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asset⌬ componentcomponentprimary: init.luau·originates fromworld c9094e78-b…

Staging

The director of WICK. Mounted once on `mount_staging`. It writes no rules and no phase: it listens to what `game.Climb` decides and stages it.

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

Staging

The director of WICK. Mounted once on mount_staging. It writes no rules and no phase: it listens to what game.Climb decides and stages it.

Three beats, each a small timeline stepped by update:

  • intro — the camera cuts to the black water at the foot of the shaft and rises to Wick while the Keeper speaks intro_1..3, then emits introDone. A press on the kick control, from a key, a pad or the touch button, skips it after the first third of a second.
  • won — the lamp catches, then the shot cuts out to the water where the beam sweeps round and finds the ship. Core.say("won"), then outroDone.
  • lost — the camera holds on the water and settles into it, with Core.say("lost").

And two beats that happen inside the climb without taking it over: the surge at 80 m (the frame shakes, lightning crosses the shaft, Core.say("surge")) and the Keeper's milestone lines at 50 m and 100 m.

It stands up its own rig under the mount: the strike light, a key light for the shots the shaft does not light, and the entity game.Beam runs on.

Public fields

None. Everything it says to the camera and the lamp goes through game.Stage.

Interface

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

conforms to

zero/source-extract/v2

strict

Light

keep(fn: () → void

argtypedescription
fn(

say(id: string) → void

argtypedescription
idstring

smooth(x: number) → number

argtypedescription
xnumber

strike(delay: number) → void

argtypedescription
delaynumber

setShot(ex: number, ey: number, ez: number, ax: number, ay: number, az: number, fov: number) → void

The camera, per beat

argtypedescription
exnumber
eynumber
eznumber
axnumber
aynumber
aznumber
fovnumber

playShots(list: { Shot }, at: number) → void

Walk a keyed shot list to a time, easing between keys and cutting where a key says to.

argtypedescription
list{ Shot }
atnumber

beginIntro( ) → void

The opening

stepIntro( ) → void

skipIntro( ) → void

beginWon( ) → void

The resolution

stepWon(dt: number) → void

argtypedescription
dtnumber

skipWon( ) → void

beginLost( ) → void

The loss

stepLost( ) → void

onSurge( ) → void

Inside the climb: the surge, the milestones

onMilestone(metres: any) → void

argtypedescription
metresany

buildRig( ) → void

The rig: the strike light, and the host game.Beam runs on One child under the mount, so a hot reload takes the whole of it away with it instead of leaving a second set standing. The strike is a POINT light that rides the frame rather than a second sun: a scene resolves one directional light per camera, so a strike authored as one would take the moon's place for as long as it burned.

stepLightning(dt: number) → void

argtypedescription
dtnumber

clearBeat( ) → void

Lifecycle

onPhase(new: any, _old: any) → void

argtypedescription
newany
_oldany

awake( ) → void

applyCue( ) → void

drive(dt: number) → void

argtypedescription
dtnumber

update(dt: number) → void

argtypedescription
dtnumber

editorUpdate(dt: number) → void

argtypedescription
dtnumber

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.

Showing up to 3 levels deep. Open a part to see what it holds further down.

21+items
▣
module · born here
❒asset
# Stage The staging slice's own shared surface. `game.Core` is the contract between slices and is frozen; this is the contract between the three files of the staging slice alone. `game.Staging` (the director) writes it. `game.ShaftCam` (the camera) and `game.Beam` (the lamp, the beam and the ship) read it. | table | what it carries | |---|---| | `Stage.cam` | the staged pose and `weight`, how much of it is mixed over the follow; plus `shakeAmp` | | `Stage.camNow` | where the camera actually ended up this frame, written by `game.ShaftCam` after the mix | | `Stage.beam` | the lamp's burn, the sweep, how much of the ship is found, and where the beam's far end stands | | `Stage.sky` | the strike burning right now | | `Stage.cue` | `Stage.cueTo(beat, t, hold)` puts a beat at a named second, and holds it there, so a beat can be looked at without climbing a hundred and twenty metres first | | `Stage.report` | which beat is running and how far into it |
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·
inputmap · born here
❒asset
# wick WICK: one button. Tap to kick off the wall, hold to grip. Pause.
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▣
module · born here
❒asset
# Core The one table every slice of WICK shares: the constants that define the shaft, the sea and the camera framing, the blackboard the rules write and everyone reads, an event bus, the phase machine's single writer, and the Keeper's script. `local Core = require("game.Core")`. See `/zero/source/design/spec.md`. ## Exports - `Core.SHAFT`, `Core.SEA`, `Core.CAMERA`, `Core.STAGING_TIMEOUT` — the place. - `Core.state` — `phase`, `player {x, y, vx, vy, wall, facing, gripping, grip, alive}`, `height`, `best`, `seaHeight`, `seaRate`, `surged`, `lampLit`, `elapsed`, `kicks`, `run`. - `Core.events.on(name, fn) -> unsubscribe`, `Core.events.emit(name, ...)`, `Core.events.count(name)`. - `Core.setPhase(p)` — called by `game.Climb` only. - `Core.LINES`, `Core.say(id)` — the Keeper's lines; `say` emits `"say"` and `"caption"`. - `Core.heightClimbed()`, `Core.seaGap()`, `Core.resetRun()`, `Core.clamp`, `Core.lerp`.
▲ 0↑ born
◇
component · born here
❒asset
# Beam The lamp's beam, and the ship it is lit for. `game.Staging` stands it up on a child of its own mount; nothing else attaches it. It builds, once, everything the ending needs and nothing the climb needs: the shaft of light that leaves the lamp room, the ship aground on the rocks a long way out, the black water she is in, and the lights that make each of them read. Everything but the lamp's own glow is parked five kilometres under the world while the ending is not running, because the sea reaches far enough to cut straight through the shaft the player is climbing. It renders `game.Stage.beam` and decides nothing: | field | meaning | |---|---| | `lit` | 0..1, the lamp's burn; drives the ignition glow and the beam's brightness | | `sweep` | 0..1 along the beam's arc; 1 is dead on the ship | | `shipLit` | 0..1, how much of the ship the beam has found | | `visible` | whether the beam and the sea beyond the tower exist at all | and publishes `aimX/aimY/aimZ`, where the beam's far end is standing, so a shot can follow it. ## Public fields None. `public.aimPoint(sweep)` answers where the beam points at that much of its arc, and `public.report()` answers what it stood up.
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inputbinding · born here
❒asset
# kick The 'Kick' control.
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·
inputbinding · born here
❒asset
# pause The 'Pause' control.
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backing path · game/Staging.component

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