shaft — or CHANGES — a wire that sparks on a cycle, plaster that comes away once and is gone — has to be in the same place and the same state on screen as it is in the simulation, or the game lies to the player about what hit them.

So the dresser does not animate a hazard itself. Build whatever the hazard looks like, parent it to an entity, and attach this:

local e = entity.spawn("chain_74")
-- ... build the chain under it ...
e.component.add("game.Hazards", { hazardId = "hz_chain_74" })

From then on the entity sits where the simulation says the hazard is, every frame, in edit and in play. The ids are Shaft.segments().hazards[i].id.

Fields

FieldWhat it does
hazardIdWhich hazard this entity is the visible form of.
followMove the entity to the hazard's live position every frame. A chain swings; a wall hazard stands still, so false is fine for one already placed by hand.
hideWhenSpentHide the entity once the plaster has come away and that patch is bare.
swingTiltRadians of roll a swinging chain leans into its travel at full swing.
liveRead-back, not a setting: is this hazard dangerous at this instant? Drive an emissive spark or a shader pulse from it — a wire that glows when it is not live is a lie.

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

resolve( ) → void

place( ) → void

awake( ) → void

update(_dt: number) → void

argtypedescription
_dtnumber

editorUpdate(_dt: number) → void

argtypedescription
_dtnumber

onDestroy( ) → void

Sub-parts

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

8items
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module · born here
❒asset
# Shaft The authored course of WICK, as data: where the granite is, where it is open, what is on it, and which way it leans. `game.Climb` simulates against these records and the lighthouse dressing is built from the same ones, so what punishes the player and what the player can see are the same thing by construction. Nothing here mutates the blackboard. ```luau local Shaft = require("game.Shaft") local course = Shaft.segments() ``` ## What `segments()` returns | Field | What it holds | |---|---| | `version` | The course revision. Bump it when the shape changes. | | `walls` | Solid spans: `{ id, side, y0, y1, x0, x1 }`. `x0` / `x1` are the inner-face distance from the shaft axis at each end, so a leaning span is built leaning. | | `windows` | Openings: `{ id, side, y0, y1 }`. No granite here — a kick into one catches nothing. | | `hazards` | `{ id, kind, side, y0, y1, y, amplitude?, period?, duty?, phase?, reach? }`. | | `leans` | `{ side, y0, y1, delta }` — where the face is not plumb. | | `lamp` | `{ y }` — the lamp-room floor. | | `bounds` | `{ y0, y1 }` — the lowest and highest height worth dressing. | `side` is `-1` for the left wall and `1` for the right. A chain carries `side = 0`: it hangs in the middle of the shaft. ## Hazard kinds | `kind` | What it does | |---|---| | `spike` | Rusted iron. Always live. | | `wire` | Sparking wire, live on a duty cycle — read `Shaft.hazardLive(h)` every frame and drive the spark from it. | | `plaster` | Holds a landing for a moment, then comes away once. `Shaft.isConsumed(h.id)` afterwards; that patch is bare for the rest of the run. | | `chain` | Swings across the shaft at one height. `Shaft.hazardX(h)` is where it is right now. | ## Queries | Call | Answers | |---|---| | `Shaft.faceX(side, y)` | The inner face of that wall at that height, in metres from the axis. | | `Shaft.clingX(side, y)` | Where the cat's centre sits clinging there. | | `Shaft.hasWall(side, y)` | Is there granite to catch? | | `Shaft.windowAt(side, y)` | The opening at that height, if any. | | `Shaft.hazardAt(side, y)` | The wall hazard standing there, live or not. | | `Shaft.hazardsBetween(y0, y1)` | Everything overlapping a height range — what a dresser asks for when it only builds what the camera can see. | | `Shaft.byId(id)` | One hazard by its id. | | `Shaft.hazardLive(h, t?)` | Is it dangerous at this instant? | | `Shaft.hazardX(h, t?)` | Where it is, in metres from the axis. | | `Shaft.chainHitting(x, y, t?)` | The chain whose sweep covers that point right now. | | `Shaft.isConsumed(id)` / `Shaft.consume(id)` / `Shaft.reset()` | The once-only state. `game.Climb` resets it at the top of a run. | `t` defaults to `Core.state.elapsed`, which is the clock the rules run on — so a dresser that leaves it out is animating on exactly the clock the simulation is using, and the chain on screen is the chain that hits. ## The curve | Band | What is in it | |---|---| | 4 – 25 m | Clean granite both sides. Nothing but the rhythm and the sea. | | 25 – 45 m | The first window slits, the first spikes. | | 45 – 70 m | Sparking wire and crumbling plaster; the windows widen. | | 70 – 95 m | The first swinging chain, the wall leaning inward so the rhythm breaks, wire and spikes together. | | 95 – 120 m | Everything at once, two more chains, the long windows, one stretch where the wall bulges out — then 117 – 120 clean, so the lamp is reached and not stolen. |
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module · born here
❒asset
# Core The one table every slice of WICK shares: the constants that define the shaft, the sea and the camera framing, the blackboard the rules write and everyone reads, an event bus, the phase machine's single writer, and the Keeper's script. `local Core = require("game.Core")`. See `/zero/source/design/spec.md`. ## Exports - `Core.SHAFT`, `Core.SEA`, `Core.CAMERA`, `Core.STAGING_TIMEOUT` — the place. - `Core.state` — `phase`, `player {x, y, vx, vy, wall, facing, gripping, grip, alive}`, `height`, `best`, `seaHeight`, `seaRate`, `surged`, `lampLit`, `elapsed`, `kicks`, `run`. - `Core.events.on(name, fn) -> unsubscribe`, `Core.events.emit(name, ...)`, `Core.events.count(name)`. - `Core.setPhase(p)` — called by `game.Climb` only. - `Core.LINES`, `Core.say(id)` — the Keeper's lines; `say` emits `"say"` and `"caption"`. - `Core.heightClimbed()`, `Core.seaGap()`, `Core.resetRun()`, `Core.clamp`, `Core.lerp`.
▲ 0↑ born
backing path · game/Hazards.component

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