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 options
  • varaibles

    • 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

Spec6 behavior tree