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asset⌬ modulemoduleprimary: init.luau·originates fromworld 818ea2f4-9…

moments

The three staged moments of FIRST LIGHT, written as `cutscene` definitions and built the frame they are played, so each frames the world as it stands.

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

moments

The three staged moments of FIRST LIGHT, written as cutscene definitions and built the frame they are played, so each frames the world as it stands.

  • opening() — out of the lava, up the spire, down onto the pilgrim's shoulder, ending where the follow camera lives.
  • finale() — the camera turns to the sunrise, reading the sun light's own live direction, and fades to first light.
  • loss() — no shots: the bands close over wherever the player was looking.

OPENING_LINE_AT, FINALE_LINE_AT and LOSS_LINE_AT say how far into each the narrator speaks. Every definition is unskippable by key on purpose — the skip is game/staging/skip.inputMap, which carries all three device classes.

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

avatar( ) → any

The local player's body, or nil before it spawns.

avatarPos( ) → void

sunBearing( ) → void

The horizontal direction TOWARD the sun, normalised. The `sun` light's `direction` points at the light, and the lava slice swings it through the dawn, so this is read live rather than written down.

at(p: { number }, s: { number }, c: { number }, a: number, b: number, h: number) → void

p + sun * a + cross * b + up * h, as a world anchor.

argtypedescription
p{ number }
s{ number }
c{ number }
anumber
bnumber
hnumber

opening( ) → any

Out of the lava, up the spire, and down onto the pilgrim's shoulder. It ends where the follow camera lives, so handing control back is a settle rather than a cut.

finale( ) → any

The camera leaves the climb and turns to the sunrise: the pilgrim backlit, the sun cresting, then the whole rim under the dawn.

loss( ) → any

No shots, so the camera stays where the player was looking when it went wrong. The bands close, the colour drains, the narrator says what took them.

Sub-parts

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11+items
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module · born here
❒asset
# narrator The voice of FIRST LIGHT and the words on screen. `narrator.new(host)` returns an object owning the entity the voice comes out of, the caption screen (layer 900) and the beat bloom (layer 899), and gives all three back on `destroy`. `say(key)` speaks a line and prints it; `flash(tint, seconds)` throws a warm bloom at the edge of the frame for a moment that keeps the player's camera; `update(dt)` runs the caption clock; `setPaused(on)` holds a line where it is while the game is paused. Every measurement comes from `L.layout()`, so the block sits the same way up a tall phone as a wide monitor. It stays clear of `LETTERBOX`, the band a cutscene paints over the UI.
▲ 0↑ born
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module · born here
❒asset
# lavic <!-- zero:scaffolded-readme --> <!-- Replace the line below with what this module provides and who consumes it, then delete both comment lines. --> TODO: describe this module.
▲ 0↑ born
backing path · game/staging/moments.module

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