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Beats

The moments THE EIGHTH KETYL is remembered by, as camera data.

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

staging.Beats

The moments THE EIGHTH KETYL is remembered by, as camera data.

Each function returns a cutscene definition built against the live screen and the live state of the run — the column's geometry out of Still, the framing solver out of staging.Frame, and the ketyl wherever it is standing. There is no literal camera position anywhere in this module.

local Beats = require("staging.Beats")
cutscene.play(Beats.opening(ketylBody, playSound))
cutscene.play(Beats.plateClear(3))

The moments

opening(body, onSound) — three shots. The shaft from below with the plates stacking up a tall frame; a drift across the plate you are about to play; a settle that ENDS on the pose the playing camera holds, so the handover is a continuation rather than a cut. Cut to introSeconds() — the core slice's own intro clock — because that slice hands the player their hands back on it whether or not a camera has finished. Cues v_open_1..3.

plateClear(n, onSound) — 2.7 s. The frame leaves the ketyl, pushes onto the riser as it lights, holds long enough to be read, and gives the plate back. Short on purpose: it happens seven times. Cues v_clear.

ascend(from, to, body, onSound) — 2.6 s in two shots: up through the mouth of the riser from the plate being left, then a rise onto the plate above as the ketyl arrives on it. Cues that plate's v_plate_n.

sealed(body, onSound) — 11.6 s, and the only time the whole column is seen at once: in on the radical, a long crane down every plate it burned clean, then a held look back up the sealed still, fading to a dark violet. Cues v_seal_1 and v_seal_2.

quenched(body, plate, onSound) — 6.6 s. Close while there is still something to see, then away and down until the still is standing there without it. Fades to black. Cues v_quench.

Stations

Beats.station(px, pz, dist, delta, y) places an eye dist from a point on a plate, delta radians off directly-across-the-column, at height y. It solves the radius through Frame.eyeRadius, so a cinematic camera is never outside the sealed still looking at the outside of black glass.

Frame.ring(angle, y, radiusFrac) is the same idea for a shot that orbits the axis rather than a subject.

Anchors are ids, not proxies

Every shot that follows the ketyl names it by id string. A cutscene anchor reads a value as a position before it reads it as an entity, and an entity proxy raises when it is indexed that way — so a proxy anchor refuses the whole cutscene. An id is the same subject, tracked the same way, through a path that works.

Interface

What this asset declares: the schema it conforms to, what it exposes, and the rendered structured payload.

conforms to

zero/source-extract/v2

staging.Beats — the moments THE EIGHTH KETYL is remembered by, as camera data. Each function here returns a `cutscene` definition built against the LIVE screen and the LIVE state of the run: the column's own geometry out of `Still`, the framing solver out of `staging.Frame`, and the ketyl wherever it happens to be standing. Nothing in this file is a literal camera position, so a beat filmed on a 3:4 phone and the same beat on a television are the same shot rather than two different accidents. The moments: opening the still, before the player may move — the shaft from below, the plate they are standing on, then the handover plateClear the beat a plate goes clean and its riser lights ascend the commit: up through the riser onto the plate above sealed the eighth plate purged, and the whole column seen at last quenched the loss — the light goes out and the still keeps standing Every beat announces itself with `Still.emit("shot", name)` and cues its spoken lines by id through `staging.Voice`. It never writes the words.

station(px: number, pz: number, dist: number, delta: number, y: number) →

A camera station standing `dist` from a point on a plate, `delta` radians off directly-across-the-column, at world height `y`.

argtypedescription
pxnumberThe subject's world x.
pznumberThe subject's world z.
distnumberHow far the eye stands from that point, horizontally.
deltanumberRadians off directly-across; 0 puts the axis between eye and subject.
ynumberThe eye's world height.

examples

local eye = Beats.station(0, 6.4, 7, 0.9, Still.plateY(3) + 4)

ketylXZ(body: any?) → void

Where the ketyl is, as plain numbers, with the plate's own centre standing in when there is no body yet.

argtypedescription
bodyany?

lookAtKetyl(body: any?, fallbackY: number) → any

What a shot should look at: the ketyl itself when it is in the scene (resolved every frame, so a moving subject is tracked), else a fixed point. Handed over as an ID rather than as the entity proxy: a cutscene anchor reads a proxy by indexing it as a position first, which an EntityProxy raises on, so a proxy anchor refuses the whole cutscene. An id is the same subject, tracked the same way, through a path that works.

argtypedescription
bodyany?
fallbackYnumber

say(id: string) → void

argtypedescription
idstring

announce(name: string) → void

argtypedescription
namestring

introSeconds( ) → number

The seconds the opening has, taken from the core slice's own intro clock when it is loaded, and 9 when it is not.

examples

print(Beats.introSeconds())

opening(body: any?, onSound: ((string) →

The opening cutscene definition.

argtypedescription
bodyany?The ketyl's body entity, or nil if it has not spawned.
onSound((stringA callback the beat uses for its own camera sounds.

examples

cutscene.play(Beats.opening(ketyl, playFrameSound))

run( ) → void

plateClear(n: number, onSound: ((string) →

The beat a plate goes clean and its riser lights.

argtypedescription
nnumberThe plate that was cleared, 1..8.
onSound((stringA callback for the beat's own camera sound.

examples

cutscene.play(Beats.plateClear(3))

run( ) → void

ascend(from: number, to: number, body: any?, onSound: ((string) →

The ascent through a riser.

argtypedescription
fromnumberThe plate being left.
tonumberThe plate being arrived on.
bodyany?The ketyl's body entity, or nil.
onSound((stringA callback for the beat's own camera sound.

examples

cutscene.play(Beats.ascend(2, 3, ketyl))

run( ) → void

run( ) → void

sealed(body: any?, onSound: ((string) →

The resolution of a won run.

argtypedescription
bodyany?The ketyl's body entity, or nil.
onSound((stringA callback for the beat's own camera sound.

examples

cutscene.play(Beats.sealed(ketyl))

run( ) → void

quenched(body: any?, plate: number, onSound: ((string) →

The resolution of a lost run.

argtypedescription
bodyany?The ketyl's body entity, or nil.
platenumberThe plate it drowned on.
onSound((stringA callback for the beat's own camera sound.

examples

cutscene.play(Beats.quenched(ketyl, 3))

run( ) → void

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module · born here
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# Still One-paragraph description of what this module provides and who consumes it. ## Exports - `M.exampleFn(arg) -> result` — what it does and when to call it. - `M.exampleValue: type` — what value it carries. ## Usage Replace `<identity>` with the string `asset.create` returned — this module's source path with `/` written as `.` and each segment's type suffix dropped, the way a module at `/source/lib/thing.module` is `lib.thing` and one at `/source/kit.package/thing.module` is `kit.thing`. ```luau local M = require("<identity>") M.exampleFn("foo") ``` ## Notes - Anything callers need to know about THIS module: required runtime ordering, state ownership, side effects.
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# staging.Frame How THE EIGHTH KETYL is framed, at any screen shape. A shot is authored here as a **world box it has to hold** — so many units tall, so many units wide — and the distance and the lens are solved for the screen as it is right now. Nothing in this module is a pixel and nothing in it is a number picked while looking at one viewport. The game films at 1080x1440, so the vertical extent usually decides the shot: a wider screen holding the same vertical box simply gains margin at the sides. On a screen TALLER than 3:4 the horizontal extent takes over, and past `DISTANCE_CAP` the camera opens the lens rather than backing out through the glass wall of the still. ```lua local Frame = require("staging.Frame") local shot = Frame.play(ketylRadius) -- dist, fov, orbitLimit, aspect, portrait local R = Frame.eyeRadius(r, shot.dist, 0) -- where the eye stands, from the axis local p = Frame.ring(angle, y, 0.85) -- a point just inside the glass ``` ## The gameplay box | | | | |---|---|---| | `PLAY_V` | 12.0 | World units of height the playing shot holds — the plate you are on to the underside of the plate above. | | `PLAY_H` | 9.4 | World units of width — the room the ketyl is read moving in, not the whole plate. | | `FOV_BASE` / `FOV_MAX` | 58° / 78° | The lens it prefers, and how wide it may open on a very tall screen. | | `AIM_RISE` / `EYE_RISE` | 2.3 / 3.3 | The aim point above the plate floor, and the eye above that — a look down of about seventeen degrees. | | `EYE_MAX_RADIUS` | `COLUMN_RADIUS - 0.4` | The eye never leaves the still. | ## Solving the orbit `Frame.play(r)` returns `orbitLimit`, the angle the eye may be swung off "directly across the column" before its solved radius would reach the wall: ``` R(d) = r·cos d + sqrt(dist² − r²·sin² d) ≤ Rmax ⟺ cos d ≤ (Rmax² − dist² + r²) / (2·Rmax·r) ``` `Frame.eyeRadius(r, dist, delta)` is that solve, clamped inside the still. The cinematics in `staging.Beats` place every one of their stations with it, so a beat filmed on a phone and the same beat on a television are the same shot.
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# KetylCore The core slice's own shared surface, and nobody else's. `Conductor` and `KetylPilot` are the two halves of the rules of THE EIGHTH KETYL, and this is where they agree about what the controls read, where the ketyl is, which way it faces and whether it may move. Other slices talk to core through the `Still` event bus, which is the contract the whole game shares. Nothing outside the core slice reads this module. ```lua local Core = require("game.KetylCore") ``` ## Why it exists at all Editing a component hot-reloads it, and a hot-reload re-executes the chunk: anything a component held in a file-scope local comes back at its default while the instance keeps running, and anything it subscribed to in `awake()` gets subscribed a second time. So the run's clocks and the registrations live here, and the components register plain functions that this module calls. Re-registering replaces; it never stacks. Editing **this** file is the other direction, and it behaves differently than the shape above suggests: the module table stays the same object, its functions are replaced, and every local behind them starts over — so the run's clocks, the body, and the record of who holds the controls all come back empty. The dependent components' `awake()` does **not** run again to notice. Each of them therefore watches for the one reading that says it happened — nobody holding the controls, or an empty handler table — and re-arms or re-installs from `update`. The same problem applies one level up — this file can be reloaded too, and the run that subscribed is the only one holding the unsubscriber. `modules.onUnload` is the answer: it hands the outgoing run a moment, with its own locals still in scope, to drop everything it put on the `Still` bus and on the controls, just before the next run replaces it. Within a run, `wire()` and `arm()` release before they register, so calling either twice is a replacement too. ## The surfaces | Surface | Written by | Read by | |---|---|---| | `Core.run` | Conductor | Conductor | | `Core.body` | KetylPilot | Conductor | | `Core.input` | the armed input map | KetylPilot | | `Core.press` | Conductor | the armed input map | | `Core.handlers` | Conductor | the bus forwarders | `Core.body.placeAt` is the one write that goes the other way: the Conductor asks for a teleport by putting a `{x, y, z}` there, and the pilot performs it and clears it. ## The numbers Everything about the still, the ketyl's speed, its charge and its wetness is in `Still.module` and read from there. What is here is the shape of the **run** — the parts of the loop that are rules rather than fiction, which no other slice needs to agree with: `INTRO_SECONDS`, `GROWTH_GRACE`, `ASCEND_RADIUS`, `ASCEND_TIME`, `PLATE_MARGIN`, `FACE_TURN`, the hover bob, `ENDING_LOCKOUT`, and the two warning thresholds. ## The rules, as functions `approach` · `hoverY(n)` · `clampToPlate(x, z)` · `riserDistance(x, z, n)` · `arrivalPoint(n)` · `dischargeFalloff(dist, cosAngle)` · `controllable(phase)` · `invulnerable(now)`. No state, no side effects — a test can call them without a running game. `dischargeFalloff` is the shape of a discharge's arc written once. Core does not apply it; the blennoma slice decides what was hit. It is here so that both answers come from one function rather than two that drift.
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module · born here
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# staging.Voice Cueing the spoken lines of THE EIGHTH KETYL. Staging decides WHEN a line is heard and WHO says it. It never writes the words: the sound slice owns the script and the audio. This module is the join between the two. ```lua local Voice = require("staging.Voice") Voice.say("v_clear") -- announce it, and end it when it is over Voice.speakerOf("v_low") -- "column" Voice.ids() -- every id staging knows how to cue ``` `say` announces `line(id, text, speaker)` on the shared bus and `lineEnd(id)` when the line is finished. The sound slice speaks it; a screen prints it. The written form travels with the announcement when the sound slice's clip library (`audio.Clips`) can supply one, and the line is still announced by id when it cannot — a line with no audio is a quiet line, not a lost one. A second cue closes the first, so a caption is never stranded on screen. ## Who says what | id | speaker | |---|---| | `v_open_1` `v_open_2` `v_open_3` | the chemist, over the opening | | `v_plate_2` … `v_plate_8` | the column, arriving on that plate | | `v_clear` | the chemist, a plate goes clean | | `v_low` | the column, charge critical | | `v_wet` | the chemist, wetness critical | | `v_quench` | the chemist, the loss | | `v_seal_1` `v_seal_2` | the chemist, the win |
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backing path · staging/Beats.module

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