Stage
The four moments *First Light: Resown* takes the camera for. Boot mounts it on the scene's `stage` anchor; it owns nothing in the world and places nothing in it. It borrows the game's one camera through the `stage*` methods on `game.core.FacerCam`, runs a path from `game.stage.Mo…
Stage
The four moments First Light: Resown takes the camera for. Boot mounts it on the scene's stage anchor; it owns nothing in the world and places nothing in it. It borrows the game's one camera through the stage* methods on game.core.FacerCam, runs a path from game.stage.Moments over it, and gives it back where the follow expects to find it.
| event | the moment |
|---|---|
start | The opening, 6.5 s. Low over the valley in the fog, the hillside stacked ahead and the shrine a pale mark at the top of it; in over the terraces; a crane to directly above the shrine, looking down on it; then a tilt up and a settle into the follow. The last key of the path IS the follow's own pose, so the first frame of play is the last frame of the opening. |
phase → firstlight | The beat, 2.6 s, every dawn. The rig lifts off the follow and draws back up the hill while the aim swings out to where the sun crests the valley, holds while the light comes up, and settles. It rides the live follow, so the Facer keeps moving under it and it lands back exactly where the follow wants to be. |
won | The rise, 7.0 s, then held. The camera leaves the Facer and climbs off the hill, the resown terraces opening out underneath, and stops where the whole hillside and the shrine at the top of it are in one frame. |
lost | The shrine, 4.2 s, then held. The camera turns its back on the hill, comes down to the shrine's own level and pushes in until the lantern-house fills the middle of the picture, and stays there while the light goes out of it. |
screen → title / howto | Hands the camera back and clears the overlay. |
A held resolution is also let go by any screen that is not won or lost, and by the next phase — a run that starts again gets its camera back whether or not the restart announced a screen change. Neither of those touches a moment that is still playing.
won and lost hold their last frame rather than returning to the follow — an ending the camera walks away from is not an ending — so the end card comes up over a composed picture. A new run's start takes the camera back.
The image
The opening and the two resolutions also put the engine's cutscene letterbox and a fade over the frame. They take no camera of their own (takeCamera = false): this component is already driving it, and a cutscene that owned the camera would give it back at the end, which is the one thing a held resolution must not do.
The bands are drawn over the UI. letterbox is the band height per side as a fraction of the screen height (0.06), so a HUD row inside that fraction of the top or bottom edge is covered while a moment runs. Screens that must stay readable through a moment inset by more than letterbox.
Framing on any screen
Every moment's poses come out of the hillside's own geometry through FL, and the follow they start and end on solves its distance from the live viewport aspect — so the same paths frame the same hill on a phone held either way, on a laptop and on a television. See game.core.FacerCam for the framing rule.
Sound
Each moment carries its own cue from game.stage.Cues — synthesised, not generated, so a moment is never silent — played from a stage_cue entity under fx at volume (0.5), pitched and mixed to sit under the score and the Almanac rather than over them.
Controls
The moments are not interactive and none of them can be skipped. That is deliberate and it is the same on every device: a skip that only a keyboard could reach would be a control mouse-and-keyboard had and touch and a controller did not.
Fields
openingEnabled · beatEnabled · letterbox · volume.
Driving it by hand
local S = entity.find("stage").component.get("game.stage.Stage")
S:playMoment("opening") -- or "beat" | "won" | "lost"
S:currentMoment() -- { kind, t, len, hold } while one is running
S:clearMoment() -- hand the camera back
Scoped to this part · feeds back into the world's score.