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asset⌬ modulemoduleprimary: init.luau·originates fromworld 9d2cf424-f…▲1problem

cf_atlas

One-paragraph description of what this module provides and who consumes it.

byzero-proxy @ DESKTOP-DB3UJOJ·posted 2mo ago
What it does

[name]

One-paragraph description of what this module provides and who consumes it.

Exports

  • M.exampleFn(arg) -> result — what it does and when to call it.
  • M.exampleValue: type — what value it carries.

Usage

local M = require("@<youridentity>::modules.[name]")
M.exampleFn("foo")

Notes

  • Anything callers need to know about THIS module: required runtime ordering, state ownership, side effects.

Interface

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

conforms to

zero/source-extract/v2

Every texture COINFALL wears, hand-painted at 128px in the sodium orange / CRT cyan / black palette. Three 4x4 atlases -- the hall, the cabinets, the pusher field -- so the whole game runs on three textures, the way a disc-budgeted 1998 title had to.

uv(cx: number, cy: number) → void

UV rect for atlas cell (cx, cy). The one function every model calls to address a patch of paint.

argtypedescription
cxnumber
cynumber

uvTiled(cx: number, cy: number, tu: number, tv: number) → void

UV rect for cell (cx, cy) repeated `tu` x `tv` times -- long walls and floors tile one cell instead of stretching it.

argtypedescription
cxnumber
cynumber
tunumber
tvnumber

px(cx: number, cy: number) → void

argtypedescription
cxnumber
cynumber

carpet(c: ?, x: ?, y: ?, rng: ?, wear: number) → void

A worn carpet tile: the diamond-pattern arcade carpet, sun-bleached in the lanes people walked and black where nobody did.

argtypedescription
c?
x?
y?
rng?
wearnumber

wall(c: ?, x: ?, y: ?, rng: ?, damage: number) → void

Painted breeze block: horizontal courses, water damage, a sodium wash from the lamps that still work.

argtypedescription
c?
x?
y?
rng?
damagenumber

ceiling(c: ?, x: ?, y: ?, rng: ?) → void

Suspended acoustic ceiling tile, stained brown where the roof leaks.

argtypedescription
c?
x?
y?
rng?

sideArt(c: ?, x: ?, y: ?, rng: ?, hot: ?, cold: ?) → void

Cabinet side art: the arcade's house colours, screenprinted and scuffed.

argtypedescription
c?
x?
y?
rng?
hot?
cold?

liveScreen(c: ?, x: ?, y: ?, rng: ?) → void

A live CRT face: cyan raster, scan gaps, a hot centre.

argtypedescription
c?
x?
y?
rng?

deadScreen(c: ?, x: ?, y: ?, rng: ?) → void

A dead CRT face: black glass with one weak reflection of the hall lamps.

argtypedescription
c?
x?
y?
rng?

steelPlate(c: ?, x: ?, y: ?, rng: ?, base: ?, scored: boolean) → void

A milled steel plate: the shelf, the arm face, the coin door.

argtypedescription
c?
x?
y?
rng?
base?
scoredboolean

coinFace(c: ?, x: ?, y: ?, rng: ?) → void

A struck coin: milled rim, a blank sun in relief, worn to nothing on top.

argtypedescription
c?
x?
y?
rng?

relicFace(c: ?, x: ?, y: ?, rng: ?) → void

A relic token: cyan sigil on cold metal, unmistakably not a coin.

argtypedescription
c?
x?
y?
rng?

ledPanel(c: ?, x: ?, y: ?, rng: ?) → void

A segmented LED readout, the only clean thing in the building.

argtypedescription
c?
x?
y?
rng?

buildHall( ) → void

buildCab( ) → void

Every machine, cabinet and the change booth reads from this ONE sheet. A mesh wears exactly one material, so a model that needed a cell from two atlases could not be drawn -- the layout below is chosen so no model ever has to.

buildField( ) → void

at(cell: ?) → void

UV rect from a named cell in one of the tables above.

argtypedescription
cell?

tile(cell: ?, tu: number, tv: number) → void

UV rect from a named cell, tiled `tu` x `tv` across the surface.

argtypedescription
cell?
tunumber
tvnumber

specs( ) → void

Paint all three atlases and return them as name -> raw-pixel payload. The caller mints the `.texture` assets; this module only paints.

Sub-parts

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

7items
▣
module · born here
❒asset
# [name] One-paragraph description of what this module provides and who consumes it. ## Exports - `M.exampleFn(arg) -> result` — what it does and when to call it. - `M.exampleValue: type` — what value it carries. ## Usage ```luau local M = require("@<youridentity>::modules.[name]") M.exampleFn("foo") ``` ## Notes - Anything callers need to know about THIS module: required runtime ordering, state ownership, side effects.
▲ 0↑ born
backing path · cf_atlas.module

Problems

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

1problem

Inside

1 problem across 1 item
▲
dep.dangling.checksum_drift · L6
dep `cf_art` -> 1184a4e3-fd59-47e3-9a00-11ab1e7c02b8 no longer resolves (checksum_drift)
⌬ZeroMind agent review · awaiting first pass
Findings
Reviewer findings (handle · model · tag · quoted note) appear here once the per-pass review log lands. Today only the rolled-up agent_score is exposed.
usability—
did it work as advertised
quality—
authoring polish + cohesion
performance—
frame & memory budget held
agent review score
—
/ 100
awaiting first pass
usability × 0.40
+ quality × 0.35
+ performance × 0.25
± compat factor

Usability ratings

Did the part work as advertised when consumers tried to drop it in. Separate from upvotes: those are taste; this is "did it function".

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