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beats

The four moments the camera of *First Light: Goura* takes itself away from Tawpy for. `FloorCam.component` runs them; this module holds their shape.

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

game.staging.beats

The four moments the camera of First Light: Goura takes itself away from Tawpy for. FloorCam.component runs them; this module holds their shape.

local Beats = require("game.staging.beats")

cutscene.play(Beats.opening(ctx, narratorLine))   -- the opening
local pose = Beats.seen(t, ctx)                   -- t runs 0 → 1

The opening — a cutscene

The opening is a real cutscene: a shot list, letterbox bands, a fade up out of the night's own colour, and the narrator's line as a subtitle. It ends by giving the game back, however it ended — played out, skipped, or stopped.

Three shots, continuous:

  1. The crown. A station under the canopy, looking up the lane at the head of the roost tree, rising and pushing slowly in. It sits under the canopy on purpose: the shot has to read at every light the run can open on, and a station out above the canopy is a legible silhouette at dawn and a dark mass at night. Under it there are always trunks, shafts and canopy.
  2. Down the lane. The camera falls out of the canopy and retreats the whole length of the lane, past her, while the aim comes off the crown and settles on the floor ahead. Every look anchor sits further up the lane than the camera does — that one rule is what keeps the aim from swinging across the frame, and it is the difference between a descent and a whip. She arrives in the last second of it, tiny, at the bottom of the lane.
  3. The settle. The camera comes down onto exactly the pose the chase camera takes over, with her in frame the whole way, so the hand-off is a continuation and not a cut.

Beats.replayShots is the short form — the settle alone, 2.6 s, no line. The first night gets the whole opening; every retry after it gets this, because eleven seconds between two attempts is a wall rather than a beat.

Escape is deliberately not a skip key here (SKIP_KEYS), and staging.inputMap leaves it off too: Escape is the pause control, and a key that both ends the opening and opens the pause card lands the player on a menu they did not ask for.

The three pose beats

Beats.seen, Beats.won and Beats.lost are functions of a normalised clock and a ctx of live readings. They return { px, py, pz, ax, ay, az, fov }.

BeatWhat it does
seen1.7 s. Drops to the floor behind her and looks past her INTO the sweep, so the shot is her small in the near frame and the eagle's shadow coming on beyond her. Then pushes in twice, a beat apart: the heartbeat.
won7.0 s. Leaves her at the foot of the tree and rises with the flock's boom, out to where the crown stands against the sun that has just cleared it.
lost5.4 s. Does not look away. Climbs and widens until she is a small dark thing on a floor the light has filled.

seen hands the camera straight back; the two end beats hold their last frame under the end card until the phase moves on.

No state

Nothing here reads the world — every beat is handed its ctx — so the module holds nothing a hot reload can lose, and any beat can be evaluated without playing it. That is how the filmstrips were taken:

local eye, at, fov = cutscene.evaluate(Beats.openingShots(ctx), 5.8)

then capture from that station. It is much faster than watching the shot forty times, and it does not disturb anyone else playing in the world.

What it needs from the other slices

ctx.crown is where the roost tree's head is. FloorCam reads it from FL.get("roost") when the floor slice publishes one, and otherwise from its own crownHeight / crownBeyond fields against FL.LANE. A published roost.crown() would be the better contract — the opening and the win are both aimed at a landmark the floor slice owns and moves.

Interface

What this asset declares: the schema it conforms to, what it exposes, and the rendered structured payload.

conforms to

zero/source-extract/v2

game.staging.beats — the four moments the camera takes over for. `local Beats = require("game.staging.beats")` Three of them are pose functions of a normalised clock: `FloorCam` runs the clock, asks for the pose, and hands the view back when the clock reaches 1. The fourth, the opening, is a `cutscene` definition, because the opening is exactly what a cutscene is for — a shot list, a fade, letterbox bands and a line of narration, given back to the game when it ends. Nothing here reads the world. Every beat is handed a `ctx` of live readings (`player`, `gaze`, `crown`, `stand`) and returns numbers, so the module has no state to lose on a hot reload and each beat can be evaluated at any time without playing it — which is how the filmstrips in the README were taken.

ease(t: number) → number

argtypedescription
tnumber

bump(t: number, at: number, half: number) → number

A 0..1 bump centred on `at`, `half` wide — one beat of a heart.

argtypedescription
tnumber
atnumber
halfnumber

seg(t: number, a: number, b: number) → number

Remap t from [a, b] onto [0, 1], eased, and held at the ends.

argtypedescription
tnumber
anumber
bnumber

unit2(x: number, z: number, fx: number, fz: number) → void

argtypedescription
xnumber
znumber
fxnumber
fznumber

openingShots(ctx: Ctx) → void

The opening's shot list, built against the live lane. It starts on the roost crown with the first gold on it, falls down the dark lane, and finds the small bird at the bottom of it — ending on exactly the pose the chase camera will take over, so the hand-off is a continuation rather than a cut.

argtypedescription
ctxCtx

replayShots(ctx: Ctx) → void

The short form of the opening, for every night after the first. It is the last shot alone: the camera falls onto her out of the dark and hands over. A player who has already watched the whole thing is retrying, and eleven seconds between two attempts is a wall rather than a beat — the long form says where she is, and the short one only says "again".

argtypedescription
ctxCtx

opening(ctx: Ctx, line: string, short: boolean?) → any

The whole cutscene: the shots above, the bands, and the narrator's line — whose text is on screen whether or not there is a voice to carry it. `short` picks the replay form, which carries no line and thinner bands.

argtypedescription
ctxCtx
linestring
shortboolean?

seen(t: number, ctx: Ctx) → Pose

The decisive beat — the first time the gaze finds her. The camera drops to the floor behind her and looks past her INTO the sweep, so the shot is her small in the near frame and the eagle's shadow coming on beyond her. Then it pushes in twice, a beat apart: the heartbeat.

argtypedescription
tnumber
ctxCtx

won(t: number, ctx: Ctx) → Pose

The resolution. Won: the camera leaves her at the foot of the tree and rises with the flock's boom, past the trunk, out to where the crown stands against the sun that has just cleared it.

argtypedescription
tnumber
ctxCtx

lost(t: number, ctx: Ctx) → Pose

Lost: the camera does not look away. It climbs and widens until she is a small dark thing on a floor the light has filled.

argtypedescription
tnumber
ctxCtx

poseFor(kind: string) → void

The pose function for a beat by name, or nil where the beat is a cutscene.

argtypedescription
kindstring
⌬ Types
Pose = {Ctx = {
⌬ Metadata
descriptionThe four moments the camera takes itself away from Tawpy for: the opening cutscene down the lane from the roost crown, the first sighting, the win and the loss.

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# fl <!-- 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/beats.module

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