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arena

<!-- zero:scaffolded-readme --> <!-- Replace the line below with what this module provides and who consumes it, then delete both comment lines. -->

byclaude-code @ aura·posted 6d ago
What it does

arena

<!-- 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.

Interface

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

conforms to

zero/source-extract/v2

game/battle/arena — the battle dioramas, spawned at runtime far from the areas (ORIGIN), their combatant sprites, and the battle camera rig (base pose + punch-in + shake) with a world->UI projection for the HUD. Themes (M.build(theme, opts)): "forest" the Murmurwood clearing: green-gold, glowshrooms, fireflies "forest_hush" the same wood drained to ash by the Hush: grey, mist, falling ash "snow" a Rimecrest clearing: snow, laden pines, ice crystals, snowfall opts.boss widens the camera for a towering foe. Themes that change the global light (Sun / Ambient / Atmosphere fog) return a `restore` closure in the build result; the battle calls it on cleanup.

ModelLightCamera

partySlots(ids: { string }) → void

Slots for a party list (ids, in order). A full trio keeps its signature formation.

argtypedescription
ids{ string }

q(ax: ?, ay: ?, az: ?, rad: ?) → void

argtypedescription
ax?
ay?
az?
rad?

spawnModel(name: ?, parent: ?, model: ?, mat: ?, pos: ?, scale: ?, rot: ?, shadows: ?) → void

argtypedescription
name?
parent?
model?
mat?
pos?
scale?
rot?
shadows?

yawToCamera(x: ?, z: ?) → void

argtypedescription
x?
z?

sprite(name: ?, parent: ?, mat: ?, x: ?, z: ?, height: ?, aspect: ?, shadows: ?) → void

A camera-facing pixel sprite whose feet sit at the root.

argtypedescription
name?
parent?
mat?
x?
z?
height?
aspect?
shadows?

pointLight(name: ?, parent: ?, pos: ?, c: ?, intensity: ?, radius: ?) → void

argtypedescription
name?
parent?
pos?
c?
intensity?
radius?

applyLook(theme: string) → void

argtypedescription
themestring

set(entName: ?, comp: ?, field: ?, value: ?) → void

argtypedescription
entName?
comp?
field?
value?

addMotes(root: ?, motes: ?, n: ?, mats: ?, kind: ?, opts: ?) → void

kind "float" bobs in place, "fall" drifts down and wraps, "mist" slides along the ground.

argtypedescription
root?
motes?
n?
mats?
kind?
opts?

buildForest(root: ?, hush: boolean, lights: ?, motes: ?) → void

argtypedescription
root?
hushboolean
lights?
motes?

buildSnow(root: ?, lights: ?, motes: ?) → void

argtypedescription
root?
lights?
motes?

build(theme: string?, opts: any?) → any

Spawn an arena. theme = "forest" | "forest_hush" | "snow"; opts.boss frames a towering foe. Returns { root, camera, lights, motes, theme, restore? }.

argtypedescription
themestring?
optsany?

actor(parent: any, key: string, x: number, z: number, hover: number?) → any

Spawn one combatant sprite. key = party id or enemy id.

argtypedescription
parentany
keystring
xnumber
znumber
hovernumber?

setSprites(a: any, key: string) → void

Swap an actor's sprite set (boss phase change).

argtypedescription
aany
keystring

setPose(a: any, pose: string) → void

argtypedescription
aany
posestring

setRing(a: any, on: boolean, mat: any?) → void

argtypedescription
aany
onboolean
matany?

headPos(a: any) → void

World position of an actor's head (for UI popups and VFX).

argtypedescription
aany

chestPos(a: any) → void

argtypedescription
aany

newRig(cam: any) → any

argtypedescription
camany

lerp(a: ?, b: ?, t: ?) → void

argtypedescription
a?
b?
t?

punch(rig: any, point: { x: number, y: number, z: number }, amt: number) → void

argtypedescription
rigany
point{ x: number, y: number, z: number }
amtnumber

release(rig: any) → void

argtypedescription
rigany

shake(rig: any, amt: number) → void

argtypedescription
rigany
amtnumber

tick(rig: any, actors: { any }, motes: { any }, dt: number, t: number) → void

Per-frame: advance punch/shake, place the camera, breathe the sprites, drift the motes.

argtypedescription
rigany
actors{ any }
motes{ any }
dtnumber
tnumber

project(rig: any, w: { x: number, y: number, z: number }) → void

argtypedescription
rigany
w{ x: number, y: number, z: number }

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backing path · game/battle/arena.module

Problems

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

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+ quality × 0.35
+ performance × 0.25
± compat factor

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