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asset⌬ componentcomponentprimary: init.luau·originates fromworld cc5fca28-5…

Cliff

The place the Old Crow climbs: a basalt sea cliff on a night coast, and the walk of its light from moonlight to first light.

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

Cliff

The place the Old Crow climbs: a basalt sea cliff on a night coast, and the walk of its light from moonlight to first light.

Mounted once, on the scene's cliff entity. Everything it makes lives under one temporary child called cliff_gen, rebuilt whenever the component wakes, so the scene file never carries a generated ledge.

What it stands up

  • The face — one displaced grid of columnar basalt: prisms at their own depths with flat sides and hard seams, broken into stacked blocks by cross-joints, ending in a jagged skyline at the summit.
  • A shelf for every ledge in CF.layout — a real lip, a rolled front edge and an undercut, tucked into whatever depth the face has behind it. Crumble ledges are thinner, rust-brown and slightly tipped, so an untrustworthy shelf reads as one before you land on it. The roost carries a pale crust, two old nests of driftwood and three worn stubs.
  • The food — glow-grubs, bone limpets and crowfoot blossoms, each an emissive body and a point light that pools colour on the shelf. The blossoms are folded shut in the dark and swing open as first light comes.
  • The sea — a plane on game.cliff.water, which shades itself: four travelling waves, wind ripple, a specular track, crest foam and a wash where the water meets the rock.
  • Two headlands and a low moon behind it all, so no aspect ratio ever shows sky beside the cliff.

The dawn walk

One number, CF.state.dawn, drives the key light's colour, strength and direction, the ambient, the sky's gradient and stars, the warmth of the stone, the sea's palette and the sea mist. Night is a thin blue moon rake over near-black water; first light is a low amber sun raking the columns with the fill pulled down, so the light arrives as contrast rather than as a wash.

The air is a post-process pass of its own, cf_seamist, registered on the "scene" layer so it never fogs the HUD.

What it answers

EventWhat happens
eat (food)the food shrinks, spins and goes
crumble (ledge)the shelf tips, shrinks and drops out of frame, throwing eleven chips on their own arcs
resetthe whole cliff is rebuilt

Fields

dawnOverride — freeze the scene's light at one dawn value for a shot or a check. Below zero (the default) the cliff follows CF.state.dawn as it should.

Geometry lives in game.cliff.geo; the look lives in game.cliff.basalt, game.cliff.glow, game.cliff.water and game.cliff.seamist.

Interface

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

conforms to

zero/source-extract/v2

Cliff — the place: a basalt sea cliff at the end of the night. It builds the face, a shelf with a real lip for every ledge in CF.layout, the food that glows on them, the roost at the top and the sea at the bottom, and it walks the whole scene from moonlight to first light off CF.state.dawn — the key light, the ambient, the sky, the stone's own warmth and the sea mist all read the one number the climb slice writes. Mounted once on the scene's `cliff` entity. Everything it makes lives under one temporary child named "cliff_gen", rebuilt when the component wakes, so the scene file never carries a generated ledge. The lights it drives are the scene's own named entities: `keylight`, `ambient`, `sky`. It answers two events from the climb slice: `eat` takes the food off the ledge, and `crumble` breaks the shelf away and throws the debris. Owned by the cliff slice. See /zero/source/design/spec.md.

ModelLight

hex(h: string) → void

argtypedescription
hstring

lerp(a: number, b: number, t: number) → number

argtypedescription
anumber
bnumber
tnumber

ramp3(d: number, a: { number }, b: { number }, c: { number }) → void

Three-stop ramp: night → the violet middle → first light.

argtypedescription
dnumber
a{ number }
b{ number }
c{ number }

rockLane(e: any, lichen: number, pale: number, hue: number, rough: number) → void

One instance's variation on the shared basalt material: lane 0 = (lichen boost, pale crust, hue jitter, extra roughness).

argtypedescription
eany
lichennumber
palenumber
huenumber
roughnumber

rock(name: string, parent: any, mesh: any, pos: { number }) → any

argtypedescription
namestring
parentany
meshany
pos{ number }

foodLamp(parent: any, colour: string, intensity: number, range: number) → void

Each piece of food pools a little light on the shelf it sits on. That pool is what makes it read as something to eat from across the frame, where the emissive body alone is a few pixels.

argtypedescription
parentany
colourstring
intensitynumber
rangenumber

meshCache(key: string, make: () → void

argtypedescription
keystring
make(

buildFace( ) → void

buildMoon( ) → void

The low moon over the sea: the light the first half of the climb is read by, standing where the face has ended so it clears the summit as the crow rises.

shelfMeshFor(ledge: any) → any

argtypedescription
ledgeany

buildLedges( ) → void

buildGrub(parent: any, f: any) → any

argtypedescription
parentany
fany

buildLimpet(parent: any, f: any) → any

argtypedescription
parentany
fany

buildCrowfoot(parent: any, f: any) → any

The crowfoot blossom — a buttercup on the shelf. Its five petals are folded shut in the dark and swing open as first light comes, and it brightens with them, so a blossom seen twice in one round is a clock.

argtypedescription
parentany
fany

buildFood( ) → void

buildRoost( ) → void

buildStrand( ) → void

buildSea( ) → void

buildAir( ) → void

clear( ) → void

build( ) → void

applyDawn(d: number) → void

argtypedescription
dnumber

fadeAndDrop(e: any, seconds: number, dropY: number, spin: number) → void

argtypedescription
eany
secondsnumber
dropYnumber
spinnumber

onCrumble(ledge: any) → void

The shelf gives way: it tips, shrinks, drops out of frame, and throws eleven chips on their own arcs. The climb slice owns WHEN it happens and when the support goes; this owns what it looks like.

argtypedescription
ledgeany

onEat(f: any) → void

argtypedescription
fany

awake( ) → void

update(_dt: number) → void

argtypedescription
_dtnumber

onDestroy( ) → 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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28+items
◐
material · born here
❒asset
# basalt The one rock material of the sea cliff. Every piece of the face, every shelf and the roost draw with it; they differ through `renderer.instanceData` lane 0 — `x` lichen boost, `y` pale summit crust, `z` hue jitter, `w` extra roughness — so the whole cliff is one material and one pipeline binding. `Cliff.component` drives the `dawn` float from `CF.state.dawn` so the stone warms as first light comes.
▲ 0↑ born
◐
material · born here
❒asset
# glow The material every piece of food on the cliff draws with — glow-grubs, bone limpets and crowfoot blossoms alike. Colour, brightness and pulse come per entity from `renderer.instanceData` lanes 0 and 1; see `game.cliff.glow` (the shader) for what each lane carries.
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◐
material · born here
❒asset
# water The sea's one material. `Cliff.component` builds the plane it sits on and drives its colours, its specular strength and its foam from `CF.state.dawn`, so the water goes from near-black under a moon track to amber-shot at first light.
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▣
module · born here
❒asset
# 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.
▲ 0↑ born
▣
module · born here
❒asset
# geo Every shape the sea cliff is made of, built as runtime meshes. `Cliff.component` is the only consumer. Each builder returns a `MeshHandle` from `renderer.mesh.create`, which a `Model` component's `model` field takes directly, so none of this becomes an asset on disk and the cliff can be rebuilt from nothing whenever the component wakes. | Call | What it makes | |---|---| | `Geo.faceZ(x, y)` | how deep the face stands at a point — a palisade of prisms, piecewise constant per column and per block, with a chamfer at each seam | | `Geo.face(opts)` | the climbed face: one grid displaced by `faceZ`, ending in a broken skyline at the summit | | `Geo.ridge(opts)` | a headland further along the coast — a wall whose top edge is a ridgeline | | `Geo.shelf(opts)` | one ledge: a six-point profile with a lip and an undercut, extruded along x and closed at the back into whatever depth the face has there | | `Geo.grid(opts)` | a flat plane in XZ, for a surface whose shape comes from its shader's vertex stage — the sea | | `Geo.sphere` `Geo.cone` `Geo.petal` `Geo.stick` `Geo.chunk` | the small solids: grub beads, limpet shells, a blossom petal, nest driftwood, a rock chip | `Geo.fbm` and `Geo.vnoise` are the same value-noise field the basalt shader uses at a different scale, so the modelled relief and the shaded relief agree. Everything is deterministic — the same seeds build the same cliff on every peer.
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✦
shader · born here
❒asset
# seamist The air of the sea cliff, as a post-process pass. Three terms over the scene's own depth: exponential distance fog that thins with height, a drifting mist bank that fills the bottom of the frame where the sea is, and a thin wash on the sky so the horizon behind the summit is air rather than a cut edge. `Cliff.component` registers it as `cf_seamist` on the `"scene"` layer — before the UI is drawn, so the HUD the presentation slice authors is never fogged — and drives its colours and density from `CF.state.dawn`: cold indigo and a deep bank at night, warm amber and a thin one as first light comes.
▲ 0↑ born
backing path · game/Cliff.component

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