Model to Source code
For instance, frest_scene.model.md contains the sections such Game/Variables, Player Choices and Scene Flow/Event seqence. Kwik components like timer, variable, button, animation, audio are controlled by kwik actions: audio.play, audio.pause, edit variable, if condition etc
kwik5-sample-books/Solar2D/App/TheLastSpark/spec/forest_scene.model.md
# Forest Scene - Technical Model ... ... ## Game Flags/Variables ### hasLuminSeed - **Type**: Boolean - **Initial**: `false` (set when player takes or sees the seed) - **Usage**: Tracks whether Elara has the Lumin Seed ... ... ## Player Choices (Confrontation) ### Choice 1: "Fight it!" - **Action**: Engage the wolf in combat (resolve in fight encounter) - **Next Scene**: `fight_wolf_scene.lua` ### Choice 2: "Try to calm it." - **Action**: Attempt non-violent interaction (use Lumin Seed / calm mechanic) - **Next Scene**: `calm_wolf_scene.lua` ... ... ## Scene Flow / Event Sequence 1. **Cabin Interior** → Start with dusty cabin interior narration and ambience 2. **Show Lumin Seed** → Reveal the Lumin Seed on screen (visual pulse) 3. **Show Elara** → Bring Elara onto screen 4. **Ambient SFX** → Play rustling and start gentle wind loop 5. **VO (Elara)** → Play `vo_elara_01` with narration text 6. **Transition** → Change scene background to forest (`bg_forest`) 7. **Footsteps** → Start footsteps SFX (loop) to imply movement 8. **Caw** → Play distant crow to punctuate silence 9. **Narration** → Display: "The forest is unnervingly quiet. No birdsong, no rustle of creatures." 10. **Growl** → Play growl SFX 11. **Show Wolf** → Wolf appears (set `wolfAggro = true`) 12. **Music Tension** → Play tension music (`tension`) and mark as playing 13. **Elara Emotion** → Set Elara state to `scared` 14. **VO (Elara)** → Play `vo_elara_02` ("Oh no.") 15. **Choice** → Present player with three optionsvaraibles
- gloabl game data?
actions
- goto page
- show/hide
- edit var
buttons
- dispatch event to action
Behavior Tree
In A Workflow with AI, the scene flow is implemented in forestScene,lua, it handles the flow seqeuntially but more sophisticated implementation can be done by Behavior Tree
can you create a behavipr tree from cabin scene model md? Use the syntax of https://github.com/0xabad/behavior_tree/
save it as cabin_scene.tree