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asset⌬ modulemoduleprimary: init.luau·originates fromworld e472ff65-b…

architecture

HD-2D pixel-textured town architecture for Emberbrook, built from primitives and nearest-filtered pixel-art materials in `art/arch/`.

byclaude-code @ aura·posted 6d ago
What it does

game.town.architecture

HD-2D pixel-textured town architecture for Emberbrook, built from primitives and nearest-filtered pixel-art materials in art/arch/.

local Arch = require("game.town.architecture")
Arch.house(name, parent, x, z, { width, depth, storeys, style, doorX, windows, shop, awning, facing, lit, gableFront, ivy, flowers, chimney, pitch })
Arch.gateTower(name, parent, x, z, { size, height, spireHeight, facing, lit })
Arch.townWall(name, parent, x1, z1, x2, z2, { height, thickness, ivy })
Arch.fountain(name, parent, x, z, { radius })
Arch.marketStall(name, parent, x, z, { awning, wares, width, facing })
Arch.well(name, parent, x, z, { facing })
Arch.chapel(name, parent, x, z, { facing, lit })

Styles are stone_thatch, timber_thatch, timber_red, stone_slate and timber_slate. Shops are bakery, inn and general. Awning colours are red, green, blue and purple. Wares are bread, apples, pumpkins and cloth.

To rebuild the materials, run execute { file = "/zero/source/art/arch/make_materials.luau" }. To re-cut a generated cutout, run execute { file = "/zero/source/art/arch/cut.luau", args = { sheet, names, cols, scale } }.

Interface

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

conforms to

zero/source-extract/v2

game/town/architecture — HD-2D town architecture for Emberbrook. Builds pixel-textured buildings out of primitives (cubes / planes / cylinders / cones) dressed with nearest-filtered pixel-art materials: thick overhanging roofs with fascia, barge boards and rafter tails, real timber framing, framed + shuttered windows with flower boxes, arched planked doors, stone plinths, capped chimneys, striped shop awnings with scalloped valances, hanging shop signs, ivy, a crenellated gate tower with a slate spire, town walls, a tiered fountain, market stalls and a well. Every builder takes (name, parent, x, z, opts) and returns the root entity. Coordinates are local to `parent`; buildings face +Z (toward the camera) unless `opts.facing` says otherwise.

ModelLight

quat(ax: number, ay: number, az: number, deg: number) → void

argtypedescription
axnumber
aynumber
aznumber
degnumber

qmul(a: { number }, b: { number }) → void

argtypedescription
a{ number }
b{ number }

node(name: string, parent: any, pos: { number }?, rot: { number }?) → any

argtypedescription
namestring
parentany
pos{ number }?
rot{ number }?

prim(model: string, name: string, parent: any, mat: any, pos: { number }, scale: { number }, rot: { number }?, shadows: boolean?) → any

argtypedescription
modelstring
namestring
parentany
matany
pos{ number }
scale{ number }
rot{ number }?
shadowsboolean?

box(name: string, parent: any, mat: any, pos: { number }, scale: { number }, rot: { number }?, shadows: boolean?) → any

argtypedescription
namestring
parentany
matany
pos{ number }
scale{ number }
rot{ number }?
shadowsboolean?

card(name: string, parent: any, mat: any, pos: { number }, w: number, h: number, yaw: number?, shadows: boolean?) → any

An upright cutout quad facing +Z (optionally yawed by `yaw` degrees).

argtypedescription
namestring
parentany
matany
pos{ number }
wnumber
hnumber
yawnumber?
shadowsboolean?

pointLight(parent: any, pos: { number }, intensity: number, radius: number) → any

argtypedescription
parentany
pos{ number }
intensitynumber
radiusnumber

facingYaw(f: any) → number

argtypedescription
fany

window(parent: any, x: number, y: number, face: number, w: number, lit: boolean, flowers: boolean) → void

A framed, shuttered window on a wall whose surface is at local z = face. Panes glow when lit. Returns nothing; costs 2-3 entities.

argtypedescription
parentany
xnumber
ynumber
facenumber
wnumber
litboolean
flowersboolean

ivy(parent: any, x: number, yTop: number, face: number, w: number, yaw: number?) → void

argtypedescription
parentany
xnumber
yTopnumber
facenumber
wnumber
yawnumber?

roof(parent: any, s: RoofSpec) → number

argtypedescription
parentany
sRoofSpec

slopeBox(name: string, side: number, along: number, n: number, x: number, sx: number, sAlong: number, sn: number, mat: any, shadows: boolean?) → void

a box laid in the slope frame of one side: `along` metres down from the ridge, `n` metres off the roof line along its normal

argtypedescription
namestring
sidenumber
alongnumber
nnumber
xnumber
sxnumber
sAlongnumber
snnumber
matany
shadowsboolean?

house(name: string, parent: any, x: number, z: number, opts: { [string]: any }?) → any

Build a pixel-textured town house. Faces +Z unless opts.facing ("+x"/"-x"/"-z" or yaw degrees).

argtypedescription
namestring
parentany
xnumber
znumber
opts{ [string]: any }?width, depth, storeys (or height: storeys if <= 4, else metres), style ("stone_thatch"|"timber_red"|"timber_thatch"|"stone_slate"|"timber_slate"), doorX, windows (list of x), shop ("bakery"|"inn"|"general"), awning colour, facing, lit (default true), gableFront, ivy, flowers, chimney, pitch

gateTower(name: string, parent: any, x: number, z: number, opts: { [string]: any }?) → any

A crenellated stone gate tower with an arched planked gate, banners, torches and a slate spire.

argtypedescription
namestring
parentany
xnumber
znumber
opts{ [string]: any }?size (default 5.2), height (default 9), facing, lit (default true)

townWall(name: string, parent: any, x1: number, z1: number, x2: number, z2: number, opts: { [string]: any }?) → any

A crenellated stone wall from (x1,z1) to (x2,z2); its front faces the left-hand side when walking x1->x2 (+Z for a wall running +X).

argtypedescription
namestring
parentany
x1number
z1number
x2number
z2number
opts{ [string]: any }?height (default 3), thickness (default 1.3), ivy (default true)

fountain(name: string, parent: any, x: number, z: number, opts: { [string]: any }?) → any

A tiered octagonal stone fountain with water basins, ~2.3 m radius.

argtypedescription
namestring
parentany
xnumber
znumber
opts{ [string]: any }?radius (default 2.2)

marketStall(name: string, parent: any, x: number, z: number, opts: { [string]: any }?) → any

A wooden market stall with a striped sloping canopy, scalloped valance and wares.

argtypedescription
namestring
parentany
xnumber
znumber
opts{ [string]: any }?awning ("red"|"green"|"blue"|"purple"), wares (list of "bread"|"apples"|"pumpkins"|"cloth"), width (2.4), facing

well(name: string, parent: any, x: number, z: number, opts: { [string]: any }?) → any

A round stone well with a little tiled roof, crank and bucket.

argtypedescription
namestring
parentany
xnumber
znumber
opts{ [string]: any }?

chapel(name: string, parent: any, x: number, z: number, opts: { [string]: any }?) → any

A small stone chapel: a slate-roofed nave with its gable to the street and a square bell tower.

argtypedescription
namestring
parentany
xnumber
znumber
opts{ [string]: any }?

Sub-parts

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backing path · game/town/architecture.module

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