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asset⌬ componentcomponentprimary: init.luau·originates fromworld ef9119eb-c…

GouraArt

Tawpy's body as a thing on screen. Lives on the PlayerPrototype's `body` beside `Tawpy`, and hangs the bird off that entity, so the controller moves her and the art rides along.

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

GouraArt

Tawpy's body as a thing on screen. Lives on the PlayerPrototype's body beside Tawpy, and hangs the bird off that entity, so the controller moves her and the art rides along.

The bird itself is game.hero.gouraart. This component's whole job is to keep one rig alive on this entity, tell it which pose she is in, and drive its clock once a frame.

Where the pose comes from

Her state is read from the Tawpy component on this same entity when there is one, so a peer's own bird poses from its own run rather than from whoever happens to be local. The player surface answers when there is not. The eight state names the controller uses are the eight pose names the rig knows, so the mapping is the identity.

boom and flurry on the event bus each knock her out of the pose she is easing into, so the beat lands before the pose has finished arriving.

Fields

  • crownHeight — metres from her feet to the top of the crest. The rig scales to it.
  • pose — live output: the pose the rig is holding, which is what a test reads back.

Notes

  • The rig is re-derived from the world every frame: a hot reload of the art module, a component reload or an edit/play flip each leave the handle this component holds pointing at a rig nothing poses, and gouraart.owns is the question that catches it.
  • Paused in the editor she still stands there breathing, so the scene can be composed against the real bird rather than against nothing.

Interface

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

conforms to

zero/source-extract/v2

GouraArt — Tawpy's body as a thing on screen. Lives on the PlayerPrototype's body beside `Tawpy`, and hangs the bird off that entity, so the controller moves her and the art rides along. The bird itself is `game.hero.gouraart`: the meshes from `game.hero.gouramesh`, the plumage maps, the materials and the pose clock. This component's whole job is to keep one rig alive on this entity, tell it which pose she is in, and drive its clock once a frame. Her state comes from the `Tawpy` component on this same entity when there is one, so a peer's own bird poses from its own run rather than from whoever happens to be local; the `player` surface answers when there is not.

clearOldStandIn( ) → void

readState( ) → string

Her own state if this entity carries the controller, else the local run's.

ensureRig( ) → void

The rig is re-derived from the world: a hot reload or an edit/play flip can restore this component without the temporary entities it built.

awake( ) → void

update(dt: number) → void

argtypedescription
dtnumber

editorUpdate(dt: number) → void

Paused in the editor she still stands there, breathing, so the scene can be composed against the real bird rather than against nothing.

argtypedescription
dtnumber

onDestroy( ) → void

⌬ Metadata
descriptionHangs the crowned pigeon on the player's body entity and drives her pose from the controller's state, one rig per body, rebuilt across hot reloads and edit/play flips.

Sub-parts

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# fl <!-- 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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# Tawpy The goura the player is. Sits on the `GouraPlayer` PlayerPrototype's `body`, so every peer that joins the world gets one and each reads only its own controls (`entity:isLocal()`). ## What she does A crowned pigeon is heavy and a poor flier, and she moves like it. | State | What it is | |---|---| | `idle` | standing | | `walk` | a deliberate 2.2 m/s, reached and lost over about a fifth of a second | | `gather` | holding Flurry roots her and builds the charge, 0.3 → 1 over `gatherTime`; she can still swing round slowly to aim | | `flurry` | released: a hop off the floor to 0.85 m at up to 12.5 m/s, committed to the heading she launched on, veering and beating sideways as she goes | | `boom` | the answer to the flock; roots her for 1.15 s wherever she stands | | `startled` | the eagle's gaze found her; frozen for 0.9 s, charge lost | | `caught` | taken | | `roosted` | home | The **stagger** off a landing is a ninth reading and not a ninth state: `state()` reports `walk` (she is on the floor and still moving), `phase()` reports `stumble`, and for about half a second she cannot boom, gather or steer while her speed decays and her heading wobbles. That is the price of the flurry, and it is why a flurry across open floor is a gamble rather than a free sprint — 8.6 m in about 1.8 s door to door against 2.2 m/s of walking, at the cost of being unable to answer or turn for the whole of it. A **flurry into the trunks** at the lane's edge ends the flight where it hit. A **boom pressed while she is committed** (mid-flurry, mid-stagger) is remembered for 0.4 s and fires the moment she can act, so a landing on the beat still answers the flock. ## Tuning The feel numbers are the `FEEL` table at the top of `init.luau`, not public fields. A public field is serialised with the entity, so a baked scene keeps whatever default it was written against and that copy silently wins over anything changed in the component — which is exactly what happened to this one. `state`, `subState`, `power` and `speed` stay public because the camera and the art read them off the component. ## The surface `FL.provide("player", …)` — the spec's shape, plus four additive readings the art and the camera can use: | Call | | |---|---| | `position()` | `{ x, y, z }`; `y` lifts during a flurry | | `heading()` | unit `{ x, z }` on the floor | | `state()` | one of the eight above | | `phase()` | the same, plus `stumble` | | `speed()` | metres per second this frame | | `power()` | gathered charge, 0..1 | | `airborne()` | feet off the floor | | `stumbling()` | staggering off a landing | | `entity()` | her entity | | `startle()` | the gaze found her | | `catch()` | the eagle took her; emits `caught` | | `reset()` | back to the lane start for a new run | ## Events emitted `boom`, `flurry` (`{ position, power }`), `step` (every 0.62 m of walking), `roost`, `caught`. ## Controls `goura.inputMap` beside this file — move, flurry, boom, pause, each bound on keyboard+mouse, gamepad and touch. The pause control toggles `playing ⇄ paused` from the same press on every device.
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# gouraart Tawpy as a thing on screen: the meshes, the plumage maps, the materials, the entity tree, and the pose clock that moves it. `game.hero.gouramesh` says what shape every part is; this module uploads those shapes, paints the slate mantle, the maroon breast shield, the white-tipped lace crest and the pale wing bar against their UVs, hangs the parts from `gouramesh.ANCHOR`, and poses the result. Everything it spawns is temporary and unsynced. A rig is a picture of a body entity, rebuilt wherever that body exists, never saved into a scene. ## Exports - `M.ensure()` — builds every mesh and the ten runtime materials. Idempotent; the first call costs a few tens of milliseconds and the rest are free. - `M.make(body, opts?) -> rig` — dresses one body entity and hands back the rig. `opts.scale` is her height to the crest tips in metres, `opts.seed` fixes the phase of her breathing. Called again for a body that already carries a rig, it returns the rig it already has. - `M.setPose(rig, name)` — ask for one of `idle`, `walk`, `gather`, `flurry`, `boom`, `startled`, `caught`, `roosted` (`M.POSE_NAMES`). Unknown names hold whatever she had. - `M.punch(rig, amount)` — a knock that decays over a beat: the pulse on a boom, the pop of a launch. - `M.tick(dt)` — poses every live rig. Safe to call more than once a frame; the second call in the same frame does nothing. - `M.owns(rig)` — whether THIS load of the module still holds the rig. A hot reload empties the rig list, so a rig made under the previous load is an orphan nothing poses any more; a component asks this before trusting the handle it holds. - `M.dispose(rig)`, `M.clear()`, `M.count()`, `M.report()`, `M.meshes()`. ## The poses Each names a target set — lean, crouch, puff, stretch, roll, neck and head pitch, head thrust, crest flare, wing spread and pitch, tail pitch and fan, leg pitch, tremble — which the tick approaches exponentially, so a pose change reads as a move rather than a cut. On top of the target sit the beats: - **walk** — the cadence follows her ground speed, and the head-bob is the real one: the head holds still in the world while the body carries under it, then darts forward to catch up. - **gather** — a crouch with a tremble that grows with how long she has held it. - **flurry** — wings hammering at speed, the whole bird rolling on two beats at once, legs trailing. She flies badly and it shows. - **boom** — the chest pulses on the beat of the call, crest at full flare, head drawn back and down. - **startled** — frozen tall, crest flattened, a fine shake that decays. - **caught** — rolled onto her side, the flail settling out over a beat. - **idle** / **roosted** — a slow breath, and in idle a look about her every few seconds, being a giddy bird. ## Painting Each map is written against the part's own UVs, measured from the engine rather than from the sweep's maths: on a lens or a lathe `u = 0` is the surface facing her front, `0.25` her left flank, `0.5` her back and `0.75` her right flank, and `v` runs from the low end of the sweep to the high end. On a ribbon `u` is only the two edges and `v` runs base to tip, which is what carries the crest's white tip and the tail's terminal band. ## Notes - The materials are runtime GPU materials (`renderer.material.create`) rather than `.material` assets: every colour and every painted map is code in this file, so the bird is one artefact and there is nothing to keep in step with it. `renderer.material.create` takes its values under `properties` and `textures` — a `colors` or `floats` block is accepted and dropped. - If a map fails to paint, every material renders its own base colour and the bird is flat rather than absent.
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backing path · game/hero/GouraArt.component

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