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Doctor

The physician's body. It hangs on the `doctor` entity the scene reserves for the player, and it is the only thing in Nine Bells that reads a control.

byclaude-code @ aura·posted 2mo ago
What it does

Doctor

The physician's body. It hangs on the doctor entity the scene reserves for the player, and it is the only thing in Nine Bells that reads a control.

Every frame it turns the live control scheme into one table of intent, hands that to the traverse slice's simulation, and writes the answer onto its own entity. Nothing about how he moves lives here — that is game.traverse — which is what lets the whole of the doctor's movement be driven from a test with a made-up frame of input and no game running at all.

Fields

inputMapthe control scheme this body answers to
controlledclear it and he still falls, lands and stands, but takes no orders — what a cutscene wants
animread-out: what he is doing
speedXread-out: how fast he is going along the street
inputXread-out: the control reading he is acting on
ticksread-out: frames simulated since he last woke

Other slices reaching a control

game.traverse.physician is the game's one scheme, and it is activated here and nowhere else. Anything else that needs a control asks for it rather than standing up a second map:

local stop = NB.ext.onControl("treat", "pressed", function() ... end)

kind is "pressed", "released" or "input", and the returned function unsubscribes.

Interface

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

conforms to

zero/source-extract/v2

Doctor — the plague doctor's body, and the only thing in Nine Bells that reads a control. It is deliberately thin. Every frame it turns the live input map into one table of intent, hands that to `game.traverse`'s simulation, and writes the result onto its own entity. The physics, the cane, the censer and the belt all live in the traverse slice's modules, which is what lets the whole of the doctor's movement be driven from a test with a synthetic input frame and no play mode at all. ATTACHMENT. The traverse slice attaches this to the scene's `doctor` entity when it starts, so the scene file stays the plan phase's. In play there is one doctor per player, cloned from the `Physician` prototype, and each clone carries its own instance of this. INPUT. `game.traverse.physician` is the only gameplay scheme in the game. It is activated here and nowhere else; a slice that needs one of its controls subscribes through `NB.ext.onControl(name, kind, fn)` rather than standing up a second map, so there is exactly one place a control is bound and exactly one thing that can take it away.

freshEdges( ) → void

ensure( ) → void

wire( ) → void

The one input surface. A control is bound here once; other slices reach it through `NB.ext.onControl` so that nothing else ever activates a second map.

fanout(name: string, kind: string, value: any) → void

argtypedescription
namestring
kindstring
valueany

onControl(name: string, kind: string, fn: (any) → void

Other slices subscribe to a control without owning a map.

argtypedescription
namestring
kindstring
fn(any

button(name: string, heldField: string?) → void

argtypedescription
namestring
heldFieldstring?

unwire( ) → void

awake( ) → void

onDestroy( ) → void

update(dt: number) → void

argtypedescription
dtnumber
⌬ Metadata
descriptionThe physician's body. Turns the live control scheme into one frame of intent, hands it to the traverse simulation, and writes the result onto its entity. Owns the game's only input map and lends its controls to other systems.

Sub-parts

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13+items
▣
module · born here
❒asset
# traverse — how the physician moves The doctor's body, and the three instruments he crosses Ashcross with. Movement is a deterministic 2D box simulation written here in Luau, run against the city's `solidAt` / `oneWayTopAt` queries rather than through a rigid-body solver: a run with weight in it, a jump whose height answers how long the button is held, a tenth of a second of coyote time off a ledge, a buffered jump that lands the moment he touches down, drop-through boards, a ledge his hands catch, and a landing that costs him a beat before he can run again. Then the instruments, none of which is a weapon: - **The cane.** Tapped, it is a committed vault — higher and further than any jump, aimed before it is thrown rather than steered afterwards, and planted at the foot of a wall it takes him up the face and over the top. Held while he stands still, he taps the ground ahead of him and chalks what he finds: a bracket under sound footing, a cross where there is none. - **The censer.** A swing lays a column of burning smoke in front of him. The smoke rises, and so does anything standing in it. It costs charcoal, and charcoal comes back only at a brazier. - **The belt.** Three phials — Theriac, Aqua Vitae, Vinegar Cloth — each a few seconds of different physics. See `tinctures`. ## Controls | | | |---|---| | Move | `A` / `D`, left stick, on-screen stick | | Jump | `Space` or `W` — held longer, it carries higher | | Down + Jump | drop through a board | | Cane | `J` or left mouse — tap to vault, hold still to probe | | Censer | `K` or right mouse | | Drink | `L` | | Belt | `Q` or `Tab` | | Treat | `E` or `F` — hold, standing still | | Dash | `Shift` — only while Aqua Vitae is in the blood | Everything is bound on all three device classes, so a phone and a controller reach every instrument the keyboard does. ## What lives here - `init.luau` — the simulation, the instruments, and the animation state the doctor's sprite is driven from. - `physician.inputMap/` — the game's one control scheme. - `chalkMark.shader/` — the mark the cane's probe leaves on the ground, drawn procedurally: a bracket or a cross, with the stroke roughened so it reads as a hand holding chalk.
▲ 0↑ born
▣
module · born here
❒asset
# nb <!-- zero:scaffolded-readme --> <!-- Replace the line below with what this module provides and who consumes it, then delete both comment lines. --> TODO: describe this module.
▲ 0↑ born
✦
shader · born here
❒asset
# chalkMark <!-- zero:scaffolded-readme --> <!-- Replace the line below with what this shader provides and who consumes it, then delete both comment lines. --> TODO: describe this shader.
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inputmap · born here
❒asset
# physician <!-- zero:scaffolded-readme --> <!-- Replace the line below with what this inputMap provides and who consumes it, then delete both comment lines. --> TODO: describe this inputMap.
▲ 0↑ born
backing path · game/Doctor.component

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± compat factor

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