Round
The clock of the night, and the verdict at the end of it. One instance, on the scene's `mount_rules`.
Round
The clock of the night, and the verdict at the end of it. One instance, on the
scene's mount_rules.
While the phase is playing it advances Core.state.roundTime and derives
Core.state.dawn from it — 0 in deep night, 1 at first light — over
roundSeconds (Core.ROUND_SECONDS, 150 by default). Everything else on the
hill reads that one number: game.world.Dawn pushes the sky and the sun from
it, Core.lightZ() turns it into the light-line walking down from the summit,
and game.rules.GlewField burns off whatever that line has reached.
The verdict
When dawn reaches 1 the round ends, in this order:
Core.state.dawnis pinned at 1.Core.state.tieris stamped from the lantern —Core.tierFor(lantern), which isgoldat 75,silverat 50,bronzeat 30 andnilunder that.Core.state.besttakes the lantern if this was the best night so far.firstlightis emitted — before the phase moves, sogame.staging.Beatscan setCore.state.cutsceneand take the camera for the crest.- The phase becomes
wonwhen there is a tier andlostwhen there is not.
game.ui.Screens shows the end card once the phase is won/lost and
Core.state.cutscene is false, which is how the resolution shot gets to play
before the card.
Starting over
Entering playing from anything other than paused resets the round, so a
replay from the end card, from the title, or straight from the Play button all
start the same night. Coming back from paused does not: the clock picks up
where it stopped.
Scoped to this part · feeds back into the world's score.