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module · drop-in viewer
build_dynamics
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byzero-proxy @ DESKTOP-DB3UJOJ·posted 4mo ago
What it does
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# DoomGame
Singleton game state on the `doom_game` entity: player health, ammo, death and respawn, the HUD (health/ammo status bar + crosshair via `ui.*` screens), and the per-map MIDI soundtrack driven through the `midi` plugin.
## Public fields
- `health: number` — current player health; respawns at the map start when it reaches 0.
- `ammo: number` — pistol ammo, decremented by DoomWeapon on each shot.
- `spawnX/spawnY/spawnZ: number` — the current map's player-1 start; DoomExit updates these on a map switch.
- `musicTrack: string` — the map's MUS lump name (e.g. `D_E1M1`); converted to MIDI on demand and played in play mode.
## Usage
```luau
entity(id).component.add("DoomGame", { health = 100, ammo = 50, spawnX = 52.8, spawnY = 1.0, spawnZ = -180.8 })
```
▲ 0↓ import
# [name]
One-paragraph description of what this component does and what it
attaches to. Mention any required sibling components (e.g. Model,
Transform).
## Public fields
- `exampleNumber: number` — what it controls, units, valid range.
- `exampleString: string` — what it controls.
- `exampleBool: boolean` — what it controls.
## Methods
- `:methodName(arg)` — what it does and when to call it.
## Lifecycle
- `awake()` — same-frame attach hook. What initial state this component
sets up.
- `start()` — first-frame-after-awake hook. Cross-component setup that
needs the other components on the entity to have finished `awake`.
- `update(dt)` — per-frame, play mode only. What this component does
each tick.
- `onDestroy()` — cleanup performed on detach / entity despawn.
See `man components` for the full hook list (`onEnable`, `fixedUpdate`,
`onPropertyChanged`, etc.) and the timing details.
## Usage
```luau
entity(id).component.add("[name]", { exampleNumber = 1.0 })
entity(id).component.get("[name]"):methodName("foo")
```
▲ 0↓ import
backing path · doom/build_dynamics.module
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