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asset⌬ componentcomponentprimary: init.luau·originates fromworld ce9074db-0…

Bloom

Everything the zyme LOOKS and SOUNDS like, on the scene's `bloom` anchor.

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

Bloom

Everything the zyme LOOKS and SOUNDS like, on the scene's bloom anchor.

It simulates nothing. The rules slice owns FL.state.plots; this component is a reading of it, and every visual on the hill is a function of a plot's state and its zyme level.

What it puts on the hill

ThingWhereDriven by
a froth mounda child named bloom under plot_<col>_<row>plot.state == "zyme", plot.zyme
steam + embers + a short lightover the plotthe burn event
a scorch mark that coolsa child named scorch under the plotthe burn event, until the plot leaves scorched
a swell, once, at the plotspatial one-shota plotChanged into zyme
the bubbling bedone spatial source at the ferment's weighted centrehow much ferment stands on the hill
the mass over the shrineunder shrinethe lost event

The mound is dissolved in, not scaled up. Five flattened spheres share one material, game.zyme.zyme_bloom, and the level travels to the shader in a per-instance lane. The shader draws a fragment only where the level has paid for a creep field running from the plot's downhill lip toward the uphill wall — so a rising level walks a ragged front up the plot, and the mound never pops into existence at a size. The burn runs a second field the same way, so the beam eats holes through the mass instead of shrinking it.

Fields

showZyme turns the whole slice off. frothGlow / threatGlow are the froth's emissive gain with and without the shrine under threat — this component is the authority on zyme_bloom's glow, and writes it whenever the threat moves. ambienceVolume / ambienceRange / ambienceRolloff / loudAt shape the bubbling bed: the camera sits some twenty metres up the hill from the lowest terrace, so the range has to reach well past the hill for the bed to be heard at all. burnParticles and scorchMarks each switch off one half of a burn.

Reading it back

observe() reports how much ferment stands on the hill and where — the two numbers the bed's volume and position are taken from. plotBloom(col, row) reports one plot's level, burn and world centre, or nil where that plot carries no bloom, which is the read behind "does the picture match the data".

Two names, one word

The scene's anchor and this slice's per-plot child are both called bloom — the name the spec reserves for each. A global entity.find("bloom") therefore reaches whichever comes first in the scene, so resolve the anchor by the one with no parent, and expect a mount that landed on a mound to take itself off again and say so in the log.

Interface

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

conforms to

zero/source-extract/v2

Bloom — everything the zyme LOOKS and SOUNDS like, on the `bloom` anchor. It simulates nothing. The rules slice owns `FL.state.plots`, and this component is a pure reading of it: * a plot in the `zyme` state carries a `bloom` child — a low cluster of froth on `game.zyme.zyme_bloom`, whose per-instance lanes carry the plot's own `zyme` level, so the mound creeps up the plot as the level rises instead of inflating; * a `burn` runs that level backwards through the shader's second noise field while a sheet of steam and a scatter of embers leave the soil, and leaves a scorch mark that cools over the next few seconds; * a `plotChanged` into `zyme` swells once, spatially, at that plot; * every live bloom feeds one spatial bubbling bed that stands at the weighted centre of the ferment and is as loud as there is ferment; * `lost` climbs a mass of it over the shrine. Nothing here writes FL.state, and nothing here reaches another slice's entities: the mounds hang under the scene's own `plot_<col>_<row>` transforms as a child named `bloom`, which is the name the spec reserves for this slice.

ModelLightAudio

key(col: number, row: number) → string

argtypedescription
colnumber
rownumber

frothMaterial( ) → any

scorchMaterial( ) → any

writeLanes(rec: any) → void

argtypedescription
recany

buildMound(col: number, row: number, parent: any, shape: { { number } }, plot: number, nameStem: string) → any

argtypedescription
colnumber
rownumber
parentany
shape{ { number } }
plotnumber
nameStemstring

ensureMound(col: number, row: number) → any

argtypedescription
colnumber
rownumber

dropMound(rec: any) → void

argtypedescription
recany

ensureMark(col: number, row: number) → void

argtypedescription
colnumber
rownumber

dropMark(rec: any) → void

argtypedescription
recany

ensureParticles( ) → void

Two systems serve every burn the whole run: a burn moves them to the plot and emits, rather than leasing a pair of its own.

throwBurnParticles(x: number, y: number, z: number, amount: number) → void

argtypedescription
xnumber
ynumber
znumber
amountnumber

flashAt(x: number, y: number, z: number, amount: number) → void

The plot lit from inside its own steam for a fifth of a second.

argtypedescription
xnumber
ynumber
znumber
amountnumber

ensureAudio( ) → void

swellAt(col: number, row: number) → void

argtypedescription
colnumber
rownumber

startSwallow( ) → void

endSwallow( ) → void

onPlotChanged(col: number, row: number, plot: any) → void

argtypedescription
colnumber
rownumber
plotany

onBurn(col: number, row: number, x: number, y: number, z: number) → void

argtypedescription
colnumber
rownumber
xnumber
ynumber
znumber

onShrineThreat(value: number) → void

argtypedescription
valuenumber

onLost( ) → void

onStart( ) → void

syncMounds(dt: number) → void

argtypedescription
dtnumber

syncMarks(dt: number) → void

argtypedescription
dtnumber

syncSwallow(dt: number) → void

argtypedescription
dtnumber

syncSound( ) → void

syncThreatGlow( ) → void

tick(dt: number) → void

argtypedescription
dtnumber

awake( ) → void

start( ) → void

update(dt: ?) → void

argtypedescription
dt?

editorUpdate(dt: ?) → void

argtypedescription
dt?

onDestroy( ) → void

observe( ) →

How much ferment is standing on the hill right now, and where — what the bed's volume and position are taken from. For reading the slice back without walking the scene.

plotBloom(col: number, row: number) →

The level, burn and world centre of one plot's bloom, or nil where that plot carries none. The read behind "does the picture match the data".

argtypedescription
colnumberPlot column, 1..FL.COLS.
rownumberTerrace row, 1..FL.ROWS.

Sub-parts

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25+items
▣
module · born here
❒asset
# Zyme The shape and the numbers of the ferment — what the `Bloom` component's driving is made of, kept apart from the driving so the mound's silhouette, the lane layout and the burn's timings are readable and tunable in one place. - **The lanes.** `LANE_LIFE` / `LANE_MARK` (0) and `LANE_PLOT` (1) are the per-instance channels `zyme_froth` and `zyme_scorch` index `input.shader_data` against. The writer and both shaders name the same numbers here so a lane never means two things. - **The mound.** `MOUND` is five flattened spheres in a low cluster, and `SHRINE_MASS` is the seven bigger ones that climb over the shrine on a loss. Every offset is in plot half-widths, so the cluster scales with `FL.PLOT` rather than with a metre figure written down twice. `SPREAD` under 1 leaves the plot's own edge as visible soil, which is what makes the bloom read as sitting ON a plot rather than as a plot. - **The colours** the ferment burns and dies in — the steam's hot and cold ends, the ember's. - **The timings**, in seconds: how long the beam takes to eat a mound, how long one takes to recede when it leaves for any other reason, how long the scorch mark takes to arrive, to leave, and to go cold. `seed(col, row)` is a stable 0..1 number per plot, so a mound looks the same every time it is rebuilt there and different from its neighbours. `part(...)` answers where one sphere of a cluster stands and how big it is.
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▣
module · born here
❒asset
# ZymeSound The noise the ferment makes, synthesised on the CPU with `audio.encodePcm`, so neither clip depends on a generation service being reachable. | clip | what it is | codec | |---|---|---| | `zyme_bubbles` | a 5 s bed of wet burble and popping bubbles, played spatially at the ferment's weighted centre | `pcm` | | `zyme_wellup` | a 1.1 s rising gulp for the moment the bloom takes a plot | `opus` | **The bed is seamless END TO END.** Every partial in its drone is an exact multiple of 1/5 Hz and every bubble finishes before the last frame, so the buffer loops on the `Audio` component's own `looping` field with nothing at the seam. It is written `codec = "pcm"` on purpose: an Opus clip loses its first few milliseconds on decode, which a loop hears as a click. The one-shot never loops, so Opus keeps it to nine kilobytes. A bubble is a sine whose pitch climbs exponentially under an exponential decay — the shape a bubble's resonance makes as it rises and bursts. The drone is twenty-two low partials, 1/f weighted, each breathing under its own slow tremolo. `ensure(which)` resolves a clip and bakes it the first time, so a world that arrives without the `.soundClip` assets mints them on the first load rather than running silent. The generator is fixed, so two bakes of one clip are the same bytes.
▲ 0↑ born
◐
material · born here
❒asset
# zyme_bloom The ferment, on `game.zyme.zyme_froth`. One material for every bloom on the hillside: what differs between them arrives per instance, in the two lanes the `Bloom` component writes, so thirty plots of zyme cost one pipeline binding rather than thirty. - `deep_color` / `froth_color` are the wet dark of the troughs and the pale mint of the bubble caps; `cap_scale` is how big a cap is and how often one lands. - `glow`, `rim_gain` and `glow_color` are what makes it the one cold light in a night of warm stone. **`Bloom` writes `glow` every time the shrine threat moves**, from its own `frothGlow` and `threatGlow` fields, so the value in `mat.yaml` is the resting one rather than the last word. - `edge_gain` lights the creeping front and `ember_gain` lights the hole the beam is burning, which is what makes growth and destruction legible from the camera's distance. - `bubble_scale` / `bubble_speed` / `bubble_amp` are the boil the vertex hook puts through the surface. - `creep_bias`, `edge_rough` and `edge_scale` shape the advancing front: how strongly the uphill direction resists, and how ragged the front is cut.
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◐
material · born here
❒asset
# zyme_char The scorch mark, on `game.zyme.zyme_scorch` — the stain the beam leaves where a bloom hissed off the soil. Alpha-blended, double-sided and depth-write off, so it lies over the plot as a card rather than fighting the soil for depth. `char_color` and `ash_color` are the soot in the hollows and the pale ash where the crust lifted; `ember_color` and `ember_gain` are what is still alive in the cracks, which the `Bloom` component fades out over the mark's first ten seconds. `inner`, `outer` and `ragged` are the shape: the disc falls off between `inner` and `outer` in plot half-widths, displaced by `ragged` × fbm noise, so no two marks are the same circle.
▲ 0↑ born
▣
module · born here
❒asset
# FL The shared constants, geometry and contracts of *First Light: Resown*. Every slice of the game requires this and nothing else of each other. - **Hillside geometry** — `COLS x ROWS` plots on terraces that run down the hill along +Z; `plotCenter`, `pathCenter`, `rowZ`, `groundY`, `floorAt`, `rowAtZ`, `colAtX`, `shrineCenter`. - **The day** — `PHASES`, `PHASE_LEN`, `CYCLE`, `DAWNS_TO_WIN`, `sunHeightFor(phase, t)`. - **Shared state** — `FL.state` (screen, phase, plots, seeds, score, shrine threat, sun height); the rules slice writes it, everyone reads it. - **Events** — `FL.events.on / emit / clear`, with the event names every slice agrees on listed in the source. - **The look** — `PALETTE`, and `sz(fraction)` / `isPortrait()` for UI sizes proportional to the live screen. Consumed by every component and module under `/zero/source/game/`.
▲ 0↑ born
backing path · game/zyme/Bloom.component

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