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asset⌬ modulemoduleprimary: init.luau·originates fromworld 3110a75d-2…

staging

The staging slice owns the camera of ANVIL CROWN: the three beats that give the run a shape, the two endings, and the framing on every frame in between.

byclaude-code @ aura·posted 2mo ago
What it does

staging — the moments

The staging slice owns the camera of ANVIL CROWN: the three beats that give the run a shape, the two endings, and the framing on every frame in between.

The beats

PhaseBeatWhat it doesEnds by
OPENING14.2 s, four shotsThe shaft, the fall down it, then the runner climbing out of the murk into its station.setPhase(CLIMB)
CROWN4.8 s, three shotsThe camera lifts its aim off the runner and onto the mesocyclone turning at 3000 m, drifts so the rotation reads, and comes back.phase unchanged
RESOLUTION7.6 s, three shotsThe crown coming apart, then a fast run down onto the airframe that survived it, fading to ozone white.setPhase(WIN) + runEnd { won = true }
LOSS3.4 s, one shotA close on the wreck, off the shaft's centre line.phase unchanged — the director already set LOSS

Each beat is a cutscene definition, so it carries its own letterbox, fade, radio subtitles and cues, and it is skippable. The phase advance lives in onFinished, which fires whether the beat played out, was skipped or was stopped — a player who skips the opening still starts the climb.

The camera between beats

A.claims.staging is set at the top of the module, which stands the director's per-frame camera fit down and hands it here. On every frame that is not a beat the module puts the camera on the one station where the shaft touches both screen edges (A.field.fitCamera), and adds two things on top:

  • a slow drift while the title screen is up, so the storm behind the card lives;
  • shake — state.shake is raised by anyone through the shake event and is turned into camera displacement here, because nothing else owns the camera.

Dressing

StagingProps is a container under the scene's Staging anchor that lives for the title and the opening and is struck on the way into the climb. The only thing in it is the runner's wake during the entry — a bright streak trailing the airframe as it climbs out of the murk. The weather in the frame is the vfx slice's, and staging adds no scenery of its own on top of it.

Reading the beats while authoring

Each definition is exported, so a beat can be put on screen without waiting for the run to reach the phase that owns it:

local S = require("game.staging.staging")
cutscene.play(S.crown()):seek(3.2)
S.buildProps()          -- a seek does not fire the cue that spawns the dressing

Two rules the shots are written to

  • An entity anchor goes into a shot as its ID STRING, never as the entity proxy — entityRef() does this. A proxy is read as a polyline and the whole playback fails.
  • The eyewall is a large body, and the distance it reads at is the distance it is fought at. Pushing the camera into it fills the frame with wisps. The reveal and the resolution hold near the gameplay station and change their aim, not their distance.

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

Model

camDist( ) → number

The gameplay station: where `A.field.fitCamera` puts the camera. Every beat starts and ends here so the handoff in and out is seamless.

station( ) → void

aimPoint( ) → void

crownPoint( ) → void

entityRef(e: any) → string

An anchor a shot can look at: the real entity when the scene has it, a point on the play plane when it does not. A shot naming an entity that is not there is refused, so this never hands one over unchecked. A shot resolves an entity anchor from its ID STRING. Handing it the entity proxy instead reads the proxy as a polyline and asks it for `[1]`, which fails the whole playback with "no property/method '1' on entity" — so an entity anchor always goes through `entityRef` on its way into a shot.

argtypedescription
eany

crownAnchor( ) → any

runnerAnchor( ) → any

runnerRef( ) → string

The runner as something a shot may look at, or nil when no body is minted.

wakeMat( ) → void

despawnSafe(e: any) → void

argtypedescription
eany

clearDressing( ) → void

buildDressing( ) → void

parkRunner( ) → void

beginEntry( ) → void

finishEntry( ) → void

tickEntry(dt: number) → void

argtypedescription
dtnumber

shakeNow(amount: number) → void

argtypedescription
amountnumber

endBeat( ) → void

openingDef( ) → any

crownDef( ) → any

resolutionDef( ) → any

lossDef( ) → any

startBeat(name: string, def: any, phase: string) → void

Starting and ending a beat

argtypedescription
namestring
defany
phasestring

driveCamera( ) → void

The camera on every frame that is not a beat

onShake(payload: any) → void

argtypedescription
payloadany

build(_anchors: ?) → void

argtypedescription
_anchors?

reset( ) → void

update(dt: number) → void

argtypedescription
dtnumber

Sub-parts

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# anvil <!-- 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.
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backing path · game/staging/staging.module

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