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asset⌬ modulemoduleprimary: init.luau·originates fromworld c9094e78-b…

ClimbRules

The simulation behind WICK, driven by seconds.

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

ClimbRules

The simulation behind WICK, driven by seconds.

game.Climb is the mount; everything the game actually does is here — the cling, the slide, the kick, the grip, the sea, the hazards, the verdict — behind four calls that take nothing but numbers and strings.

local Rules = require("game.ClimbRules")

Rules.press()            -- the button went down
Rules.setHeld(true)      -- and is being held, this frame
Rules.uiAction("start")  -- a card asked for something
Rules.introDone()        -- the staging slice released the opening
Rules.tick(1 / 60)       -- one frame of the game

It writes Core.state and nothing else. It reads the course from game.Shaft.

Why it is not in the component

A whole 120 m climb is a loop over tick(1/60) with a press() on a steady beat, so the arc, the difficulty curve and the sea can be measured over the real course in one pass — in any mode, without the renderer, a device or a frame budget. That is how the tuning below was found, and it is how it should be re-checked after any change to Shaft:

Core.state.phase = "title"
Rules.uiAction("start"); Rules.introDone()
local t, nextTap = 0, 0
while Core.state.phase == "climb" or t == 0 do
    if t >= nextTap then Rules.press(); nextTap = t + 0.1 end
    Rules.tick(1 / 60)
    t += 1 / 60
end
-- Core.state.phase is "won" or "lost"; Core.state.elapsed is the round

The arc

A kick crosses the 5.3 m between two plumb faces in 1.15 s, tops out about 3.5 m above the launch, and catches the far wall 1.8 m higher than it left. A steady tap climbs a little over 1 m/s, so the 116 m from the start to the lamp takes a clean run a shade over 90 seconds. Where the granite leans inward the crossing shortens and the same kick lands higher; where it bulges out the kick has to stretch and barely gains.

Measured over the real course, tap by tap:

Seconds between tapsRound
0.05won, 110.7 s
0.08won, 92.6 s
0.10won, 96.9 s
0.15won, 100.4 s
0.20won, 123.5 s
0.30won, 120.4 s
0.45lost, drowned at 109 m after 145.5 s
neverlost, drowned after 7.3 s

The sea

It homes on a gap rather than rising at a flat rate: a floor it always climbs at, plus more the further behind it falls, up to a cap. So it sits a handful of metres under a climber who keeps moving — in frame, and one bad landing away — and it takes a climber who stops. At Core.SEA.surgeAt the floor rises and the gap it is content with closes.

What can go wrong on the wall

A windowNo granite to catch. A paw within lipReach of the sill or the head catches that instead; otherwise the cat drops through the opening until the wall resumes. fall, then land.
A spike, a live wire, a chainKnocked off: claws out, grip gone, scrabbling down the face for knockSeconds before it catches a couple of metres lower. hazard, then land. A chain caught in mid-air throws the cat across the shaft, tumbling rather than dropping.
Crumbling plasterIt holds the landing for plasterGrace, then comes away once. That patch is bare for the rest of the run.

A hazard never kills, and no hazard takes the same cat twice in a run — a climber knocked off a face falls back into the stretch that hit it, and a hazard that could hit it again there is a stretch of shaft a steady rhythm never passes. The sea is the only thing that kills.

Interface

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

conforms to

zero/source-extract/v2

strict

clearTransients( ) → void

land(wall: number) → void

The climber

argtypedescription
wallnumber

beginWindowFall(side: number) → void

The catch was missed: there is no granite here, only the opening, and no lip within reach. The cat drops through the recess until the wall resumes.

argtypedescription
sidenumber

tryCatch(side: number) → void

Arriving at a wall. Granite catches. An opening catches only by its sill or its head, and only if a paw is within reach of one — so a cat that just clears the top of a window scrambles onto the head of it instead of dropping the whole height of the opening, which is what a climber would do and what keeps a steady rhythm out of a window it could never get past.

argtypedescription
sidenumber

kick( ) → void

knockOffWall(h: Shaft.Hazard, side: number) → void

Knocked off the face it was holding: claws out, grip gone, scrabbling down the granite for a moment before it catches again a couple of metres lower. The hazard is marked struck, so it does not take the same cat twice.

argtypedescription
hShaft.Hazard
sidenumber

knockOffAir(h: Shaft.Hazard, awayX: number) → void

Caught mid-shaft by a swinging chain: thrown clear of it and dropped.

argtypedescription
hShaft.Hazard
awayXnumber

stepClimber(dt: number) → void

argtypedescription
dtnumber

stepHazards(dt: number) → void

The hazards

argtypedescription
dtnumber

stepSea(dt: number) → void

The sea, the milestones, the verdict

argtypedescription
dtnumber

stepVerdict( ) → void

beginClimb( ) → void

The four calls the mount makes

startRun( ) → void

press( ) → void

The button went down. With no card up it is the whole interface: it starts a run from the title, starts the next one from the won and lost screens, and kicks in between. A press in mid-air is silent — the game does not punish the press.

setHeld(on: boolean) → void

The button's held state, every frame. Held on a wall, the claws go in — but only once the grip has come back far enough to be worth digging in with, so a spent grip recharges visibly instead of chattering in and out every frame.

argtypedescription
onboolean

uiAction(action: string) → void

What a card asked for. The only writer of `Core.state.phase` is behind this.

argtypedescription
actionstring

introDone( ) → void

The staging slice has finished the opening.

tick(dt: number) → void

One frame of the game.

argtypedescription
dtnumber

Sub-parts

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

8items
▣
module · born here
❒asset
# Shaft The authored course of WICK, as data: where the granite is, where it is open, what is on it, and which way it leans. `game.Climb` simulates against these records and the lighthouse dressing is built from the same ones, so what punishes the player and what the player can see are the same thing by construction. Nothing here mutates the blackboard. ```luau local Shaft = require("game.Shaft") local course = Shaft.segments() ``` ## What `segments()` returns | Field | What it holds | |---|---| | `version` | The course revision. Bump it when the shape changes. | | `walls` | Solid spans: `{ id, side, y0, y1, x0, x1 }`. `x0` / `x1` are the inner-face distance from the shaft axis at each end, so a leaning span is built leaning. | | `windows` | Openings: `{ id, side, y0, y1 }`. No granite here — a kick into one catches nothing. | | `hazards` | `{ id, kind, side, y0, y1, y, amplitude?, period?, duty?, phase?, reach? }`. | | `leans` | `{ side, y0, y1, delta }` — where the face is not plumb. | | `lamp` | `{ y }` — the lamp-room floor. | | `bounds` | `{ y0, y1 }` — the lowest and highest height worth dressing. | `side` is `-1` for the left wall and `1` for the right. A chain carries `side = 0`: it hangs in the middle of the shaft. ## Hazard kinds | `kind` | What it does | |---|---| | `spike` | Rusted iron. Always live. | | `wire` | Sparking wire, live on a duty cycle — read `Shaft.hazardLive(h)` every frame and drive the spark from it. | | `plaster` | Holds a landing for a moment, then comes away once. `Shaft.isConsumed(h.id)` afterwards; that patch is bare for the rest of the run. | | `chain` | Swings across the shaft at one height. `Shaft.hazardX(h)` is where it is right now. | ## Queries | Call | Answers | |---|---| | `Shaft.faceX(side, y)` | The inner face of that wall at that height, in metres from the axis. | | `Shaft.clingX(side, y)` | Where the cat's centre sits clinging there. | | `Shaft.hasWall(side, y)` | Is there granite to catch? | | `Shaft.windowAt(side, y)` | The opening at that height, if any. | | `Shaft.hazardAt(side, y)` | The wall hazard standing there, live or not. | | `Shaft.hazardsBetween(y0, y1)` | Everything overlapping a height range — what a dresser asks for when it only builds what the camera can see. | | `Shaft.byId(id)` | One hazard by its id. | | `Shaft.hazardLive(h, t?)` | Is it dangerous at this instant? | | `Shaft.hazardX(h, t?)` | Where it is, in metres from the axis. | | `Shaft.chainHitting(x, y, t?)` | The chain whose sweep covers that point right now. | | `Shaft.isConsumed(id)` / `Shaft.consume(id)` / `Shaft.reset()` | The once-only state. `game.Climb` resets it at the top of a run. | `t` defaults to `Core.state.elapsed`, which is the clock the rules run on — so a dresser that leaves it out is animating on exactly the clock the simulation is using, and the chain on screen is the chain that hits. ## The curve | Band | What is in it | |---|---| | 4 – 25 m | Clean granite both sides. Nothing but the rhythm and the sea. | | 25 – 45 m | The first window slits, the first spikes. | | 45 – 70 m | Sparking wire and crumbling plaster; the windows widen. | | 70 – 95 m | The first swinging chain, the wall leaning inward so the rhythm breaks, wire and spikes together. | | 95 – 120 m | Everything at once, two more chains, the long windows, one stretch where the wall bulges out — then 117 – 120 clean, so the lamp is reached and not stolen. |
▲ 0↑ born
▣
module · born here
❒asset
# Core The one table every slice of WICK shares: the constants that define the shaft, the sea and the camera framing, the blackboard the rules write and everyone reads, an event bus, the phase machine's single writer, and the Keeper's script. `local Core = require("game.Core")`. See `/zero/source/design/spec.md`. ## Exports - `Core.SHAFT`, `Core.SEA`, `Core.CAMERA`, `Core.STAGING_TIMEOUT` — the place. - `Core.state` — `phase`, `player {x, y, vx, vy, wall, facing, gripping, grip, alive}`, `height`, `best`, `seaHeight`, `seaRate`, `surged`, `lampLit`, `elapsed`, `kicks`, `run`. - `Core.events.on(name, fn) -> unsubscribe`, `Core.events.emit(name, ...)`, `Core.events.count(name)`. - `Core.setPhase(p)` — called by `game.Climb` only. - `Core.LINES`, `Core.say(id)` — the Keeper's lines; `say` emits `"say"` and `"caption"`. - `Core.heightClimbed()`, `Core.seaGap()`, `Core.resetRun()`, `Core.clamp`, `Core.lerp`.
▲ 0↑ born
backing path · game/ClimbRules.module

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