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

core

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.

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

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.

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:

quantitymeasured
distinct positions in 90 frames90 — it advances every frame
quantum11.6 ms (steps are exact multiples of 11604 us)
frame time21.7 ms — the audio clock is finer than the frame
lag behind a wall clock started at :play()20-23 ms, steady
drift over the windownone 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.

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 — core The shared contract every slice codes against. It owns: the screen shape, the rules, the stage roster, the BEAT CLOCK, the event bus, the shared state, and the scene anchors. Nobody edits this file except the plan agent. Slices READ it and WRITE only through `ST.bus`, `ST.state`, `ST.anchor` and `ST.provide`.

stage(id: string) → any

Look a stage up by its id.

argtypedescription
idstringThe stage id ("okehazama", "nagashino", "honnoji").

examples

local s = ST.stage("okehazama")

bind(entityId: string, bpm: number) → void

Bind the clock to the entity whose Audio component plays the track, and arm it.

argtypedescription
entityIdstringThe entity id carrying the Audio component.
bpmnumberThe track's tempo, from the stage table.

examples

ST.clock.bind(deck.id, stage.bpm)

release( ) → void

Stop the clock. It reads zero and stops advancing.

examples

ST.clock.release()

tick(now: number) → void

Advance the clock. Called once a frame by the scene entrypoint, never by a slice.

argtypedescription
nownumberWall-clock seconds (os.clock()).

examples

ST.clock.tick(os.clock())

songTime( ) → number

Seconds into the track, smoothed and monotonic. THE authoritative time.

examples

local t = ST.clock.songTime()

rawTime( ) → number

The raw, unsmoothed mixer position — for diagnostics, not for judging.

examples

print(ST.clock.rawTime())

beat( ) → number

Song time expressed in beats at the bound tempo.

examples

local b = ST.clock.beat()

beatPhase( ) → number

How far through the CURRENT beat we are, 0 at the kick, 1 at the next.

examples

local pulse = 1.0 - ST.clock.beatPhase()

beatToTime(beat: number) → number

Convert a chart position in beats to song time in seconds.

argtypedescription
beatnumberThe beat number.

examples

local t = ST.clock.beatToTime(64)

on(topic: string, fn: (any) →

Subscribe to a topic. The handler is called with the event payload.

argtypedescription
topicstringThe topic name — see the TOPICS list.
fn(anyThe handler.

examples

local off = ST.bus.on("note.hit", function(e) print(e.judgement) end)

emit(topic: string, payload: any) → void

Publish an event. Every handler error is caught and logged; one bad listener never stops the others.

argtypedescription
topicstringThe topic name.
payloadanyThe event table.

examples

ST.bus.emit("note.hit", { lane = 2, judgement = "kiwami" })

clear(topic: string?) → void

Drop every listener on a topic, or all of them when topic is nil.

argtypedescription
topicstring?The topic to clear, or nil for all.

examples

ST.bus.clear()

resetDuel( ) → void

Reset the per-duel numbers. The conductor calls this at duel.begin.

examples

ST.resetDuel()

accuracy( ) → number

The player's accuracy this duel, 0..1, weighting each judgement by its damage.

examples

local acc = ST.accuracy()

meanOffset( ) → number

The mean timing offset over the duel so far, in seconds. Positive means the player is consistently late.

examples

print(ST.meanOffset() * 1000 .. " ms")

anchor(name: string) → any

Get the named scene anchor entity, creating it if the scene has not yet.

argtypedescription
namestringOne of ST.ANCHORS.

examples

local root = ST.anchor("Highway")

clearAnchor(name: string) → void

Destroy everything parented under an anchor, leaving the anchor itself.

argtypedescription
namestringThe anchor name.

examples

ST.clearAnchor("Fx")

provide(id: string, api: any) → void

Register a slice. Call this once at the bottom of the slice's module.

argtypedescription
idstringThe slice id, matching its entry in ST.SLICES.
apianyThe slice's table. `api.mount()` is called once at scene load; `api.tick(dt, songTime)` once a frame if present; `api.unmount()` on unload if present.

examples

ST.provide("game.highway", H)

need(id: string) → any

Fetch another slice's registered table, or nil when that slice is not built yet. ALWAYS handle nil.

argtypedescription
idstringThe slice id.

examples

local sound = ST.need("game.sound"); if sound then sound.play("hit") end

registered( ) →

Every registered slice, in registration order. The entrypoint drives these.

examples

for _, s in ipairs(ST.registered()) do print(s.id) end

gameCamera( ) → any

The scene's one gameplay camera entity.

examples

local cam = ST.gameCamera()

resetCamera( ) → void

Put the camera back on the authored gameplay framing. The story slice calls this before every duel.

examples

ST.resetCamera()

clickTrack(bpm: number, seconds: number) → any

Synthesise a metronome clip at a tempo, as a real .soundClip.

argtypedescription
bpmnumberThe tempo.
secondsnumberHow long the clip runs.

examples

local clip = ST.clickTrack(142, 96)

lerp(a: number, b: number, t: number) → number

Linear interpolation.

argtypedescription
anumberStart.
bnumberEnd.
tnumberFraction.

examples

local x = ST.lerp(0, 10, 0.5)

clamp(v: number, lo: number, hi: number) → number

Clamp a number into a range.

argtypedescription
vnumberThe value.
lonumberThe low bound.
hinumberThe high bound.

examples

local v = ST.clamp(x, 0, 1)

color(name: string, scale: number?) →

A colour from the palette as an { r, g, b } array, scaled.

argtypedescription
namestringA key of ST.PALETTE.
scalenumber?A multiplier, for making an emissive version of a base colour.

examples

local c = ST.color("vermillion", 2.5)

phaseAt(stageId: string, songTime: number) → string

Which section of the track a given song time falls in, for the bound stage.

argtypedescription
stageIdstringThe stage id.
songTimenumberSeconds into the track.

examples

local kind = ST.phaseAt("okehazama", 42.0)

Sub-parts

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backing path · game/core.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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