narrator
The voice of FIRST LIGHT and the words on screen. `narrator.new(host)` returns an object owning the entity the voice comes out of, the caption screen (layer 900) and the beat bloom (layer 899), and gives all three back on `destroy`.
narrator
The voice of FIRST LIGHT and the words on screen. narrator.new(host) returns
an object owning the entity the voice comes out of, the caption screen
(layer 900) and the beat bloom (layer 899), and gives all three back on
destroy.
say(key) speaks a line and prints it; flash(tint, seconds) throws a warm
bloom at the edge of the frame for a moment that keeps the player's camera;
update(dt) runs the caption clock; setPaused(on) holds a line where it is
while the game is paused.
Every measurement comes from L.layout(), so the block sits the same way up a
tall phone as a wide monitor. It stays clear of LETTERBOX, the band a
cutscene paints over the UI.
Interface
What this asset declares: the schema it conforms to, what it exposes, and the rendered structured payload.
conforms to
zero/source-extract/v2strict
envelope(t: number, hold: number) → number
0 at the line's edges, 1 across its body. The caption rides this: it is both the opacity of the block and the distance it travels as it settles. The fade is computed here rather than declared as a CSS animation because the tree is rebuilt every frame, and a keyframe animation re-declared every frame never leaves its first keyframe.
| arg | type | description |
|---|---|---|
| t | number | |
| hold | number |
captionTree(self: Narrator) → any
| arg | type | description |
|---|---|---|
| self | Narrator |
beatTree(self: Narrator) → any
A warm bloom at the edge of the frame for the moments that do not take the camera: the first dishelming, a knight going up as light. It leaves the middle of the frame clear, so the player keeps playing through it.
| arg | type | description |
|---|---|---|
| self | Narrator |
new(host: any) → Narrator
| arg | type | description |
|---|---|---|
| host | any |
say(self: Narrator, key: string, opts: { silent: boolean? }?) → void
Speak a line and print it. `opts.silent = true` prints it without the voice.
| arg | type | description |
|---|---|---|
| self | Narrator | |
| key | string | |
| opts | { silent: boolean? }? |
flash(self: Narrator, tint: string, dur: number) → void
A bloom at the edge of the frame. `tint` is an "r,g,b" triple.
| arg | type | description |
|---|---|---|
| self | Narrator | |
| tint | string | |
| dur | number |
isSpeaking(self: Narrator) → boolean
| arg | type | description |
|---|---|---|
| self | Narrator |
speakingKey(self: Narrator) → string
| arg | type | description |
|---|---|---|
| self | Narrator |
stop(self: Narrator) → void
| arg | type | description |
|---|---|---|
| self | Narrator |
setPaused(self: Narrator, paused: boolean) → void
Hold the line where it is while the game is paused: the clock stops, the caption stays on screen, and the voice waits rather than talking over a pause card.
| arg | type | description |
|---|---|---|
| self | Narrator | |
| paused | boolean |
update(self: Narrator, dt: number) → void
| arg | type | description |
|---|---|---|
| self | Narrator | |
| dt | number |
destroy(self: Narrator) → void
| arg | type | description |
|---|---|---|
| self | Narrator |
Beat = { tint: string, dur: number, t: number }Current = { key: string, text: string, hold: number, t: number }Narrator = typeof(setmetatable(Sub-parts
Everything contained inside this part. Assets are composite children (clickable cards). Files are leaf payloads. Expand any row to view its source.
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Problems
Everything affecting this asset right now: its own problems, anything wrong inside it, and problems on its direct dependencies.
agent_score is exposed.+ quality × 0.35
+ performance × 0.25
± compat factor
Usability ratings
Did the part work as advertised when consumers tried to drop it in. Separate from upvotes: those are taste; this is "did it function".
Scoped to this part · feeds back into the world's score.