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asset⌬ componentcomponentprimary: init.luau·originates fromworld fd4f2c09-2…

Crane

The timber gantry the courses come in on.

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

Crane

The timber gantry the courses come in on.

Two legs stand together on one side of the tower — off the estuary axis, so the camera never has to look at the tower through them — and grow a bay at a time out of the fog as the tower rises. A spar ties their heads; a jib is cantilevered from it across the tower on a pair of rope stays, with a stone counterweight at its tail. A traveller rides along the jib and a sheave rides across the traveller, so the hook can stand over any point of the lozenge — which is what the swing needs, since the courses come in along U on one course and along V on the next.

It drives itself from Core.state (swing, topY, course, phase), so nothing has to call it. Blocks.spawnCrane():setHang(cu, cv, y) and :swingTo(axis, t) override the hook for about half a second at a time; :release() hands it back at once.

Attached by game.blocks.Blocks; nothing else adds it.

Interface

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

conforms to

zero/source-extract/v2

Crane — the timber gantry the courses come in on. Two legs stand together on ONE side of the tower — off the estuary axis, so the camera never has to look at the tower through them — and grow a bay at a time out of the fog. A spar ties their heads; a jib is cantilevered from it across the tower on a pair of rope stays, with a stone counterweight at its tail. A traveller rides along the jib and a sheave rides across the traveller, so the hook can stand over any point of the lozenge — which is what the swing needs, since the courses come in along U on one course and along V on the next. It drives itself from `Core.state` (`swing`, `topY`, `course`, `phase`), so nothing has to call it; `Blocks.spawnCrane():setHang(cu, cv, y)` overrides the hook's position for a caller that wants to place it exactly. Owned by the masonry & bell slice.

Model

legBayMesh( ) → void

meshOnce(key: string, build: () → void

argtypedescription
keystring
build(

piece(name: string, mesh: any, material: any) → any

Reuse the piece already standing under this crane before making one. A hot reload starts the behaviour again with an empty `parts`, and without this it would build a second gantry and leave the first at the origin.

argtypedescription
namestring
meshany
materialany

aim(e: any, dx: number, dy: number, dz: number) → void

The quaternion carrying a piece's own +Y onto a world direction.

argtypedescription
eany
dxnumber
dynumber
dznumber

build( ) → void

hangPoint( ) → void

awake( ) → void

setHang(cu: number, cv: number, y: number?) → void

argtypedescription
cunumber
cvnumber
ynumber?

swingTo(axis: string, t: number) → void

argtypedescription
axisstring
tnumber

release( ) → void

onDestroy( ) → void

editorUpdate(dt: ?) → void

The gantry has to stand where the state says even when the world is posed rather than played, or an editor session opens on a crane collapsed to the origin. Everything this advances is cosmetic (the rope's sway, the timeout on a caller's manual hook), so the edit-mode frame where both hooks fire costs nothing.

argtypedescription
dt?

update(dt: ?) → void

argtypedescription
dt?
⌬ Metadata
descriptionThe timber gantry the courses come in on: legs that grow out of the fog, a jib, a traveller and the hook.

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15+items
▣
module · born here
❒asset
# Geo The mesh builders behind the masonry, the bell and the crane. Each returns raw geometry in the shape `renderer.mesh.create` takes — positions, normals, uvs, colors, indices — so a caller can cache it, merge it or upload it. ```lua local Geo = require("game.blocks.Geo") Geo.chamferedPrism(a, b, h, chamfer) -- a course of the tower Geo.revolve(profile, segments) -- the bell, the clapper, the sheave, a shaft Geo.box(sx, sy, sz, "x"|"y"|"z") -- a sawn timber, grain along the named axis Geo.cylinder(radius, height, segs) -- a rope or a pin Geo.mergeInto(dst, src, pos, euler) -- several pieces into one mesh ``` Two conventions the shaders in this folder read back: - uv — for a face of a stone, `(signed metres along the face from its own centre, metres up from the bottom of the course)` for a cap, `(u, v)` in the lozenge basis, in metres for a turned or sawn piece, `(across the piece 0..1, along it in metres)`. - color — `r` face kind (0 side, 0.5 chamfered arris, 1 cap), `g` a per-face random, `b` the face's own length in metres divided by 8, `a` 1. `BELL_PROFILE`, `CLAPPER_PROFILE` and `SHEAVE_PROFILE` are the polylines the revolve turns. A profile walked up the outside, over the crown and back down the inside gives a hollow shell whose normals turn over with it, which is how the bell gets a mouth you can see up into.
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▣
module · born here
❒asset
# Blocks The lozenged masonry of First Light: Betocsin, and the two hero pieces beside it — the tocsin and the crane that brings the courses in. ```lua local Blocks = require("game.blocks.Blocks") local e = Blocks.spawnSlab({ course = 1, a = 2.4, b = 2.4, cu = 0, cv = 0, tone = 1 }) Blocks.reshape(e, a, b, cu, cv, course) -- after a trim, the same entity Blocks.markPerfect(course, true) -- a gilt line along that course's arris local off = Blocks.spawnOffcut(spec) -- the overhang, thrown off the tower Blocks.spawnPlinth(parent) -- the ruined stump the tower stands on ``` Every course is a parallelogram prism cut to the lozenge `game.core` defines — edges `a` along `Core.U` and `b` along `Core.V`, `COURSE_HEIGHT` tall — with a chamfered arris top and bottom, which is what makes one course read as its own stone. `tone` is 1 or 2: the alternating tinctures of the lozengy field. Sizes are quantised to a centimetre so a tower's worth of trims shares a handful of meshes. ## The hero pieces They stand themselves up the first time a course is seated and drive themselves from `Core.state`, so nothing has to call them: ```lua local crane = Blocks.spawnCrane(parent) -- a handle, not an entity crane:setHang(cu, cv, y) -- put the hook exactly here for a moment crane:swingTo("u", t) -- ... or on the swing axis crane:release() -- back to following Core.state.swing Blocks.spawnBell(parent) -- the bell, its frame and its clapper Blocks.hoistBell(t) -- 0 fallen on the plinth, 1 hung on the last course Blocks.ringBell(quality) -- swing it; the clapper lags behind Blocks.setBellGlint(dawn) -- how hard first light is on the bronze ``` `setHang` and `swingTo` are momentary: stop calling them and the crane hands itself back to `Core.state.swing` after about half a second. ## What it is made of - `game.blocks.Geo` — the mesh builders (the chamfered prism, the revolve, the sawn box, and the merge that makes a whole timber bay one mesh). - `stonecut.shader` + `masonry.material` — the masonry, one material for the whole tower with the tincture per instance. - `bellbronze.shader` + `bell_bronze.material` — the cast bronze. - `hewn.shader` + `crane_timber` / `crane_rope` / `crane_iron` — the gantry. - `game.blocks.Crane`, `game.blocks.Tocsin`, `game.blocks.Offcut` — the three behaviours those pieces carry.
▲ 0↑ born
▣
module · born here
❒asset
# core 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 Replace `<identity>` with the string `asset.create` returned — this module's source path with `/` written as `.` and each segment's type suffix dropped, the way a module at `/source/lib/thing.module` is `lib.thing` and one at `/source/kit.package/thing.module` is `kit.thing`. ```luau local M = require("<identity>") M.exampleFn("foo") ``` ## Notes - Anything callers need to know about THIS module: required runtime ordering, state ownership, side effects.
▲ 0↑ born
backing path · game/blocks/Crane.component

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