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Flock

The murder that sleeps on the roost, stirs at first light, and takes wing at the end.

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

Flock

The murder that sleeps on the roost, stirs at first light, and takes wing at the end.

Eleven birds standing on the roost ledge of CF.layout, built from primitives under ONE temporary root (stage_gen) so the scene file never carries them. They are the thing the camera turns to at first light and the thing that lifts on the win, so they only need to read as a murder at roost distance — the hero crow is the crow slice's, and this is deliberately smaller work.

local Flock = require("game.stage.Flock")
Flock.ensure(stageEntity)   -- once, when the stage wakes; sweeps the old root first
Flock.tick(dt)              -- every frame
Flock.stir()                -- first light: heads up, wings flick, a shuffle
Flock.lift()                -- they go, on a stagger, wings beating
Flock.settle()              -- back to sleep, for a restart
Flock.state()               -- { mode, count, flying, topY, clock }
Flock.teardown()

Each bird is a body, a head, a beak, a tail and two wings, wearing game.stage.stageRoostCrow — black with a metallic sheen so a distant bird still catches the moon. They are spread across two thirds of the roost ledge and scaled up a third, which is what keeps the whole murder inside a PORTRAIT frame while each bird still reads as a bird.

Flock.state() is the data behind the picture: flying counts the birds off the ledge and topY how high the highest has got, which is how a capture of the win is checked rather than believed.

Owned by the staging slice. Design: /zero/source/design/spec.md.

Interface

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

conforms to

zero/source-extract/v2

Flock — the murder that sleeps on the roost, stirs at first light, and takes wing at the end. Eleven birds standing on the roost ledge of CF.layout, built from primitives under ONE temporary root so the scene file never carries them. They are the thing the camera turns to at first light and the thing that lifts on the win, so they only ever need to read as a murder at roost distance — the hero crow is the crow slice's. local Flock = require("game.stage.Flock") Flock.ensure(stageEntity) -- once, when the stage wakes Flock.tick(dt) -- every frame Flock.stir() -- first light: heads up, wings flick Flock.lift() -- they go Flock.settle() -- back to sleep, for a restart Owned by the staging slice. See /zero/source/design/spec.md.

Model

rnd(seed: number) → number

argtypedescription
seednumber

part(name: ?, parent: ?, model: ?, pos: ?, scale: ?) → void

argtypedescription
name?
parent?
model?
pos?
scale?

roostLedge( ) → void

Read the layout live: `game.CF` is another slice's file and every edit of it hands back a new module table, so a cliff cached at load time is a cliff that has since moved.

buildBird(i: number, parent: ?) → void

argtypedescription
inumber
parent?

alive( ) → boolean

sweep(parent: ?) → void

argtypedescription
parent?

ensure(parent: ?) → void

argtypedescription
parent?

built( ) → boolean

stir( ) → void

lift( ) → void

settle( ) → void

mode( ) → string

state( ) → void

setWings(b: ?, roll: number, tuck: number) → void

argtypedescription
b?
rollnumber
tucknumber

tick(dt: number) → void

argtypedescription
dtnumber

teardown( ) → void

Sub-parts

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

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# CF The blackboard of *First Light: Crowfeet*. One module every part of the game requires: ```luau local CF = require("game.CF") ``` ## What is in it | | | |---|---| | `CF.RULES` | every number the game is tuned by | | `CF.PALETTE` | the colours everything composes to | | `CF.FILMED` | the shape the run films at (1080x1440) | | `CF.layout` | the cliff: `ledges`, `food`, `summitY`, `top`, `halfWidth`, `apex` | | `CF.state` | what is true right now | | `CF.landing` / `CF.grabbable` | the two ledging tests | | `CF.on` / `CF.off` / `CF.emit` | the event bus | | `CF.setPhase` / `CF.reset` / `CF.say` / `CF.progress` / `CF.sz` | | | `CF.camera` | filled in by the camera: `panTo` `zoomTo` `release` `kick` | ## The cliff `CF.layout.ledges` is 28 shelves from the strand at y 0 to the roost at `summitY`, each `{ id, x, y, w, kind, fallen }` with `kind` one of `strand` `rock` `crumble` `roost`. A shelf's TOP is at `y` and it spans `x ± w/2`. `CF.layout.food` is `{ id, ledge, kind, x, y, eaten }` with `kind` one of `grub` `limpet` `crowfoot`. It is built deterministically, so every peer and every slice sees the same cliff. Two numbers shape it. `CF.layout.apex` is how high one hop rises. Every SHORT gap is under it and is landed on; every TALL gap is over it, so the only way up is to catch the lip. And the shelf above a crumble shelf is placed back over the shelf below it, so a crumble that has given way never seals the climb. ## The two ledging tests - `CF.landing(x, yFrom, yTo)` — the shelf whose top the crow's feet crossed going down this frame, highest first. Returns nil, or the ledge. - `CF.grabbable(x, feetY, facing)` — the shelf whose near lip is within reach of an airborne crow's crown, in the direction it is facing. Returns nil, or the ledge and the x of that lip. Both ignore a shelf whose `fallen` is set. ## The state `phase` (`title` `opening` `climb` `won` `lost`) · `hunger` · `dawn` 0..1 · `time` · `crow { x, y, vx, vy, facing, grounded, hanging, ledge }` · `altitude` · `eaten` · `hops` · `crumbled` · `lostReason` (`starved` `sea` `late`) · `paused`. The climb slice writes it; everyone else reads it. `CF.reset()` puts a round back — the state, the food and the fallen shelves — and `restart` is answered here, so a round can always be put back. ## The events `start` `restart` `reset` `phase` `pause` · `hop` `land` `grab` `pullup` `drop` `peck` `eat` `tooWeak` `crumble` `crumbled` `fall` · `hungerLow` `firstLight` · `line` `ui`. `crumble` fires when the crow's weight first lands on a crumble shelf, and it has `RULES.crumbleDelay` left to stand. `crumbled` fires when it goes. ## Laying out for any screen `CF.sz(fraction)` is a fraction of the SHORTER screen edge, read live from `ui.screenSize()`, so one number lays out the same on a phone held either way and on a television.
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backing path · game/stage/Flock.module

Problems

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