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Cats

MISO, SUMI and YUKI, the three residents of NEKO-9. The scene entrypoint mounts this component on `mount_cats`; it builds the cats at their anchors, registers them on `Core.cats`, and runs one mood tick each per frame.

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

Cats

MISO, SUMI and YUKI, the three residents of NEKO-9. The scene entrypoint mounts this component on mount_cats; it builds the cats at their anchors, registers them on Core.cats, and runs one mood tick each per frame.

Everything it makes is parented to its own entity and rebuilt from the live world on every awake, so a hot reload never leaves a second set of cats standing in the lobby.

Moods

moodwhat it is
idlewandering its floor, stopping, looking around
chasingrunning at Core.dot.point, which it can see
sittingholding where the dot went out, for C.CAT_SIT_SECONDS
boredgrooming, after C.CAT_BORED_SECONDS of unbroken chasing
comingwalking to whoever whistled
ridingstanding on the lift while it climbs a floor
asleepin the loft bed, and staying there

What it listens to

whistle, lift.start, lift.stop, floor.reached, cat.asleep, run.reset — the events the spec assigns to the laser and tower slices.

What it writes

Core.cats[name].mood and .floor every frame, and the cat.mood / cat.arrived events on the bus.

Fields

  • volume — a multiplier on every noise a cat makes.
  • liftSeconds — how long one floor of lift travel is expected to take, until lift.stop says otherwise.

Methods

local cats = entity.find("mount_cats").component.get("Cats")
cats:moods()                       -- every cat's mood, floor, position and timers
cats:sleep("sumi")                 -- put one cat in the loft bed
cats:wake("sumi")
cats:call(0, 0.2, 5.5)             -- call every cat on that floor to a point
cats:parkDot(2, 0.9, -3, 8)        -- a dot at a world point for 8 seconds
cats:restart()                     -- back to the anchors, awake, nothing on their minds

parkDot is what drives a cat without a pointer in the room: Core.dot is rewritten by the laser every frame, so a value written into it from outside survives a single frame and this outlives that.

Interface

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

conforms to

zero/source-extract/v2

Cats — MISO, SUMI and YUKI, the three residents of NEKO-9. Mounted by the scene entrypoint on `mount_cats`. It builds the three cats at their anchors, registers them on `Core.cats` so the plates can weigh them and the HUD can draw them, and runs one mood tick per cat per frame: idle, chasing the red dot, sitting where it went out, bored, coming when whistled, riding the lift, asleep in the loft bed. Everything it makes is parented to this entity and rebuilt from the world on every awake, so a hot reload never leaves a second set of cats behind. entity.find("mount_cats").component.get("Cats"):moods() entity.find("mount_cats").component.get("Cats"):sleep("sumi")

anchorPoint(key: string, fallbackX: number, fallbackZ: number) → void

Placing a cat

argtypedescription
keystring
fallbackXnumber
fallbackZnumber

startOf(b: any) → void

argtypedescription
bany

bedSlot(index: number) → void

Three cats do not share one pillow. Spread them across the loft bed.

argtypedescription
indexnumber

teardown( ) → void

Build / teardown

findCat(name: string) → any

argtypedescription
namestring

say(cat: any, what: string) → void

argtypedescription
catany
whatstring

build( ) → void

subscribe( ) → void

What the rest of the game tells the cats

on(name: string, fn: (any) → void

argtypedescription
namestring
fn(any

awake( ) → void

Lifecycle

onDestroy( ) → void

onModuleReload( ) → void

drive(dt: number) → void

One frame of cat.

argtypedescription
dtnumber

update(dt: number) → void

argtypedescription
dtnumber

editorUpdate(dt: number) → void

In edit the cats still breathe, blink and swish, so the room is never a still life while somebody is authoring in it. The guard keeps the body from being posed twice on a frame where both hooks fire.

argtypedescription
dtnumber

moods( ) → void

What other slices call Every cat's mood, floor and position, in one read.

sleep(name: string) → void

Put one cat in the loft bed and leave it there.

argtypedescription
namestring

wake(name: string) → void

argtypedescription
namestring

call(x: number, y: number, z: number) → void

Call every cat on `floor` to a point, the same way the whistle does.

argtypedescription
xnumber
ynumber
znumber

parkDot(x: number, y: number, z: number, seconds: number) → void

Park a dot at a world point for `seconds` and let the cats chase it, with no pointer in the room. It is what the cats read instead of `Core.dot` while it lasts, so it works for a test, for a cutscene that needs a cat to cross the frame, and for driving a cat somewhere on a touch device with no laser in hand. Passing 0 seconds clears it.

argtypedescription
xnumber
ynumber
znumber
secondsnumber

restart( ) → void

Put every cat back at its anchor, awake, with nothing on its mind.

Sub-parts

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23+items
▣
module · born here
❒asset
# game.cats.breeds What makes MISO, SUMI and YUKI three different cats: one table each, holding the skeleton in metres, the coat materials, the temperament and the voice. ```luau local Breeds = require("game.cats.breeds") Breeds.list -- { "miso", "sumi", "yuki" }, the order they spawn in Breeds.of("sumi") -- one breed table Breeds.all() -- every breed, in spawn order ``` Retuning a silhouette is a change to one table here and nothing else: MISO is the lanky marmalade tabby with the tail up, SUMI the round blue-black tuxedo heavy enough for the roof plate, YUKI the small long-legged white one that reaches shelves the other two cannot.
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▣
module · born here
❒asset
# game.cats.mind What a cat wants and what it does about it: one tick per cat per frame, reading `Core.dot`, the floor under it and whatever the bus has said. ```luau local Mind = require("game.cats.mind") local cat = Mind.create(breed, rig, startPosition) local events = Mind.tick(cat, dt, ctx) -- ctx: dotActive, dot, playing, colliders, liftDockedFloor Body.pose(rig, Mind.pose(cat, now)) ``` It knows three things about the tower. A cat will not walk into the lift shaft on floors 2 and 3 unless the platform is standing at its floor. A dot on a ledge is worth a hop only up to that cat's own `C.CAT_JUMP_HEIGHT`, and a dot beyond it is not even seen. And a cat inside the shaft when the lift starts rides it, while one standing beside it is left behind. `tick` returns the moments the caller turns into sound and events: `arrived`, `stepped`, `landed`, `spoke`, `purr`, `moodChanged`.
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module · born here
❒asset
# game.cats.voice The noises a cat makes, computed in Luau. No service call and no network: an envelope over a formant-shaped harmonic stack, so it bakes headless, in a browser, and on a machine with no credit on it. ```luau local Voice = require("game.cats.voice") Voice.bake() -- authoring time: writes game/cats/sfx/*.soundClip local clips = Voice.clips() local v = Voice.attach(rig.root, breed, clips) Voice.meow(v, clips, breed) Voice.chirp(v, clips, breed) Voice.step(v, clips, false, 0.26) Voice.purrLevel(v, 0.3) ``` A meow is a mee-ow because its two formants move: F1 opens from 420 Hz to 900 and closes to 380 while F2 falls from 2100 to 850. The same harmonic stack with the formants held still is a kazoo. Each cat carries three spatial sources — its voice, a purr held ready to fade in, and paws — so a footfall never cuts a meow short. The purrs are `codec = "pcm"` and every partial in them completes a whole number of cycles across the buffer, so they loop end to end with no click and need no loop point. One-shots are Opus.
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▣
module · born here
❒asset
# core <!-- 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.
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module · born here
❒asset
# game.cats.body The cat rig: a barrel that bobs, four two-bone legs, a chain of tail joints, and a head pivot carrying ears, eyes, muzzle and whiskers — about forty primitives under one root. Nothing here is skinned and nothing plays a clip. ```luau local Body = require("game.cats.body") local rig = Body.build(breed, parentEntity) Body.pose(rig, { t = now, gait = phase, speed01 = 0.8, arousal = 1, sit = 0, sleep = 0, headYaw = 0.3, headPitch = -0.1, earAim = 0.2, blink = 0 }) Body.setEyeGlow(rig, 2.4) Body.destroy(rig) ``` Two things it works out from a cat's own proportions rather than from a constant: the hind bones are longer by exactly what the resting hock bend costs in reach, so all four paws touch the floor; and the height and incline of a sit come from the two conditions that define one — rump on the floor, forelegs straight under a raised chest — so a short round cat barely tips and a leggy one sits bolt upright.
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backing path · game/cats/Cats.component

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