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asset⌬ modulemoduleprimary: init.luau·originates fromworld 3110a75d-2…

flight

The part of ANVIL CROWN the player operates. It owns the airframe's motion, its nose, its cannon and its hull, and it registers itself as the `flight` system (order 10 — first in the frame, so everything else reads a runner that has already moved).

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

flight — the storm-runner's hands

The part of ANVIL CROWN the player operates. It owns the airframe's motion, its nose, its cannon and its hull, and it registers itself as the flight system (order 10 — first in the frame, so everything else reads a runner that has already moved).

The three things it is trying to make true

The airframe has mass. Input is acceleration, never position. Drag is deliberately low (A.K.RUNNER.dragX), which is what lets the storm's crosswind be a force you fly against continuously rather than a nudge.

Flying is aiming. The cannon fires along the nose, and the nose yaws into the airframe's own lateral velocity (yawPerSpeed, capped at maxYaw). Get shoved sideways by the wind and your rounds go sideways with you — so correcting the drift is not something you do before aiming, it is the aiming.

The trigger is a rhythm. A.rules.cool(dt) runs every frame and every round adds heatPerShot on top of it. With the shipped constants that makes roughly a 70 % duty cycle sustainable indefinitely and a held trigger not: hold it and the bar fills, the gun locks out, and it then cools at the slower locked rate until it releases at releaseAt.

What you read without reading a number

  • The tracers change material with the heat: cold cyan while there is room, amber as it fills, furnace orange just before it locks.
  • The gun-port glow swells with the same curve and flares on each round.
  • On lockout the glow goes red and pulses, and no rounds leave.

Hail

Hail is weather, not a projectile: it spends no i-frames and does not care how much hull is left. It cares how fast you are moving through it — a storm-runner takes hail on its leading edge — so K.HULL.hailTick is scaled by the airframe's speed as a fraction of its top speed. The band where the wind is throwing you around is exactly the band where being thrown around costs hull. Fly the hail gently.

What this slice writes

A.state.hull, heat, locked, firing, alive, noseAngle, runner, runnerX, runnerY, runnerVX. It raises shake on a hit, and fire / overheat come out of it (the latter via A.rules.addHeat / A.rules.cool).

It calls A.rules.applyDamage for every hit event anyone emits, so the whole game agrees on one set of i-frames.

The contract other slices use — A.flight

The table this module returns is also hung on the shared spine as A.flight, so it survives a hot-reload and is reachable without requiring this module:

FieldWhat it is
A.flight.roundsthe round pool; a live round has alive == true and carries x, y, vx, vy, dmg, angle
A.flight.eachRound(fn)call fn(round) for every live round
A.flight.killRound(r)consume a round — what a threat calls when one reached it
A.flight.liveRounds()how many are in the air
A.flight.hitRadiusthe runner's collision radius, for a threat testing against state.runnerX/Y
A.flight.damagewhat one round does

Rounds do not test themselves against threats. The threats and crown slices own their own positions, so they own the test: walk eachRound, compare against your own hitbox, apply your damage, and call killRound on the round you consumed. Damage in the other direction is the hit event — emit it and this slice decides what it does to the hull.

Controls

anvilFlight.inputMap, activated by this module and released with the map's player group when a menu or a cutscene stands the player down.

ControlKeyboard / mouseGamepadTouch
flyWASDleft stickleft stick zone
fireSpace, left mousesouth, right shoulderFire button, lower right

How it is loaded

A module's top level runs on its first require, and that top level is what calls A.register. FlightHost.component — attached to the scene's Bullets anchor — is the require. The world entrypoint also loads every slice module it finds, so either route is enough 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

flight — the storm-runner's hands. This is the part of ANVIL CROWN the player actually operates: an airframe with mass that the storm is allowed to push around, a nose that follows the airframe's own drift, and a cannon that fires along that nose and cooks itself if you hold it. The three things this slice is trying to make true, in order: 1. THE AIRFRAME HAS MASS. Input is acceleration, not position. Drag is low on purpose (K.RUNNER.dragX), so a crosswind that would be a nuisance against a snappy arcade ship becomes something you have to fly against continuously. 2. FLYING IS AIMING. The cannon fires along the NOSE, and the nose yaws into the airframe's lateral velocity. Get shoved sideways and your rounds go sideways with you — so correcting the drift is not housekeeping you do before aiming, it IS the aiming. 3. THE TRIGGER IS A RHYTHM. `A.rules.cool` runs every frame and each round adds heat on top of it, so the gun has a sustainable duty cycle (~70%) rather than a magazine. Hold it and it locks out and cools at the slower locked rate, which is the punishment. Everything the player can read about the gun without looking at a number is in-world: the tracers shift from cold cyan to furnace orange as the heat climbs, the gun-port glow swells with them, and on lockout the glow goes red and the tracers stop. OWNS in `A.state`: hull, heat, locked, firing, alive, noseAngle, runner, runnerX, runnerY, runnerVX. FIRES: "fire", "overheat" (via A.rules.addHeat / A.rules.cool), "shake". READS: wind, gust, weather, phase, cinematic, band. WHAT OTHER SLICES CAN USE (the `A.flight` table, live and hot-reload safe — see README.md for the contract): A.flight.rounds the round pool; live ones have `.alive == true` A.flight.eachRound(f) iterate the live rounds: f(r) with r.x/.y/.dmg A.flight.killRound(r) consume a round (a threat that it hit) A.flight.hitRadius the runner's collision radius A.flight.damage what one round does

Model

matCold( ) → void

Assets. Literal names so the dependency is a real one and not a string assembled at runtime.

matWarm( ) → void

matHot( ) → void

matFlash( ) → void

matLock( ) → void

tracerFor(heat: number) → void

Which tracer a round leaving the gun right now is made of. This is the heat gauge the player reads without reading anything: cold cyan while there is room, amber as it fills, furnace orange just before it locks.

argtypedescription
heatnumber

poseQuat(nose: number, bank: number) → void

Maths The airframe's orientation as a quaternion: yaw the nose in the screen plane (about world Z) and roll the body about its own nose axis (local Y). `nose` is measured from straight-up, positive toward +X, and the entity turn about +Z is its negation because +Z takes +X toward +Y.

argtypedescription
nosenumber
banknumber

approach(v: number, target: number, rate: number, dt: number) → number

argtypedescription
vnumber
targetnumber
ratenumber
dtnumber

try(what: string, fn: () → void

argtypedescription
whatstring
fn(

makeRound(parent: ?) → void

Rounds

argtypedescription
parent?

poolIsStale(parent: ?) → boolean

A scene reload, and every edit↔play flip, despawns the Bullets anchor and everything under it — but this pool lives on `A.flight`, which survives both, so it would go on holding proxies to entities that no longer exist and the gun would fire nothing at all while reporting success. The pool is therefore checked against the live anchor before it is used.

argtypedescription
parent?

growPool(parent: ?) → void

Grown a few at a time from `update`, never in one go: attaching a Model is not free, and a pool built in a single frame is a visible hitch on the first frame of the climb.

argtypedescription
parent?

retire(r: ?) → void

argtypedescription
r?

killRound(r: ?) → void

A threat that a round reached consumes it with this.

argtypedescription
r?

eachRound(fn: ?) → void

argtypedescription
fn?

liveRounds( ) → number

clearRounds( ) → void

launchRound(x: number, y: number, angle: number, mat: ?) → void

argtypedescription
xnumber
ynumber
anglenumber
mat?

stepRounds(dt: number) → void

argtypedescription
dtnumber

dropGlow( ) → void

The gun-port ember — a STAND-IN heat gauge. The airframe slice owns the hero asset and builds its own gun-heat reading into the model, so this exists only while `A.claims.airframe` is unset: it is what keeps heat legible in-world on a skeleton airframe, and it stands itself down — and despawns — the moment the real one arrives, the same way the director's stand-ins do.

ensureGlow(body: ?) → void

argtypedescription
body?

updateGlow(dt: number) → void

argtypedescription
dtnumber

arm( ) → void

Input

hailBite(dt: number, speed: number) → void

Hail is weather, not a projectile, so it does not spend i-frames and it does not care how much hull you have left. It cares how fast you are moving through it: a storm-runner takes hail on its leading edge, so the band where the wind is throwing you around is exactly the band where being thrown around costs hull. Fly the hail gently.

argtypedescription
dtnumber
speednumber

flying( ) → boolean

The system

placeRunner(body: ?, nose: number, bank: number) → void

argtypedescription
body?
nosenumber
banknumber

build(_anchors: ?) → void

`build` runs in edit mode too (the director builds pending systems from `editorUpdate` so the scene is legible while it is being authored), and in edit the local player is the editor's own avatar, not a storm-runner. So nothing here touches an entity: the round pool and the gun-port glow are grown from `update`, which only runs in play.

argtypedescription
_anchors?

reset( ) → void

update(dt: number) → void

argtypedescription
dtnumber
⌬ Metadata
descriptionANVIL CROWN's flight system: an inertial airframe the storm can push around, a nose that yaws into its own lateral drift, a cannon that fires along that nose and locks out when it overheats, a pooled round system, and the hull. Registers itself as the `flight` system on the game's shared spine.

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# anvilFlight The storm-runner's control scheme: `fly` and `fire`, and nothing else. There is no aim control on purpose. The cannon fires along the airframe's nose, and the nose follows the airframe's own lateral drift — so where the gun points is decided by how you are flying, and flying is the aiming. | Control | Kind | Keyboard / mouse | Gamepad | Touch | |---|---|---|---|---| | `fly` | axis2 | WASD | left stick | left stick zone | | `fire` | button | Space, left mouse | south, right shoulder | Fire button, lower right | The map belongs to the `player` group and suppresses nothing, so it composes with anything else a pilot is carrying, and a menu or a cutscene that stands the `player` group down takes both controls away together — the airframe gets one neutral reading as they go and stops instead of sticking. Activated by the flight slice, not by a component field.
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# anvil <!-- 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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# fire The cannon. A held control, not a tapped one — the gun reads `onInput` for as long as the trigger is down and gets the drop frame when it comes up, which is what lets one handler both open and close a burst. Holding it is a legal thing to do and a bad thing to do. The heat curve is the whole argument: around a 70 % duty cycle is sustainable forever, and 100 % fills the bar, locks the gun out, and cools it back at the slower locked rate while the storm keeps coming.
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# fly Where the pilot is asking the airframe to go, as a request rather than a position: the flight slice reads it as acceleration, the storm is pushing on the same airframe at the same time, and what happens is the sum. A radial deadzone of 0.14 keeps a resting stick from feeding a permanent lean into that sum. No smoothing — the airframe's own drag is the smoothing, and adding more would make the storm feel like it was winning by more than it is.
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backing path · game/flight/flight.module

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