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.
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 emitsintroDone. A press on thekickcontrol, 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"), thenoutroDone. - 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.
Scoped to this part · feeds back into the world's score.