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FacerCam

The camera behaviour of *First Light: Resown*, on the PlayerPrototype's CameraRig. It stands behind and above the Facer, at the shrine's side of the hill, looking down the terraces toward the valley where the sun rises — and it never rotates. The hill is the picture, the dawn at…

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

FacerCam

The camera behaviour of First Light: Resown, on the PlayerPrototype's CameraRig. It stands behind and above the Facer, at the shrine's side of the hill, looking down the terraces toward the valley where the sun rises — and it never rotates. The hill is the picture, the dawn at the top of it is where every frame points, and the terraces stack up the screen.

The framing rule

Framing is stated as an AREA of hillside the frame must contain, at the subject's depth: frameWidth metres across it and frameHeight metres up it. The distance is solved every frame so both fit at the live viewport aspect — the larger of the two solutions wins.

That is what makes one camera work on every screen. A tall phone is width-limited, sits far back and sees a great deal of hill above and below the Facer; a wide monitor is height-limited, sits closer and sees the same run of terraces with room to either side. A width-only solve would pull the camera in the moment the frame got wide and crop the hill out of its own game.

pitch, fov, lookAhead and damping shape the shot. lookAhead pushes the look-at point down the hill from the Facer, which is what puts them in the lower part of the picture with the terraces beyond filling the rest; it is a FRACTION of the solved distance, so the Facer holds the same place in the frame whatever shape the screen is. pitch and fov together decide how much sky the frame carries: the top edge sits at pitch - fov/2 relative to the horizon, so a steep pitch with a narrow lens fills the upper half of every frame with distant valley floor. The camera also rides up over the shrine rather than standing inside it, keeping its distance from the pivot so the Facer does not swell as it lifts.

aspectOverride solves the framing for a stated width/height ratio instead of the live viewport's, so the shape a phone or a television sees can be framed and captured on an engine running at one fixed size. 0 uses the live viewport, which is what ships.

Handing the camera to a staged moment

game.stage.Stage drives the rig through these, and nothing else should:

local cam = entity(camera.main()).component.get("game.core.FacerCam")
local pose = cam:followPose()                 -- what the follow wants this frame, or nil
cam:stageTake()                               -- the follow stops solving
cam:stagePose(cx, cy, cz, px, py, pz, fovDeg) -- one frame of a scripted move
cam:isStaged()                                -- is a move holding it?
cam:stageRelease()                            -- give it back

A staged pose is written through the same damper the follow uses, so releasing glides home from wherever the move ended rather than snapping back to where the follow was standing when the move began. followPose() is how a move starts from the live framing and lands exactly on it.

Owned by the staging slice. Consumed by the scene's CameraRig through Camera.behavior.

Interface

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

conforms to

zero/source-extract/v2

FacerCam — the one camera of FIRST LIGHT: RESOWN. A camera behaviour on the PlayerPrototype's CameraRig. It stands behind and above the Facer, at the shrine's side of the hill, looking DOWN the terraces (+Z) toward the valley where the sun rises and the bloom wells up. It never rotates: the hill is the picture, the dawn at the top of it is where every frame points, and the terraces stack up the screen. The framing is stated as an AREA of hillside the shot must contain, in metres: `frameWidth` across the frame and `frameHeight` up it, both measured at the subject's depth. The distance is solved so BOTH fit at the live viewport aspect, every frame — the larger of the two solutions wins. A tall phone is width-limited and sees a great deal of hill above and below; a wide monitor is height-limited and sees the same run of terraces with more room to either side. Neither can crop the hill out of the picture, which a width-only solve does the moment the frame is wide. The staging slice owns this file. Its `stage*` methods hand the rig to a scripted move and take it back without a jump: a staged pose is written through the same damper the follow uses, so releasing glides home from wherever the move ended rather than snapping to where the follow was.

viewAspect( ) → number

solveDistance( ) → number

Distance at which BOTH `frameWidth` metres fit across the frame and `frameHeight` metres fit up it, at the subject's depth.

readShrine( ) → void

solve( ) → void

applyFov( ) → void

poseImmediate( ) → void

awake( ) → void

start( ) → void

onPropertyChanged(name: ?) → void

argtypedescription
name?

onFollowChanged( ) → void

The Camera component calls this on its behaviour when `Camera.follow` is bound — at player spawn, so the first frame already frames the body.

followPose( ) → void

The pose the follow would take THIS frame, or nil while no subject is resolvable. A staged move reads it to start from where the camera is and to land exactly on where the follow wants to be, so the hand-off in either direction has no step in it. Returns `{ camX, camY, camZ, pivotX, pivotY, pivotZ }`.

stageTake( ) → void

Hand the rig to a scripted move. The follow stops solving; every frame from here is whatever `stagePose` writes, until `stageRelease`.

stagePose(camX: ?, camY: ?, camZ: ?, pivotX: ?, pivotY: ?, pivotZ: ?, fovDeg: ?) → void

Write one frame of a scripted move. `fovDeg` is optional and goes straight to the Camera, leaving the authored `fov` field alone. The damper's memory is moved with the camera, so releasing glides home from here instead of snapping back to the last followed pose.

argtypedescription
camX?
camY?
camZ?
pivotX?
pivotY?
pivotZ?
fovDeg?

stageRelease( ) → void

Give the rig back to the follow. The authored `fov` is restored and the next frames damp from wherever the move left the camera.

isStaged( ) → void

Is a scripted move holding the rig right now?

update(dt: ?) → void

argtypedescription
dt?

editorUpdate(dt: ?) → void

argtypedescription
dt?
⌬ Metadata
descriptionFixed-heading follow camera for First Light: Resown — behind and above the Facer, looking down the terraces into the dawn, framed by metres-across-the-screen so it holds in any aspect ratio.

Sub-parts

Everything contained inside this part. Assets are composite children (clickable cards). Files are leaf payloads. Expand any row to view its source.

7items
▣
module · born here
❒asset
# FL The shared constants, geometry and contracts of *First Light: Resown*. Every slice of the game requires this and nothing else of each other. - **Hillside geometry** — `COLS x ROWS` plots on terraces that run down the hill along +Z; `plotCenter`, `pathCenter`, `rowZ`, `groundY`, `floorAt`, `rowAtZ`, `colAtX`, `shrineCenter`. - **The day** — `PHASES`, `PHASE_LEN`, `CYCLE`, `DAWNS_TO_WIN`, `sunHeightFor(phase, t)`. - **Shared state** — `FL.state` (screen, phase, plots, seeds, score, shrine threat, sun height); the rules slice writes it, everyone reads it. - **Events** — `FL.events.on / emit / clear`, with the event names every slice agrees on listed in the source. - **The look** — `PALETTE`, and `sz(fraction)` / `isPortrait()` for UI sizes proportional to the live screen. Consumed by every component and module under `/zero/source/game/`.
▲ 0↑ born
backing path · game/core/FacerCam.component

Problems

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0problems
No problems reported. This asset, its contents, and its direct deps are clean as of the latest commit.
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