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Staging

The camera of THE EIGHTH KETYL, and the moments it attends to. It sits on the `Staging` host entity in `still.scene` and is the only thing in the game that moves the camera.

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

Staging

The camera of THE EIGHTH KETYL, and the moments it attends to. It sits on the Staging host entity in still.scene and is the only thing in the game that moves the camera.

What it does

The playing shot. On the first frame it can, it installs staging.KetylCam on the player's CameraRig as that camera's behavior, in place of the orbital rig the scene ships with, and points it at whatever Camera.follow names. That component owns the framing; this one owns getting it there and getting it back after a cinematic.

The moments. Five cutscenes out of staging.Beats, each triggered by an event the core slice emits:

EventMomentRuns for
runStart / phase("intro")the opening — the still, before you may movethe core slice's own INTRO_SECONDS
plateCleared(n)the push onto the riser as it lights (plates 1–7)2.7 s
ascend(n, to)up through the riser onto the plate above2.6 s
sealed()the win — in on the ketyl, then the whole column11.6 s
quenched()the loss — close, then away and down6.6 s

Plate 8 gets no clear beat: the seal is arriving a moment later and two cinematics on one beat cut each other off.

The lines. It cues spoken lines by id through staging.Voice and never writes the words — the sound slice owns those. The opening cues v_open_1..3, an ascent cues that plate's v_plate_n, a clear cues v_clear, the endings cue v_quench and v_seal_1 / v_seal_2. Wetness crossing 72% of maximum cues v_wet and charge falling under 18% cues v_low, each once per crossing.

Its own sound. Three clips under staging/audio play under the beats, below whatever the sound slice plays on the same moment: stg_frame when a moment takes the frame, stg_rise on an ascent, stg_reveal on the seal.

Events

Emits shot(name) when a moment takes the camera — "opening", "plateClear", "ascend", "sealed", "quenched" — and shot("free") when one gives it back. A screen that should not land on top of a resolution waits for "free" rather than for the phase, which changes while the shot is still running.

Emits line(id, text, speaker) and lineEnd(id) through staging.Voice.

Listens for runStart, phase, plateEnter, plateCleared, ascend, sealed, quenched, wetness and charge.

Skipping

Every moment but the opening can be skipped from all three device families: for the length of a moment this component holds the console input map, whose confirm, back and resume each carry a key, a pad button and an on-screen button. Map holders are refcounted, so this takes nothing from the slice that owns that map for menus.

The opening is the core slice's to end — its pause control leaves the intro phase, and this component skips the camera when the phase moves to play, so the two clocks cannot disagree.

Fields

FieldDefaultWhat it does
cinematicstrueOff, the game plays with no moments at all. The playing camera still works — for filming the loop with nothing in the way.
beatVolume · riseVolume · revealVolume0.55 · 0.62 · 0.50The camera's own sounds, under the mix.
wetWarnAt / wetRearmAt0.72 / 0.55Where v_wet fires and re-arms.
lowWarnAt / lowRearmAt0.18 / 0.38Where v_low fires and re-arms.

Rehearsing

local staging = require("Still").anchor("Staging").component.get("Staging")
staging:rehearse("sealed")          -- watch a moment now
staging:rehearse("plateClear", 5)   -- ... on a particular plate
staging:release()                   -- take it off and give the shot back
staging:report()                    -- the moment, the rig, the live framing

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 camera of THE EIGHTH KETYL, and the moments it attends to. This is the staging slice's host. It owns exactly one thing and owns all of it: WHERE THE CAMERA IS. Nothing else in the game moves it. Two halves. THE PLAYING SHOT is `staging.KetylCam`, a camera behavior this component installs on the player's rig in place of the skeleton's orbital one. It stands across the column from the ketyl so the shaft is always behind the subject, and solves its distance and its lens from the LIVE screen — the game films at 1080x1440 and ships to phones, laptops and televisions at once, so no framing number in this slice is a pixel. THE MOMENTS are cutscenes out of `staging.Beats`: the opening that establishes the still before the player may move, the beat a plate goes clean and its riser lights, the ascent through that riser, the seal, and the quench. Each cues its spoken lines BY ID through `staging.Voice` and never writes the words — the sound slice owns those. It listens to core's events and blennoma's counts. It emits `shot(name)`, `line(id, text, speaker)` and `lineEnd(id)`, and nothing else.

Audio

attempt(what: string, fn: () → void

Every call into another slice's surface, or into a playback that may already have ended, goes through here: a failure is reported rather than swallowed, and one that fails does not take the rest of a beat down with it.

argtypedescription
whatstring
fn(

soundRoot( ) → any

THE CAMERA'S OWN SOUNDS

buildSounds( ) → void

Rebuild from the world rather than from a remembered list: a hot reload gives this file fresh locals while the previous build's entities are still live.

source(name: string, clip: any, volume: number) → void

argtypedescription
namestring
clipany
volumenumber

playSound(which: string) → void

argtypedescription
whichstring

offerClips( ) → void

Offer the camera's clips to the sound slice's library so the mix can own them like anything else. Staging still triggers them; the library is how another slice finds out they exist.

rig( ) → void

THE PLAYING CAMERA The player's rig: the highest-priority camera that is following something. A cutscene's own camera outranks it and follows nothing, and the editor's fly-cam is never a scene camera, so neither is ever mistaken for the rig.

ketylCam( ) → any

ensureCamera(dt: number) → void

Put the playing behavior on the rig, replacing whatever the scene baked in.

argtypedescription
dtnumber

handBack( ) → void

Land the playing camera on its solved pose, so handing the shot back after a moment is a cut to the right frame rather than a swim toward it.

body( ) → any

The ketyl this camera is framing, or nil before it has spawned.

skipNow( ) → void

SKIPPING, FROM ALL THREE FAMILIES The cutscene system's own skip is a set of keys, which a controller and a touchscreen cannot press. The console map already carries `confirm`, `back` and `resume` on a key, a pad button AND an on-screen button, so holding it for the length of a moment is what makes the moment skippable everywhere. Map holders are refcounted, so this takes nothing away from the slice that owns the map for menus.

armSkip(on: boolean) → void

argtypedescription
onboolean

beatRunning( ) → boolean

THE MOMENTS

runBeat(name: string, def: { [string]: any }) → void

argtypedescription
namestring
def{ [string]: any }

openMoment( ) → void

armBus( ) → void

LISTENING

runStart( ) → void

phase(name: any) → void

argtypedescription
nameany

plateCleared(n: any) → void

argtypedescription
nany

ascend(from: any, to: any) → void

argtypedescription
fromany
toany

plateEnter(n: any) → void

argtypedescription
nany

sealed( ) → void

quenched( ) → void

wetness(v: any, max: any) → void

argtypedescription
vany
maxany

charge(v: any, max: any) → void

argtypedescription
vany
maxany

rehearseOpening( ) → void

Watch the opening from the top, whatever the run is doing.

examples

Still.anchor("Staging").component.get("Staging"):rehearseOpening()

rehearse(name: string, n: number?) → void

Watch one moment by name: "opening", "plateClear", "ascend", "sealed" or "quenched".

argtypedescription
namestringWhich moment.
nnumber?The plate it happens on, where that matters.

examples

staging:rehearse("plateClear", 3)

release( ) → void

Take whatever moment is playing off the screen and give the shot back.

examples

staging:release()

report( ) →

Everything staging can be asked about itself: the moment on screen, the camera it installed, and the framing that camera solved for THIS screen.

examples

print(staging:report().frame.fov)

awake( ) → void

LIFECYCLE

start( ) → void

update(dt: ?) → void

argtypedescription
dt?

editorUpdate(dt: ?) → void

argtypedescription
dt?

onDestroy( ) → void

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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47+items
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module · born here
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# 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. ```lua 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.
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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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soundclip · born here
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# stg_frame The sound of the camera taking the frame: a sub dropping from 100 Hz to 38, a breath of dark air, and one faint brass partial at 312 Hz. 0.85 s, mono, 48 kHz, synthesised from raw PCM. Played by the `Staging` component under the opening, the plate-clear beat and the quench, below whatever the sound slice plays on the same moment.
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inputmap · born here
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# console The controls a CARD answers to: the title, the how-to-play handbill, the interval between two acts, the pause card and the two end cards. It is live exactly while a card is up — `game.ui.Screens` activates it the instant one goes up and releases it the instant the last one comes down. Its group is `ui`, and it stands down `player` and `table`, so nothing behind a card answers while the card has the player. | Control | Keyboard | Pad | Touch | |---|---|---|---| | `navigate` | Arrows or WASD | Left stick | — the rows | | `confirm` | Space or Enter | South (A / Cross) | — the rows | | `back` | Backspace | East (B / Circle) | — the row that says so | | `resume` | Escape | Start | — the Resume row | `navigate` binds each direction to two keys at once — the WASD key and the arrow key beside it — because a player reaching for a menu uses whichever is already under their hand. ## Why no touch class Every row of every card is a button under a finger: tapping one moves the focus there and acts on it in the same gesture. A finger does not walk a menu to reach a row and then confirm it — it puts itself on the row. So each of these four declares `touch = false` rather than adding an on-screen stick and three unlabelled circles that would each be a second, worse way to do what the card already is. Backing out is the how-to's Back row and the pause card's Resume row; leaving the table is the pause glyph the Table draws.
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component · born here
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# KetylCam The playing camera of THE EIGHTH KETYL. A camera `behavior`, installed by the `Staging` component on the player's `CameraRig` in place of the orbital rig the scene ships with. ## The shot The ketyl drifts on a disc eighteen units across inside a glass column twenty-three across, so a camera standing *behind* it at any readable distance would be outside the still, looking in through black glass. Instead the eye stands **across the column** from the ketyl and solves its own distance from the axis so the subject is always the same size: ``` glass wall glass wall ────┬───────────────────────────────────────────────────────────┬──── │ eye ●──────────── dist ────────────▶ ● ketyl │ │ (radius solved) axis│ │ ``` The shaft, the plate the ketyl is on and the plate above it are therefore always behind the subject — plate edges receding upward, which is the composition the whole game is built on. `staging.Frame` solves `dist` and the lens from the LIVE screen, so a tall screen and a wide one both hold the play; on a screen taller than 3:4 the eye stops at the wall and opens the lens instead of retreating through it. ## Looking The pilot aims nothing. It forwards the look control as `Still.emit("look", v, dt, active)` and this consumes it: horizontal swings the eye around the column, stopped short of the angle at which it would have to pass through the glass, and vertical raises and lowers it between looking up the shaft and looking down on the plate. Let go and the shot walks itself back across the column after `recentreDelay`. ## Two modes `mode` is `"auto"` by default, which reads the run's phase: the title gets a slow attract orbit of the still with the shaft up the middle of a tall frame, and everything else gets the playing shot. `"play"` and `"attract"` force one. ## Fields | Field | Default | What it does | |---|---|---| | `follow` | — | The ketyl. Empty, it reads `Camera.follow`. | | `mode` | `"auto"` | `"auto"` · `"play"` · `"attract"`. | | `yawRange` | 1.75 rad | How far round the column the player may swing the shot, on top of the limit the geometry imposes. | | `lookSpeedX` / `lookSpeedY` | 0.0042 / 0.0090 | Look sensitivity. | | `dampPos` / `dampYaw` | 0.14 / 0.22 s | How far behind the subject the shot trails. | | `recentreDelay` / `recentreRate` | 2.6 s / 0.55 | When and how fast an unattended shot returns to across-the-column. | | `clearance` | 0.35 | The sphere swept from the aim point out to the eye; anything it meets brings the eye in. Zero leaves the shot alone. | ## Methods ```lua local cam = entity(rigId).component.get("KetylCam") cam:snap() -- land on the solved pose with no damping cam:recentre() -- undo whatever the player swung it to cam:report() -- mode, eye radius, yaw, climb, distance, lens, aspect ```
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module · born here
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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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module · born here
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# staging.Bus One armed set of listeners on the shared event bus, for the staging slice. ```lua local Bus = require("staging.Bus") Bus.arm({ plateCleared = function(n) ... end, sealed = function() ... end }) Bus.disarm() Bus.count() -- how many are armed right now ``` A component's `init.luau` is re-executed on every hot reload, and the reload does not fire `onDestroy`: the previous chunk's module-level locals come back empty while its closures are still subscribed. Left alone, the staging director would end up with two of every listener after two edits, and a plate going clean would play its beat twice. Holding the subscriptions here fixes that. This module is edited far less often than the director it serves, so its state survives the director's reloads, and `arm` drops whatever it was holding before it takes the new set.
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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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soundclip · born here
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# stg_rise The ascent: air and a tone climbing the shaft together — a sweep from 130 Hz up past 670 with a band of noise opening behind it, both swelling and falling away inside 1.7 s. Mono, 48 kHz, synthesised from raw PCM. Played by the `Staging` component when the camera follows the ketyl up through a riser.
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soundclip · born here
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# stg_reveal The seal: a slow swell under the whole column being seen at once — a stack of partials on 58 Hz coming up over a second and a half, a shimmer on 880 and 1319 crossing the middle of it, and a long fall away. 3.4 s, mono, 48 kHz, synthesised from raw PCM. Played by the `Staging` component when the resolution shot begins.
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inputbinding · born here
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# back The 'Back' control.
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inputbinding · born here
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# confirm The 'Confirm' control.
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inputbinding · born here
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# navigate Walking the rows of a card: one flick is one step, a held stick repeats. Each keyboard direction answers to TWO keys — the WASD key and the arrow key beside it — because a player reaching for a menu uses whichever is already under their hand. An axis takes one binding per device class, so each direction is itself a vector of the two keys that mean it. On a pad it is the left stick; under a thumb it is the on-screen stick in the left zone.
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inputbinding · born here
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# resume The 'Resume' control.
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backing path · Staging.component

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