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asset⌬ componentcomponentprimary: init.luau·originates fromworld fd4f2c09-2…

Staging

The moments the camera stops following the crane.

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

Staging

The moments the camera stops following the crane.

Mounted once on mount_stage. It listens to the bus, hands game.camera.director a beat to play, and emits staged(<phase>) the instant that beat finishes — which is the signal the rules slice waits on before it moves the round along.

PhaseThe beat
openingThe rise out of the fog past the rooftops to the plinth
hoistThe orbit up as the bell comes onto the last course
ringThe push-in that puts the bell and the sun in one frame
wonThe pull back off the tower onto the town the warning was for
lostfell: down with the courses. sunrise: round onto the light

Any other phase hands the camera back to the follow; arriving at the title also snaps the damped rise to where the tower now is, so a restarted round opens at the plinth instead of gliding down out of the sky the last one ended in.

The camera's answers to things that are not beats

EventWhat the frame does
placedA jolt whose weight is the miss. A seat inside the perfect tolerance barely moves the frame; one at the edge of what the tower can carry lands like it — measured, three times the offset.
perfectA snap on the lens instead of a shove: about two degrees of field of view, gone in a fifth of a second, growing a little with the streak.
watchA tremor, as the fallen bell tolls under the fog.
collapseThe shake, with a couple of degrees of roll on it.
ringThe peal's own shake, harder for a well-timed ring than a late one.

kick and shake on this component scale the last two families, so the whole feel can be turned up or down from the inspector without touching a beat.

Fields

FieldWhat it does
fadeFade up out of the night's own colour as the opening begins. It takes no camera and freezes nobody — it is the image alone — and it carries no letterbox, so it can never sit over the caption the Warden's first line prints.
kickScale on the jolt a seating course gives the frame.
shakeScale on the shake of a collapse, a toll and a peal.

Every beat ends by itself

The clock is the director's, and staged fires from the beat's own end rather than from a timer here — so a beat still running has not fired, and a beat that has finished always has. The rules slice carries its own timeouts on top of that. An edit to this file mid-beat is invisible in the frame: the reload leaves the beat running and awake picks the phase's beat back up, seeing it already in flight.

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 moments the camera stops following the crane. Mounted once on `mount_stage` by scenes/main.scene/build.luau. It listens to the bus, hands `game.camera.director` a beat to play, and emits `staged(<phase>)` the instant that beat finishes — which is the signal the rules slice waits on before it moves the round along. opening the rise out of the fog to the plinth hoist the orbit up as the bell comes onto the last course ring the push-in that puts the bell and the sun in one frame won the pull back off the tower onto the town the warning was for lost "fell": down with the courses; "sunrise": round onto the light It also owns the camera's answers to things that are not beats: the kick when a course seats (heavier the worse the seat), the snap on the lens for a perfect one, a tremor on each tocsin beat, the shake when the tower goes and the peal's own shake when the bell finally rings. **Every beat ends by itself.** The clock is the director's, and `staged` fires from the beat's own end, not from a timer here, so a beat that is still running has not fired and a beat that has finished always has. The rules slice carries its own timeouts on top of that, so even a hot reload in the middle of the opening cannot leave a round waiting on a camera.

beatFor(phase: string) → string

argtypedescription
phasestring

fadeUp(seconds: number) → void

Fade up from the night at the top of the opening. It takes no camera and freezes nobody — it is the image alone — and it carries no letterbox, so it can never sit over the caption the Warden's first line prints.

argtypedescription
secondsnumber

playBeat(phase: string) → void

argtypedescription
phasestring

onEnd( ) → void

awake( ) → void

onDestroy( ) → void

The subscriptions go, and nothing else. A beat in flight is deliberately LEFT RUNNING: this fires on every hot reload as well as on a real removal, and releasing here made every edit to this file during the opening snap the camera back to the crane. `awake` picks the phase's beat back up and the guard in `playBeat` sees it already running, so an edit mid-beat is invisible in the frame. A phase that is not a staged one releases the camera anyway.

tickIfOrphaned(dt: number, live: boolean) → void

argtypedescription
dtnumber
liveboolean

update(dt: ?) → void

argtypedescription
dt?

editorUpdate(dt: ?) → void

argtypedescription
dt?
⌬ Metadata
descriptionPlays the staged beat for each phase of the round, emits staged() when it ends, and gives the frame its answers to a seat, a perfect, a watch toll, a collapse and the peal.

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module · born here
❒asset
# game.camera.shots The six moments the camera takes itself off the crane. ```luau local Shots = require("game.camera.shots") local ctx = Shots.context() -- the live world, read once local pose = Shots.eval("ring", 0.72, ctx) -- { px, py, pz, ax, ay, az, fov, roll } ``` | Beat | Seconds | What it does | |---|---|---| | `opening` | 6.2 | Starts under the fog sea, turned nearly a radian off the crane's side of the tower, and climbs through the fog line past the rooftops onto exactly the station the follow takes over. The aim lands a beat before the position, so the last stretch reads as arriving rather than as being swung into place. | | `hoist` | 4.6 | An orbit that leaves and returns — turn, radius and lift are all one half-sine, so it ends on the follow station exactly. The aim is on the bell itself, read live, so the shot carries the bell up the outside of the tower and in over the last course. | | `ring` | 2.6 | The shot the whole game is pointed at. Swings round to the side the sun is not on and pushes in along the sun's own bearing, so the bell is between the lens and the light. Holds. | | `won` | 7.0 | Rises and pulls back until the shot is no longer the tower but the place: the aim comes down onto the roofs, the lens widens, and the town the warning was for arrives under the new light. Holds. | | `fell` | 5.0 | Does not cut away. Falls with the courses, ends low on the stump, held a few degrees off level. Holds. | | `sunrise` | 5.0 | Turns off the unfinished tower and onto the light: round to the sun's bearing, down toward the fog, the stump dark against a sky that has already won. Holds. | ## Pure functions of a clock Every beat is a function of a normalised clock and a `Ctx` of live readings. Nothing here reads the world during a beat, holds state or writes an entity — `game.camera.director` runs the clock and applies the pose. Two things follow, and both are why it is written this way: a hot reload cannot lose a beat mid-play, and **any frame of any beat can be looked at without playing it**, which is how the framing was judged. ```luau local p = Shots.eval("opening", 0.35, Shots.context()) -- capture { source = "position", position = {p.px,p.py,p.pz}, -- lookAt = {p.ax,p.ay,p.az}, fov = p.fov } ``` Every beat is written in the terms `game.camera.framing` hands back — a turn around the tower, a scale on the solved radius, a lift off the solved height — never in absolute metres, so a beat stays framed on a phone held upright and on a television alike. ## The bell and the sun in one frame `ring` is the one beat that has to hold two things at once, and only one of them can be moved to, because the sun is at infinity. What decides the frame is the ANGLE between them, and the only free variable is how far above or below the bell the camera stands — so the shot is solved from the sun's own elevation, read live off the directional light, rather than from a height that happens to work at one hour. The bell lands at 0.33 up the frame and the sun at 0.80, whatever elevation the dawn has reached. Where the sun sits so high that holding both would put the camera under the fog, the bell keeps its place and the sun rides up the frame. ## Handing the camera back Every beat ends on the follow pose, or on a pose the follow can damp out of in a few tenths, so the hand-off is a continuation rather than a cut. `ring` and the three ending beats are the exception: they HOLD their last frame. The ring push-in has to stay on the bell while the player waits for the top of the swing, and an end card wants a composed frame behind it rather than a camera drifting back to a tower nobody is building any more.
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module · born here
❒asset
# core 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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module · born here
❒asset
# game.camera.director The one thing that decides where the camera is. ```luau local Director = require("game.camera.director") Director.play("opening", { onEnd = function() ... end }) Director.kick(1.2) -- a course seated badly Director.punch(2.0) -- a perfect seat: a snap on the lens Director.shake(1.05, 1.35) -- the tower went local p = Director.pose() -- what the rig should be this frame ``` `TowerCamera` applies what this hands back and `Staging` tells it what to play. Neither of them works out a pose. Everything that can move the view — the follow, a staged beat, the jolt when a course seats, the tremor on a tocsin beat, the shake when the tower goes, the breath under all of it — is summed here, in one place, so two of them can never fight over the same entity. ## One clock, however many rigs The camera rig is `OwnerOnly` on the player prototype, so every peer has one of their own and the editor sees the prototype's. All of them apply the SAME pose — a round is local to a peer and they are all watching one tower — but the clock must only advance once a frame, or a beat runs at N times speed with N players in the world. The first rig to register is the primary and is the only one that ticks; the rest read. `Staging` ticks it instead when no rig is alive at all, so a scene being authored with no player in it still finishes its beats. The same care applies to a single rig: an editing session with the simulation running calls both `update` and `editorUpdate` on the same frame, so `update` owns the clock wherever it runs and `editorUpdate` only takes over once a couple of frames have gone by without one. ## Holds `ring`, `won` and the two losses hold their last frame rather than handing the camera back — the ring push-in has to stay on the bell while the player waits for the top of the swing, and an end card wants a composed frame behind it. A held beat keeps a slow drift, a few degrees of orbit and a couple of degrees of lens over six seconds, so the frame is alive without being a move. ## Freezing a frame ```luau Director.freeze("ring", 0.72) -- park exactly there -- ... capture ... Director.release() ``` `freeze` parks the camera on one frame of a beat and leaves it: the clock does not run and the held frame does not drift, so the pose is exactly `Shots.eval(name, t, ctx)` for as long as it is held. It is what makes a capture of a moment inside a move repeatable, instead of a race against the seconds between asking for the shot and the shutter. Authoring only — nothing in a round calls it. ## Reading it `Director.snapshot()` reports the beat and its clock, whether it is holding, how many rigs are registered, the damped top course, and the whole solved frame — aspect, lens, distance, aim, and how much of each slide axis reads as lateral movement at the current bearing.
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backing path · game/camera/Staging.component

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