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asset⌬ modulemoduleprimary: init.luau·originates fromworld 52b50907-6…

game

The shared memory of one BLOCKBUSTER 767 session, and the bus every slice talks over.

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

game

The shared memory of one BLOCKBUSTER 767 session, and the bus every slice talks over.

Game.session holds what the run is: the state it is in, the score, which plane is loose, how many are left, the chain and its multiplier, the counts of blocks shoved and blocks off the table, and the star rating once the session ends. Game.telemetry holds what the airframe is doing this frame — speed, altitude, pitch, bank, boost and its remaining fuel, the winds the key is holding, which parts are still attached — written only by the flight slice and read by the HUD, the camera and the sound mix.

Game.on / Game.emit are the bus. Handlers run in subscription order, which matters: more than one slice answers roundStart, and which of them the player ends up looking at cannot be left to the order a table happens to iterate in.

Game.set moves the state machine through the names in game.rules, and Game.reset / startRound / endRound / advance are the session flow — a fresh city, a plane on the launcher, a wreck, and then either the next plane or the end card.

Everything it remembers lives in modules.state(), so editing this file while the game is running does not drop the subscriptions the other slices hold.

Consumed by every slice: flight, city, camera, ui, set and audio.

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

plane( ) → string

The entity id of THIS client's plane (its avatar body), or nil before it spawns.

setPlane(id: string?) → void

Called by the scene entrypoint when the local player's body is ready.

argtypedescription
idstring?

on(event: string, fn: Handler) → void

Subscribe to an event named in `Rules.EVENTS`. Returns a function that unsubscribes.

argtypedescription
eventstring
fnHandler

emit(event: string, payload: any?) → void

Fire an event to every subscriber. A handler that errors is reported and the rest still run.

argtypedescription
eventstring
payloadany?

state( ) → string

The current state name.

set(state: string) → void

Move to a state named in `Rules.STATES`, emitting `state` with { from, to }.

argtypedescription
statestring

isFlying( ) → boolean

Whether physics and input should be live right now.

setPaused(paused: boolean) → void

argtypedescription
pausedboolean

callShot(landmark: string?) → void

Name the landmark this plane is thrown at (`"tower"`, `"span"`, `"tank"`) or nil for no call, and tell the bus. The flight slice writes it from the launcher; the city reads it when a landmark topples.

argtypedescription
landmarkstring?

addScore(points: number, reason: string) → void

Add points (already multiplied by the caller if it wants) and emit `score`.

argtypedescription
pointsnumber
reasonstring

recordTopple(now: number, tier: number, position: any?, tower: any?, landmark: string?) → void

Record a topple at game time `now` (seconds); keeps the chain multiplier. `now` is the city's own clock — the one `Game.tickChain` is also fed — so the two readings compare. `landmark` names which of `Rules.CITY.LANDMARKS` this tower was, if any; its multiplier and the called-shot bonus land here.

argtypedescription
nownumber
tiernumber
positionany?
towerany?
landmarkstring?

tickChain(now: number) → void

Let the chain lapse once the window has passed. The city calls this once a frame with ITS clock — the same clock it stamps `recordTopple` with. Nothing else calls it: a second caller on a different clock compares two readings that were never of the same thing.

argtypedescription
nownumber

starsFor(score: number) → number

argtypedescription
scorenumber

reset( ) → void

Start a fresh session: score to zero, every plane back, the city rebuilds.

startRound( ) → void

Put the current plane on the launcher.

endRound(reason: string, position: any?) → void

The flight slice calls this when the airframe has come to rest or left the table.

argtypedescription
reasonstring
positionany?

advance( ) → void

After the wreck beat: either the next plane or the end card.

⌬ Types
Handler = (payload: any) -> ()Session = {Telemetry = {

Sub-parts

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

7items
▣
module · born here
❒asset
# rules The cross-slice constants of BLOCKBUSTER 767 — read-only, and the contract between any two parts of the game that have to agree on a number. - `TABLE` — where the play surface is and where its edges are. - `LAUNCH` — the launcher's position, how far the heading and elevation trim, and the wind band: how long a notch takes, how many there are, and what the red zone past the last one costs. - `CITY` — the band of table the skyline stands in, its seed, and the landmarks. - `PHYS` — masses, speed caps, the debris governor, the settle threshold and the margin a measured joint break force is multiplied by. - `SCORE` — what a shoved block, a toppled tower and a block off the table pay, the chain window, the landmark and called-shot multipliers, and the star thresholds. - `SESSION` — three planes, the round clock, the rest and wreck beats. - `STATES` / `EVENTS` — the only state names and event names the game uses; a typo in either raises at the call rather than going quietly nowhere. - `LAYOUT` — the bands every screen anchors into, as shares of the viewport. Units are metres, kilograms and seconds. The table top is `y = 0`; `+Z` is downrange, so the plane launches at `LAUNCH.z` and flies toward the city. A number only one slice reads lives in that slice's own files, not here. Consumed by every slice.
▲ 0↑ born
backing path · game/game.module

Problems

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0problems
No problems reported. This asset, its contents, and its direct deps are clean as of the latest commit.
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