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asset⌬ componentcomponentprimary: init.luau·originates fromworld 6bbe73d1-9…

Board

The plate, the pieces, and the hands. Mounted on `mount_board`.

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

Board

The plate, the pieces, and the hands. Mounted on mount_board.

Everything the apprentice looks at and touches during the night lives here: the seventy cells of the glass, the cursor, the tray at the near end of the table, and every frisket and crystal standing on the plate.

What it draws

LayerWhat it says
the emulsion cellthe gelatin at that cell, bone when untouched, true black once the betafite has struck it, and dimmed in a frisket's shadow
the target frame under itgold where the plate wants that cell dark, warming toward the betafite's own green as the exposure climbs; red where a cell that had to stay clear has been spoiled; dark where a frisket covers it; absent where the plate wants nothing
the cursora viewfinder bracket, breathing, red while a placement has just been refused
the previewthe footprint the selected shape would take, green where it will lie and red where it will not
the trayfive slots, each with the shape it holds drawn as a brass diagram, what is left in it, and a rim of light on the one selected

Every quad is one of two materials over art/board_ink.shader, and differs from its neighbours only in two per-instance lanes — so the whole board is one pipeline and one material row rather than two hundred materials. The friskets themselves are real brass and are lit as brass.

What it reads and writes

Reads Core.state.cells (the rules slice writes exposure and masked) and Core.state.phase. Writes Core.state.pieces, Core.state.tray and Core.state.cursor.

Emits placed, lifted, rotated, refused, cursor, select, the sfx names place_crystal / place_frisket / lift / rotate / refused / select / ui_move, and the two requests the night can raise from the player's hands: uiRequest("fix") and uiRequest("pause").

On levelStart it fills the tray from the plate the rules slice dealt and puts the cursor back in the middle of the glass.

A crystal is spawned as crystal_<id> and handed to the hero slice's Betafite component when that is registered. If Betafite is not there — or attaches and draws nothing — the crystal wears this slice's own stand-in instead, because an invisible crystal on the plate is worse than a plain one.

The controls

board.inputMap, group player, live exactly while the phase is the night and nothing has stood that group down.

ActionKeyboard / mouseTouchPad
move the cursorWASD, arrows, or the pointer over the glasstap a cell, or drag across the plateleft stick or d-pad
placeSpace, left click, or a second tap on the cell the cursor holdsPlacesouth
liftX, right clickLifteast
turnRTurnwest
pick a shapeQ / E, or click a tray slottap a tray slotshoulders
fix the plateFFixnorth
pauseEscapethe HUD's pause pipstart

The plate and the tray are pointed at and touched directly rather than through a virtual stick, which is why cursor, prevShape and nextShape carry touch = false. Where a cell sits on screen is solved against the live view matrix each frame, so it is right at any aspect ratio and from wherever the staging slice has moved the camera. Which way the grid runs on screen is read off that same matrix rather than assumed, so pushing right moves the cursor right whichever side of the table the camera is standing on.

Public fields

FieldWhat it is
inputMapthe night's control scheme
repeatDelayseconds a held direction waits before it starts stepping again
repeatRateseconds between steps once it is repeating
pointerCursorwhether the mouse moving over the glass carries the cursor

Bench

benchPlate() deals a practice target and a full tray straight into Core.state so the board can be played with no other slice mounted, and readout() reports the cursor, the tray, the piece count and whether the scheme is live. Neither is part of the game; they are how this slice is proved on its own.

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

ModelText3D

slotX(index: number) → number

argtypedescription
indexnumber

planePoint(px: number, py: number, y: number) → void

The plate's face and the tray bed share one height, so one plane solve answers for both. Nothing here assumes a screen shape: the viewport comes off the same view data the matrix does.

argtypedescription
pxnumber
pynumber
ynumber

projectNdc(m: { number }, x: number, y: number, z: number) → void

argtypedescription
m{ number }
xnumber
ynumber
znumber

refreshAxisSign( ) → void

classify(x: number, z: number) → void

What the point (x, z) on the table is: a plate cell, a tray slot, or air.

argtypedescription
xnumber
znumber

ink(key: string, e: any, rgb: { number }, emissive: number) → void

Write a slab's lanes only when they have actually moved. 140 quads redrawn every frame is 140 buffer writes for a plate that mostly is not changing.

argtypedescription
keystring
eany
rgb{ number }
emissivenumber

piecesReady( ) → boolean

A reload of `game.board.pieces` replaces that table's members in place, and this component's `update` keeps ticking across the swap — so for a frame or two the colour functions can be missing. Answering that with a skipped frame costs nothing; answering it with an unguarded call cost the log several hundred identical lines the first time it happened.

refreshCells( ) → void

footprintOf(shape: string, col: number, row: number, rot: number) → void

argtypedescription
shapestring
colnumber
rownumber
rotnumber

refreshCursor(dt: number) → void

argtypedescription
dtnumber

refreshTray( ) → void

buildPiece(p: Core.Piece) → void

argtypedescription
pCore.Piece

dropPiece(id: number) → void

argtypedescription
idnumber

reconcilePieces( ) → void

Bring the drawn pieces back in line with `Core.state.pieces`. The rules slice can empty that table (a plate reset) without telling anyone, so this reconciles rather than reacting.

refuse(reason: string) → void

argtypedescription
reasonstring

moveCursor(col: number, row: number) → void

argtypedescription
colnumber
rownumber

selectShape(shape: string) → void

argtypedescription
shapestring

stepShape(delta: number) → void

argtypedescription
deltanumber

doPlace( ) → void

doLift( ) → void

doRotate( ) → void

buildBoard( ) → void

teardownBoard( ) → void

wireMap( ) → void

onCursorAxis(v: any, _dt: number, active: boolean) → void

argtypedescription
vany
_dtnumber
activeboolean

releaseMap( ) → void

syncMapToPhase( ) → void

The scheme is live exactly while the player has hands: the night itself.

handsAreLive( ) → boolean

A tap moves the cursor to the cell it landed on; a tap on the cell the cursor is already holding lays the piece down; a tap on a tray slot picks that slot. A drag carries the cursor. None of it is a control, because a fingertip on a cell is not a button — it is the pointer, which sits outside the binding layer by design. The plate answers a finger or a pointer exactly when it answers a button: the phase is the night AND nothing has stood the `player` group down. A card over the plate takes the buttons away through the scheme, and it has to take the glass away too, or a tap lands on the board behind the card.

touchAt(px: number, py: number, isTap: boolean) → void

argtypedescription
pxnumber
pynumber
isTapboolean

wireTouch( ) → void

releaseTouch( ) → void

followPointer( ) → void

The mouse is the same gesture without the tap: hovering the plate carries the cursor, and `place` over a tray slot picks it up.

subscribe( ) → void

unsubscribe( ) → void

ensureBoard( ) → boolean

Stand the board up, or say why it cannot yet. Called from `awake` and from every tick, so a construction the colour module was not ready for is taken up on the first frame it is — rather than leaving a mounted component with an empty plate under it and nothing that would ever build one.

awake( ) → void

onModuleReload(_path: string) → void

argtypedescription
_pathstring

onDestroy( ) → void

drive(dt: number) → void

argtypedescription
dtnumber

update(dt: number) → void

argtypedescription
dtnumber

editorUpdate(dt: number) → void

argtypedescription
dtnumber

benchPlate( ) → void

Deal a practice plate: a target pattern, a tray, and the play phase.

readout( ) → void

Report what the board is holding, for a test to assert against.

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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11+items
▣
module · born here
❒asset
# game.board.pieces What a cell, a target frame, a frisket, a crystal and a tray slot are made of. The `Board` component decides *when*; this module decides *what*. ## The two lanes Every quad the board draws wears one of two materials over `game/board/art/board_ink.shader` and carries its own colour in the per-instance channel, so two hundred quads cost one pipeline and one material row instead of two hundred materials: | Lane | Carries | |---|---| | 0 | `(r, g, b, emissive)` — the colour, and how much of it is its own light | | 1 | `(alpha, roughness, metallic, -)` | `Pieces.ink(e, rgb, emissive)` and `Pieces.surf(e, alpha, roughness, metallic)` are the writers. Colours in `Pieces.PALETTE` are **linear** — the art direction states them in sRGB and these are those hexes through the 2.2 curve, because that is the space `s.albedo` is read in. ## What decides a colour - `Pieces.cellInk(exposure, masked)` — the gelatin. Bone at nothing, black at `Core.EXPOSURE.darkAt`, down a smoothstep rather than a line so the first quarter of an exposure barely marks the plate. It carries a little of its own light at the pale end and none at the dark end, so the plate is readable in a room lit by two accents and a dead lamp, and the reading is the same reading. - `Pieces.frameInk(target, exposure, masked)` — the target ghost. Gold where the plate wants dark, warming toward the betafite's green as it gets there; red where a cell that had to stay clear has been spoiled; dark under a frisket; and drawn at all only where it has something to say. ## What builds a thing - `Pieces.slab` — a thin inked quad. `glow` picks the alpha-blended material. - `Pieces.metal` — a block of real brass, lit rather than inked. - `Pieces.buildFrisket(parent, name, cells)` — a cut brass mask: a filed sheet per cell of the footprint, a panel worked into its face, and a rivet, so a bar reads as three riveted sections of one strip rather than a coloured rectangle. - `Pieces.buildCrystal(parent, name, col, row)` — a betafite crystal. Hands the entity to the hero slice's `Betafite` when that is registered AND it actually draws something; otherwise builds this slice's stand-in — an octahedral pair in uranium glass with the point light that puts the crystal's own green on the glass under it. `Pieces.LAYOUT` holds the heights and spans every layer stands at, all as fractions of `Core.GRID.CELL` and offsets from `Core.PLATE.topY`, so the whole board moves with the plate rather than with a number written twice.
▲ 0↑ born
▣
module · born here
❒asset
# game.core The one table every slice of *First Light: Lucina* reads. ```luau local Core = require("game.core") ``` | What | Where | |---|---| | The plate grid, cell ↔ world conversions | `Core.GRID`, `Core.PLATE`, `Core.cellToWorld`, `Core.worldToCell`, `Core.cellIndex` | | The five piece shapes and the placement rules | `Core.SHAPES`, `Core.SHAPE_ORDER`, `Core.footprint`, `Core.canPlace`, `Core.pieceAt` | | The exposure and dose numbers | `Core.EXPOSURE`, `Core.DOSE` | | The phases and the level shape | `Core.PHASES`, `Core.LEVEL_COUNT`, the `Level` type | | The live game state, held across hot reloads | `Core.state` — the `State` type says which slice writes each field | | The signal bus | `Core.on(name, fn)`, `Core.off`, `Core.emit(name, ...)` — the signal list and its senders are in the source | | The three shorthands | `Core.request(action)`, `Core.sfx(name, opts?)`, `Core.say(lineId)` | | Which component mounts where | `Core.MOUNTS`, `Core.mount()` — the scene entrypoint calls it on every load | Subscribe in `awake`, subscribe again from `onModuleReload` (a duplicate is dropped), release in `onDestroy`. The rules of the game are stated in `design/spec.md`; this module carries the numbers and the shapes they share.
▲ 0↑ born
backing path · game/board/Board.component

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