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Spire

The climb of *First Light: Lavic Odyssey*. Mounted by the scene entrypoint on `mount_spire`, it builds the basalt spire the pilgrim climbs and runs the two hazards living on it. Everything it makes hangs under one `SpireRoot` entity that is temporary and session-scoped, so the sc…

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

Spire

The climb of First Light: Lavic Odyssey. Mounted by the scene entrypoint on mount_spire, it builds the basalt spire the pilgrim climbs and runs the two hazards living on it. Everything it makes hangs under one SpireRoot entity that is temporary and session-scoped, so the scene file never grows and no peer receives a second copy of a spire it builds for itself.

What it stands up

  • The stair — one tilted basalt tread for each step of the helix in game.spire.spire, from the caldera floor to the rim at y = 120, with a parapet of hexagonal columns along its outboard lip.
  • The spire — stacked hex bands with a palisade of columnar basalt on the face the stair winds around, some of it keeping a coal alive at the top.
  • Crust gates — twelve places where the stair splits into two crust lanes with a hole between them and one of the two is rotten. The rot shows as glowing cracks, and the cracks are visible only with the helm off. Stand on a rotten lane and it gives way after 0.8 s; it crusts over again nine seconds later.
  • Fumaroles — vents in the spire wall that blow on a rhythm, brightening before they throw embers at a bare head.
  • Ember rain — the weather. It falls always and lands only on a bare head, and it lands more often the closer the lava is.
  • KnightSpot_1 … KnightSpot_6 — one marker per lost knight, on a ledge inside its canto band, facing back down the stair at whoever is climbing. The knights slice fills them.
  • The rim ledge around RimMarker, which is where the round is won, inside a broken crown of columns kept low toward the sunrise.
  • The fire it is lit by — emissive draws bright but throws nothing, so every glow that should reach the rock has a shadowless point light beside it.

Everything walkable carries a collider. Hex pieces collide as their own hull; the rectangular treads keep a box, which for them is exact.

What it talks to

Reads game.lavic: L.state.phase, L.state.helmOn, L.state.lavaHeight, L.RIM_HEIGHT, L.ENTITIES. Emits on L.bus:

EventArgsWhen
plateCrumblethe lane entitya rotten crust lane gave way underfoot
emberHit—an ember or a fumarole struck a bare head

Listens for helm (to show or hide the cracks) and phase (to crust every lane over again at the start of a round).

Plays through game.sound.sfx when that library is present — crust_crack, plate_collapse, fumarole, ember_hit — and falls silent rather than failing when it is not.

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

ModelLightBoxCollider

sound(name: string) → void

The sound library is another slice's, and this one works without it: the spire falls silent rather than failing. It is looked up lazily and retried, because the library may be authored after the spire is already standing.

argtypedescription
namestring

isIn(list: { number }, v: number) → boolean

argtypedescription
list{ number }
vnumber

buildCore( ) → void

buildStair( ) → void

buildLights( ) → void

buildLedgesAndKnights( ) → void

buildFumaroles( ) → void

buildRim( ) → void

blocksTheStair(x: number, z: number) → boolean

argtypedescription
xnumber
znumber

buildWeather( ) → void

setCracksVisible(on: boolean) → void

The one tell the helm takes away. A crack is drawn only while the pilgrim is dishelmed and the crust it runs through is still standing.

argtypedescription
onboolean

teardown( ) → void

pilgrim( ) → any

The local pilgrim's world position, re-resolved every frame. Never stash a player: the world is multiplayer and this one is only ever ours.

restoreGate(g: any) → void

argtypedescription
gany

collapseGate(g: any) → void

argtypedescription
gany

updateGates(dt: number, p: any, playing: boolean) → void

argtypedescription
dtnumber
pany
playingboolean

setVentGlow(v: any, intensity: number) → void

A vent throws more light while it is blowing, which is the tell a helmed pilgrim still gets: the rock ahead brightens before the embers arrive.

argtypedescription
vany
intensitynumber

updateVents(dt: number, p: any, playing: boolean) → void

argtypedescription
dtnumber
pany
playingboolean

updateEmbers(dt: number, p: any, playing: boolean) → void

argtypedescription
dtnumber
pany
playingboolean

awake( ) → void

update(dt: number) → void

argtypedescription
dtnumber

onDestroy( ) → void

Sub-parts

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# lavic <!-- 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.
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# spire The shape of the climb, as pure math. `local S = require("game.spire.spire")`. The spire is a helix: one basalt stair winding up the outside of a tapering column of rock from the caldera floor at y = 0 to the rim at `L.RIM_HEIGHT`. Treads, ledges, knight spots, fumaroles, lights and the rim are all a point on that helix plus an offset, so the whole climb is one function and the pieces cannot drift apart. The axis **leans**. It stands out of the lava at +Z, clear of the start platform and of `StartSpawn`, and comes back over the world origin by the rim where `RimMarker` waits. That is what lets the pilgrim begin at the spire's foot instead of inside it, and it is why every offset is measured from `axisZAt`, never from the world origin. ## The helix | | | |---|---| | `S.pathAt(t)` | the world point the walking surface passes through at height fraction `t`, plus its radius from the axis and its angle | | `S.stepAt(i)` | the same, at tread index `i` (0 at the floor, `S.STEPS` at the rim) | | `S.headingAt(i)` | yaw, slope in degrees, and the horizontal run to the next tread. A tread is yawed onto the heading and pitched by `-slope`, so its top face **is** the ramp | | `S.offsetPoint(i, out, up)` | a point offset from the stair — `out` away from the axis, `up` in world-up | | `S.axisZAt(y)` / `S.coreRadiusAt(y)` / `S.coreTopFor(r)` | the leaning axis and the spire's own surface | | `S.climbSeconds()` | the stair's 3D length over `L.WALK_SPEED` — the climb the lava is racing | | `S.noise(a, b)` | deterministic 0..1 hash noise. Every peer builds the same spire from the same indices, so nothing here may be random | `S.TURNS`, `S.R_BOT`, `S.R_TOP`, `S.STEPS`, `S.CORE_INSET`, `S.AXIS_Z0`, `S.ANG0`, `S.LEDGE_OFFSET` and `S.RIM_LEDGE_R` are the numbers all of it comes from; change one and the whole climb moves together. ## Where the set pieces stand `S.GATE_STEPS`, `S.KNIGHT_STEPS` and `S.FUMAROLE_STEPS` are disjoint tread indices, so a crust gate never shares a tread with a knight or a vent. `S.gateRottenIsOuter(n)` says which lane of gate `n` is the rotten one — it alternates, so the safe line is never the same line twice running.
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# game.sound.sfx — the sound library Everything in FIRST LIGHT that makes a noise goes through here. ```lua local sfx = require("game.sound.sfx") sfx.play("helm_off") -- a one-shot, heard flat sfx.play("footstep", { at = footEntity }) -- a one-shot, heard from where it is sfx.play("lava_bubble", { at = { x, y, z }, pitch = 0.8, volume = 0.6 }) local hold = sfx.loop("free_hold") -- a sustained sound sfx.loop("free_hold", { pitch = 1.2 }) -- same source, moved sfx.stop(hold) sfx.bed("rim_wind") -- crossfade the ambience sfx.duck(2.5) -- get out of a spoken line's way sfx.music("music_dawn") -- crossfade the score ``` Guard the require if your slice must survive the library being absent: ```lua if asset.exists("game.sound.sfx", "module") then sfx = require("game.sound.sfx") end ``` ## The bank | name | when | |---|---| | `ui_move` `ui_confirm` `ui_back` | menu focus, a control taken, a card closed | | `helm_off` `helm_on` | the one verb — the world arriving, and shutting | | `footstep` `jump` `land` | the pilgrim on the rock | | `crust_crack` `plate_collapse` | a plate warning, and a plate going | | `ember_hit` `fumarole` | ember weather on a bare head, gas out of the rock | | `knight_free` `lava_bubble` | one of the lost released; the tide, close | | `win_sting` `lose_sting` | first light, and being taken back | | `narrator_bed` | a floor for a voice to stand on | | `lava_rumble` `rim_wind` `free_hold` | looping beds | | `music_title` `music_climb` `music_dawn` `music_drone` | the score | `sfx.clip(name)` hands back the `.soundClip`; `sfx.missing()` lists any the bank could not resolve, so a caller can tell a complete library from a partial one. ## The mix Every clip carries a default level, so a caller that passes no `volume` still lands in a mix rather than at full scale. The helm, the knights and the ends of a round are loud; footsteps, ambience and interface sit under them. One-shots overlap freely, but the same clip will not start twice inside a short window — three copies of a two-second vent running together is one waveform at three times the amplitude, which is a comb filter and a peak rather than a louder vent. Interface ticks and footsteps are effectively unguarded; the long textural clips hold each other off for a fraction of their length. A refused start returns `false` from `sfx.play`. The master sits at 0.72 rather than 1, because `audio.levels().peak` is measured after the master and the loud moments of a full mix — the score, two beds, a sting and a spoken line at once — go over full scale without it. It is stated once and never re-asserted, so a settings screen can set its own. Three mixer channels are in play. `music` and `ambient` are owned here and move with the round — they fall to about a quarter under `duck`. The `sfx` channel is deliberately left at unity, because that is where a spoken line plays and it is the thing the duck exists to make room for. ## What owns what `game.sound.Sound` (mounted on `mount_sound`) ticks this library and drives the automatic mix from `L.state` — the tide below rising with the lava's proximity, the air at the rim rising with `L.dawn()`, the score following the phase. It re-states that mix every frame, which is what makes a hot reload harmless. An explicit `sfx.bed(name)` from another slice therefore holds the ambience for a few seconds before the automatic mix takes it back; `sfx.play`, `sfx.loop`, `sfx.duck` and `sfx.music` are not overridden at all. The emitters live under a temporary `SoundEmitters` entity and are found by name, so a hot reload re-attaches to the sources already standing instead of spawning a second set. ## Where the sound comes from Every clip is synthesised on the CPU by `game.sound.synth` and baked into a `.soundClip` under `game/sound/clips/`; the three scored tracks are generated, then trimmed and folded into seamless loops by the same module. Loops are stored as `codec = "pcm"` so the head of the clip survives decoding and the seam does not click.
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backing path · game/spire/Spire.component

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