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asset⌬ componentcomponentprimary: init.luau·originates fromworld 6bbe73d1-9…

Staging

The beats and the voice of *First Light: Lucina*.

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

Staging

The beats and the voice of First Light: Lucina.

Mounted once, on mount_staging. It puts nothing in the lamp room and owns no geometry: it listens to the night and answers with a shot and a line.

The beats

BeatWhat starts itWhat it is
openingthe phase reaches opening (the first plate of a run)Up at the dead lens while the Keeper says what has happened, then a crane back through the room and a settle onto the plate.
firstLightthe phase reaches fixing, or dawnCrest firesThe camera turns to the north window as dawn crests, then comes down the plate with the sweep that fixes the glass.
relightthe phase reaches wonUp to the lens, the lens takes the light (Lens.lit 0 → 1 over ~2 s), then back off so the beam has room.
lostthe phase reaches lostOff the plate and up, turning to a dawn that is coming whatever happened in here, and out to black.

One beat at a time. An ending (relight, lost) displaces whatever is on screen; anything else waits its turn, and a beat already waiting is not queued twice.

The opening is the one beat the night waits on: however it ends — played out or skipped — staging emits uiRequest("skip") so the phase machine moves on.

Skipping

Every beat is skippable, from all three families at once, through staging.inputMap:

FamilyControl
Keyboard & mouseSpace, Escape, Enter, or a click
Controllerthe lower face button, or Start
Touchthe Skip button, large, in the thumb corner

That map is live only while a beat is running, and it stands down the player and ui groups while it is — so the night's controls and the card controls leave the screen along with the gameplay camera, and come back with it.

A skipped beat keeps its decisions and drops its remaining lines. The cutscene runtime fires every cue between here and the closing fade, which is what makes the lens end lit whether or not the ending was watched; a line cue checks the clock actually reached it before speaking, so what has not been said yet is not said over the game the player has just been handed back. The line mid-delivery stops with the shot it belonged to.

Every shape of screen

No station in a beat is a fixed camera position. Each is a direction from what the shot is about and a distance solved from the live ui.screenSize() against the narrower of the frame's two half-angles — so a tall frame stands back for a wide subject and comes closer for a tall one, by itself. game.staging.beats holds that solve, and clamps every station into the lamp room, widening the lens by exactly as much as the clamp took away. Measured at 3:4, at 16:9 and at a 19.5:9 phone, every station lands inside the room and every subject stays framed.

The voice, and the reading of it

One speaker: the Keeper, over the speaking tube from the watch room below. Her whole script is game.staging.lines, in text, and game/staging/voice/ holds one .soundClip per line. Whichever arrives, the words reach the player:

  • Inside a beat, the line is a cutscene subtitle — drawn inside the frame, clear of the letterbox bands, sized for the frame it is read in. The cutscene is the one renderer while it runs, so Core.state.subtitle is left nil rather than putting a second copy on screen.
  • Outside a beat, over live gameplay, the line goes into Core.state.subtitle for the screens slice's strip, and staging draws a strip of its own only for as long as the words are painted nowhere else. That is read off the live screens rather than assumed from which slices exist, so the line is on screen exactly once whoever is drawing it.

A line whose recording never landed is still said: the subtitle stands for its reading length and the beat is exactly as long as it would have been.

The voice plays on a non-spatial Audio under the mount, on the voice mixer channel, so the sound slice's mix can put the Keeper over everything else.

What it listens to, and what it says

Reads, on the game.core bus:

phase · levelStart · dawnCrest · doseWarning · plateFixed · say · uiRequest("skip")

Emits:

  • beat(name) — a beat took the camera; beat("") — it gave it back. A slice drawing a card or a HUD should hold it while this is not empty: the cutscene camera and the game's screens are drawn into the same frame, and the engine does not take content UI off a cutscene (dropping the ui layer would take the subtitle with it).
  • uiRequest("skip") — the opening is over, move the night on.
  • sfx(name) — dawn_crest as first light crests, relight as the lens ignites, night_ends as the room goes.

Writes Core.state.subtitle, and drives Lens.lit on mount_hero when the hero slice has mounted it.

Public

FieldWhat it holds
beatthe beat running right now, empty while the camera belongs to the game
lensLithow far the lens has been driven toward lit, 0..1
voiceVolumeplayback level of the Keeper's voice
manualBeatsset to hold the phases from starting their own beats, leaving playBeat the only way in. Stated as an opt-out: a public field carries across a hot reload and serialises with the entity, so a value that drifts should leave the beats running rather than silently staging nothing.
MethodWhat it does
playBeat(name)play one now, whatever has already played
skip()skip whatever is on screen, the way a player's Skip control does
sayLine(id)say one of the Keeper's lines: the recording, and the words
report()the beat, the queue, the line, the lens, and how many lines are voiced
local staging = entity.find("mount_staging").component.get("Staging")
staging:playBeat("relight")
staging:report()   --> { beat = "relight", linesVoiced = 10, linesTotal = 10, … }

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 — the beats and the voice of FIRST LIGHT: LUCINA. Mounted once, on `mount_staging`. It puts nothing in the room and owns no geometry: it listens to the night and answers with a shot and a line. opening the first plate of a run — up at the dead lens while the Keeper says what has happened, then down onto the plate firstLight dawn crests the window; the sweep comes down the glass relight five plates carried; the lens takes the light lost the dose filled; the camera turns to a dawn coming anyway Every beat is a `cutscene` definition built by `game.staging.beats` from the LIVE screen shape, so it frames on a phone held upright and on a television alike, and every one is skippable from a keyboard, a mouse, a pad and a thumb through `staging.inputMap`. The cutscene runtime takes the camera on the first shot and hands the viewport back however the beat ends, so the game is always returned to the station the scene parked it on. ## The voice, and the reading of it One speaker: the Keeper. `game.staging.lines` holds every line she says in text, and `game/staging/voice/` holds the recording of each. Whichever arrives, the words reach the player: * INSIDE a beat, the line is a cutscene subtitle — drawn inside the frame, clear of the letterbox bands, sized for the frame it is read in. The cutscene is the one renderer while it runs, so `Core.state.subtitle` is left nil rather than putting a second copy on screen. * OUTSIDE a beat, over live gameplay, the line goes into `Core.state.subtitle` for the screens slice's strip to read, and Staging draws a strip of its own only for as long as the words are painted nowhere else on screen. That is read off the live screens rather than assumed from which slices are in the world, so the line is on screen exactly once whoever is drawing it. A line whose recording never landed is still said: the subtitle stands for its reading length and the beat is exactly as long as it would have been.

Audio

release(off: ?) → void

argtypedescription
off?

voice( ) → void

One long-lived Audio under the mount, on the `voice` channel so the sound slice's mix can put the Keeper over everything else. Non-spatial: she is on the speaking tube, not standing in the room.

textInTree(node: any, text: string, depth: number) → boolean

Only drawn while the screens slice is absent. Laid out from the live screen: a proportion of the height off the bottom, a measure that never exceeds a readable line, and type that scales with the frame rather than with pixels. Is the line already being read somewhere else on screen? The contract is `Core.state.subtitle`, and the screens slice draws a strip from it. But "a line the player can read" is not the same question as "does that slice exist" — a strip that is registered and not visible, or one that has not caught up yet, leaves the Keeper unheard AND unread. So the answer is read off the screens themselves: if the words are painted anywhere, staging stays out of the way; if they are painted nowhere, staging paints them.

argtypedescription
nodeany
textstring
depthnumber

readElsewhere(text: string) → boolean

argtypedescription
textstring

stripTree(text: string) → void

argtypedescription
textstring

showStrip(text: string) → void

argtypedescription
textstring

hideStrip( ) → void

playClip(id: string) → void

argtypedescription
idstring

sayNow(id: string) → void

Say a line over live gameplay: the recording, and the words for as long as it lasts. The screens slice's strip reads `Core.state.subtitle`; the strip here stands in when that slice is not in the world.

argtypedescription
idstring

clearSubtitle( ) → void

requestSkip( ) → void

armSkip( ) → void

disarmSkip( ) → void

anchors( ) → void

onCue(name: string, value: number?, sfx: string?) → void

argtypedescription
namestring
valuenumber?
sfxstring?

pushLens(v: number) → void

argtypedescription
vnumber

finish(name: string, reason: string) → void

argtypedescription
namestring
reasonstring

startBeat(name: string) → void

argtypedescription
namestring

seconds(id: string) → void

argtypedescription
idstring

run(playback: ?) → void

argtypedescription
playback?

run( ) → void

hold(at: number, id: string) → void

argtypedescription
atnumber
idstring

say(id: string) → void

argtypedescription
idstring

sayAfter(delay: number, id: string) → void

argtypedescription
delaynumber
idstring

onPhase(newPhase: string, _oldPhase: string?) → void

argtypedescription
newPhasestring
_oldPhasestring?

subscribe( ) → void

awake( ) → void

start( ) → void

clearOverlay( ) → void

drive(dt: number) → void

argtypedescription
dtnumber

update(dt: number) → void

argtypedescription
dtnumber

editorUpdate(dt: number) → void

argtypedescription
dtnumber

onModuleReload(_path: string) → void

argtypedescription
_pathstring

onDestroy( ) → void

playBeat(name: string) → boolean

Play a staged beat now, whatever has already played.

argtypedescription
namestringOne of "opening", "firstLight", "relight", "lost".

examples

entity.find("mount_staging").component.get("Staging"):playBeat("relight")

skip( ) → boolean

Skip whatever beat is on screen, the way a player's Skip control does.

examples

entity.find("mount_staging").component.get("Staging"):skip()

sayLine(id: string) → boolean

Say one of the Keeper's lines: the recording, and the words on screen.

argtypedescription
idstringA line id from game.staging.lines, e.g. "dose_warn".

examples

entity.find("mount_staging").component.get("Staging"):sayLine("pass")

report( ) → any

What staging is doing right now: the beat on screen, the line being said, and whether every recording is present.

examples

entity.find("mount_staging").component.get("Staging"):report()
⌬ Metadata
descriptionThe staged moments of First Light: Lucina and the voice of its whole script. Four beats built from the live screen shape, each skippable from every input family, each returning the camera to the station it took it from.

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24+items
▣
module · born here
❒asset
# game.staging.beats The four moments the camera of *First Light: Lucina* takes itself off the plate, as data. ```luau local Beats = require("game.staging.beats") local beat = Beats.build.opening({ seconds = function(id) return Lines.seconds(id) end, screen = ui.screenSize(), anchors = Beats.DEFAULT_ANCHORS, }) Beats.duration(beat) --> how long it runs, without playing anything ``` Pure. Nothing here spawns, plays, resolves or ticks: a builder takes a context and returns a **beat** — shots, spoken lines and named cues — which `Staging.component` turns into a `cutscene.play` definition and answers every side effect of. That split is what lets a beat be read, timed and argued about without a camera, and what keeps every effect in one place. ## Why a solve and not an offset The game is published to a phone held upright, a laptop and a television at once. A 3:4 frame is barely half as wide as a 16:9 frame at the same lens, so a station that frames the lens on a monitor loses it on a phone. Every station in here is therefore a **direction** from what the shot is about and a **distance solved from the live screen**: ```luau Beats.fitDistance(halfW, halfH, fovDeg, aspect) ``` — the distance at which a subject of those half-extents fits **both** of the frame's half-angles, the larger requirement winning. On a tall frame the horizontal angle is the small one, so a laterally wide subject pushes the camera back; on a wide frame the vertical angle is, so a tall one does. One number answers for every shape. ## The room is small, so the lens gives instead `Beats.ROOM` is the box the camera may stand in — a lamp room is a few metres across, with a floor under it and a lantern deck over it, and the solve will happily ask for a station three metres behind the stone on a very tall screen. `Beats.frame` clamps the station into that box and **widens the lens by exactly as much as the clamp took away**, which is the honest trade in an interior and the reason no beat ends up inside the table or outside the wall. Measured at 1080×1440, at 1920×1080 and at 1440×3120, every station of every beat lands inside the room and every subject stays in frame. ## Every beat begins and ends at home `Beats.HOME_EYE` / `HOME_AT` / `HOME_FOV` are the station the scene parks `CameraRig` on. A beat opens on it and closes on it, so the cut in and the cut out are a move rather than a jump — and the cutscene runtime hands the viewport back to whatever held it, so a beat skipped mid-move still leaves the game where it found it. ## The shape of a beat ```luau { name = "opening", letterbox = 0.11, fadeIn = 1.1, fadeOut = 0.8, fadeColor = nil, shots = { { dur = …, pos = …, look = …, fov = … }, … }, lines = { { id = "opening_a", t = 0.9 }, … }, cues = { { t = …, name = "lens", value = 1 }, { t = …, name = "sfx", sfx = "relight" } }, } ``` `lines` and `cues` are what the component expands: a line becomes a cutscene subtitle plus a cue that starts its recording at the same instant; a `lens` cue drives the lens's ignition toward `value`; an `sfx` cue asks the sound slice for a name off the bus. Shot durations are built from the lines' own lengths, so a beat is exactly as long as what is said in it. ## Anchors `Beats.DEFAULT_ANCHORS` names the four world points a shot aims at — `lens`, `window`, `plate`, `tray`. The component reads them off the scene entities (`lens_origin`, `window_origin`, `plate`, `tray_origin`) and hands them over; these values stand in when one is missing, so a beat built against a half-dressed scene is still a shot rather than a refusal.
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module · born here
❒asset
# game.staging.lines The Keeper's script — every word she says in *First Light: Lucina*, and the recording of each beside it. One speaker. A woman past sixty, dry and unhurried, heard over the speaking tube from the watch room below. The apprentice never answers, which is why there is one voice and no cast: the game is one side of a conversation. ```luau local Lines = require("game.staging.lines") local l = Lines.get("opening_a") l.text -- what goes on screen l.speaker -- "The Keeper" Lines.seconds("opening_a") -- how long it is heard for, read off the clip Lines.clip("opening_a") -- the .soundClip, or nil if it never landed ``` ## The text is the asset; the audio is a performance of it Every line is written here first. A line whose clip never generated, or whose player has the sound off, or who is in a noisy room, is a **quiet** line rather than a lost one — the words go on screen either way, and `Lines.seconds` falls back to a reading estimate (2.6 words a second plus a breath) so a beat built without the recordings is still the right length and still ends. ## The script | id | When it is said | |---|---| | `opening_a` `opening_b` `opening_c` | the opening beat, over the speaking tube, on the first plate of a run | | `dose_warn` | the dose crosses its warning mark, over live play | | `crest` | first light crests the window | | `pass` / `fail` | the plate is scored | | `relight_a` `relight_b` | the lens takes the light | | `lost` | the night ends | ## The recordings `game/staging/voice/keeper_<id>.soundClip`, one per line, generated once with `audio_gen.speech` and cached as an asset so a hot reload never re-buys the script. They are resolved **one literal at a time** rather than by a computed identity: a computed reference cannot be pinned, and a world that pulled this module in would arrive with the words and none of the voice. `Lines.info(id)` reads a clip's `sampleRate` / `channels` / `frames` / `durationMs` off the ZAUD header without decoding it, and `Lines.report()` is the whole script with whether each line is voiced and how long it runs — which is how "is the voice actually there" is answered without listening: ```luau for _, row in Lines.report() do print(row.id, row.voiced, string.format("%.2fs", row.seconds)) end ```
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inputmap · born here
❒asset
# staging.inputMap One control: **Skip**. `Staging.component` activates this map when a beat takes the camera and deactivates it when the beat gives it back, so the on-screen Skip button appears and leaves with the shot rather than sitting on the HUD all night. `group = "staging"`, `suppresses = { "player", "ui" }` — while a beat runs, the night's controls and the card controls are stood down together. The player's whole surface during a staged moment is the one thing they might want, which is to get past it. | Family | What skips | |---|---| | Keyboard & mouse | `Space`, `Escape`, `Enter`, left click | | Controller | south (the lower face button), Start | | Touch | the **Skip** button, `large`, in the right-lower thumb corner | Verified live at 1080×1440: `inputSim` reports the control firing on `kbm`, `gamepad` and `touch`, and the playback's clock jumping to the closing fade on each.
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module · born here
❒asset
# game.core The one table every slice of *First Light: Lucina* reads. ```luau local Core = require("game.core") ``` | What | Where | |---|---| | The plate grid, cell ↔ world conversions | `Core.GRID`, `Core.PLATE`, `Core.cellToWorld`, `Core.worldToCell`, `Core.cellIndex` | | The five piece shapes and the placement rules | `Core.SHAPES`, `Core.SHAPE_ORDER`, `Core.footprint`, `Core.canPlace`, `Core.pieceAt` | | The exposure and dose numbers | `Core.EXPOSURE`, `Core.DOSE` | | The phases and the level shape | `Core.PHASES`, `Core.LEVEL_COUNT`, the `Level` type | | The live game state, held across hot reloads | `Core.state` — the `State` type says which slice writes each field | | The signal bus | `Core.on(name, fn)`, `Core.off`, `Core.emit(name, ...)` — the signal list and its senders are in the source | | The three shorthands | `Core.request(action)`, `Core.sfx(name, opts?)`, `Core.say(lineId)` | | Which component mounts where | `Core.MOUNTS`, `Core.mount()` — the scene entrypoint calls it on every load | Subscribe in `awake`, subscribe again from `onModuleReload` (a duplicate is dropped), release in `onDestroy`. The rules of the game are stated in `design/spec.md`; this module carries the numbers and the shapes they share.
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component · born here
❒asset
# Lens The lens of Lucina: a first-order drum lens, 1.8 m of annular prism rings in a brass cage of eight standards and six collars, hanging over the lamp room on the `lens_origin` marker. Mounted on `mount_hero` by the scene entrypoint. It builds the barrel, the cage, the burner at the middle of it, the lamp and the beam, and owns all of them — a hot reload leaves exactly one lens. | Field | What it means | |---|---| | `lit` | 0..1, how far the lamp has come up. 0 is the dead lens of every night in this game; 1 is Lucina relit. | | `follow` | While true the lens brings `lit` to what the phase asks for by itself — alight in `won`, dead everywhere else — so the lens is right even on a night nobody staged. | | `beamSpin` | Degrees per second the beam turns once the lens is alight. | ```lua local lens = entity.find("mount_hero").component.get("Lens") lens:ignite(1, 4.5) -- bring the lamp up over four and a half seconds lens:currentLit() -- what it is actually showing, after the easing ``` `ignite` turns `follow` off, so the phase and the ramp never pull against the same number. Drive `lit` by hand instead if you want the frame-by-frame control; turn `follow` off first for the same reason. The prisms, the burner and the beam each rest at zero emissive in a material of their own — `prism_glass`, `lens_burner` and `lens_beam`, which nothing else in the world binds — and the lighting is written straight onto those materials. There is one lens here, so a material of the lens is already a per-lens material, and writing its emissive reaches this lens and nothing else.
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inputbinding · born here
❒asset
# skip Skip the staged beat that is running. Every family reaches it with a control its player already has in hand: the three keys that end a cutscene anywhere plus a click, the lower face button or Start on a pad, and a `large` button in the right-lower thumb corner of a phone. `priority = 5` and `size = "large"` because while a beat runs this is the only control on screen — it should be the one thing a thumb finds without looking. A skip is not an abort: the cutscene runtime fires every cue between the current moment and the closing fade, so what the beat decided still happens. The lines it had not reached yet do not play.
▲ 0↑ born
backing path · game/staging/Staging.component

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