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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…

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

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.

eventthe moment
startThe 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 → firstlightThe 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.
wonThe 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.
lostThe 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 / howtoHands 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

Interface

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

conforms to

zero/source-extract/v2

Stage — the four moments FIRST LIGHT: RESOWN takes the camera for. Mounted by Boot on the scene's `stage` anchor. It owns nothing in the world: it borrows the one camera the game has, through the `stage*` methods on `game.core.FacerCam`, runs a path from `game.stage.Moments` over it, and gives it back. start → the opening: low over the fog in the valley, in over the terraces, a crane to directly above the shrine, then a tilt up and a settle into the follow the player plays in. phase → first light: the rig lifts off the follow and the aim swings out over the valley to where the sun crests it, then comes back down the hill. Every dawn, and short: the burn window is the game. won → a slow rise off the resown hill, held. lost → down to the shrine and in on it, held, while the light goes. The opening and the two resolutions also put the engine's cutscene letterbox and fade over the frame; they take no camera of their own (`takeCamera = false`), because this component is already driving it and a held last frame is the point of both endings.

Audio

facerCam( ) → void

currentPose(cam: ?) → Moments

Where the camera is right now, as a pose a path can start from: the follow's own solution when a subject is resolvable, and the rig's live transform aimed down the hill when it is not (a run that ends before a body exists still gets its resolution).

argtypedescription
cam?

stopOverlay( ) → void

tickOverlay(dt: number) → void

Close the overlay when the moment it dresses is over, and close it early if its own clock has not started — an unadvancing fade sits at whatever colour it faded to and never lifts.

argtypedescription
dtnumber

startOverlay(name: string, seconds: number, fadeIn: number) → void

argtypedescription
namestring
secondsnumber
fadeInnumber

cueSource( ) → void

cue(name: string) → void

argtypedescription
namestring

tickCue( ) → void

endMove(cam: ?, f: Moments.Frame?) → void

argtypedescription
cam?
fMoments.Frame?

release( ) → void

Give the camera back wherever it is, cancel the overlay. Used when a run restarts out of a held resolution, or when the component goes away.

releaseHeld( ) → void

Let go of a resolution that is being held, and leave any other moment alone. A run that starts again while `won` or `lost` is still on screen must get its camera back even when nothing announced a screen change.

beginPath(kind: string, build: (Moments.Pose) → void

argtypedescription
kindstring
build(Moments.Pose

beginBeat( ) → void

drive(dt: number) → void

argtypedescription
dtnumber

playOpening( ) → void

The moments.

playBeat( ) → void

playWon( ) → void

playLost( ) → void

subscribe( ) → void

awake( ) → void

onDestroy( ) → void

update(dt: ?) → void

argtypedescription
dt?

editorUpdate(dt: ?) → void

argtypedescription
dt?

playMoment(name: string) → void

The moments, callable. The fix phase and the tuning pass drive them from an `execute` without having to reach the state that fires them: entity.find("stage").component.get("game.stage.Stage"):playMoment("won") Play one of "opening" | "beat" | "won" | "lost" right now.

argtypedescription
namestring

clearMoment( ) → void

Hand the camera back to the follow and clear the overlay.

currentMoment( ) → void

What is on screen right now: the moment's name and how far into it, or nil while the player has their own camera.

Sub-parts

Everything contained inside this part. Assets are composite children (clickable cards). Files are leaf payloads. Expand any row to view its source.

15items
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module · born here
❒asset
# Moments The camera paths of *First Light: Resown*, as data. `game.stage.Stage` keeps a clock; this module answers what the camera should be doing at a time in it. A path is a list of keys — `{ t, cam = {x,y,z}, look = {x,y,z}, fov }` — and `Moments.sample(keys, t)` walks it, easing each segment with a smoothstep and holding the first and last key outside the list's span. Holding the last key is what makes the two endings end: run the clock past a path and the frame stays where the path left it. ```luau local Moments = require("game.stage.Moments") local keys = Moments.opening(cam:followPose()) local f = Moments.sample(keys, 3.2) -- f.camX f.camY f.camZ f.lookX f.lookY f.lookZ f.fov ``` | builder | shape | |---|---| | `Moments.opening(pose)` | 6.5 s. Valley → over the terraces → a crane above the shrine → the follow. The last key is `pose`, the live follow's own solution, so the hand-off has no step in it. | | `Moments.beat(pose, t)` | 2.6 s, sampled per frame against the LIVE follow rather than baked into keys, so the Facer keeps moving under it. `Moments.beatEnvelope(t)` is the rise/hold/fall it carries; `Moments.BEAT_LEN` is its length. | | `Moments.won(pose)` | 7.0 s. Off the hill and up, ending on the whole hillside. | | `Moments.lost(pose)` | 4.2 s. Down to the shrine and in on it. | Every position is stated through `game.FL` — `FL.rowZ`, `FL.groundY`, `FL.TERRACE_DEPTH`, `FL.shrineCenter` — rather than as numbers copied out of the hillside once, so the paths follow the geometry when it changes: a different `STEP_Y` and the crane still clears the shrine. `Moments.shrineEye()` is the point on the lantern-house a shot should look at, and `Moments.dawnAim()` is where the first-light beat aims — far enough down the hill that the valley's far edge sits mid-frame with sky above it, and paired with the beat's pull-back so the Facer stays in the bottom of the picture instead of tilting out of it.
▲ 0↑ born
▣
module · born here
❒asset
# Cues The sound of the staged moments. Four short clips, computed sample by sample in Luau and baked into `.soundClip` assets under `game/stage/clips/` the first time the scene loads. | cue | what it is | |---|---| | `stage_open` | 3.2 s. The valley breathing under the opening — a low swell of 55 Hz and its fifth with air over it, and a bronze partial answering as the camera tops out above the shrine. | | `stage_beat` | 1.9 s. The plate turned to the sun: a struck-metal transient on inharmonic partials, bright and short. | | `stage_won` | 4.0 s. A warm chord that swells, lifts a fraction in pitch and lets go. | | `stage_lost` | 4.0 s. A drone that sinks from 98 Hz to two thirds of it and thins out. | Pure CPU, deterministic, and no network: the moments have a sound whatever else is or is not reachable. All four are mono at 24 kHz, encoded `pcm` — they are short, and an Opus round trip takes the head off a struck transient — and mixed to sit under the score and the Almanac rather than over them. ```luau local Cues = require("game.stage.Cues") Cues.ensure() -- bake anything missing; returns kind → identity Cues.identity("beat") -- "game.stage.clips.stage_beat" ``` `Cues.ensure()` skips a clip that already resolves, so it is safe on every load and costs nothing after the first.
▲ 0↑ born
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module · born here
❒asset
# FL The shared constants, geometry and contracts of *First Light: Resown*. Every slice of the game requires this and nothing else of each other. - **Hillside geometry** — `COLS x ROWS` plots on terraces that run down the hill along +Z; `plotCenter`, `pathCenter`, `rowZ`, `groundY`, `floorAt`, `rowAtZ`, `colAtX`, `shrineCenter`. - **The day** — `PHASES`, `PHASE_LEN`, `CYCLE`, `DAWNS_TO_WIN`, `sunHeightFor(phase, t)`. - **Shared state** — `FL.state` (screen, phase, plots, seeds, score, shrine threat, sun height); the rules slice writes it, everyone reads it. - **Events** — `FL.events.on / emit / clear`, with the event names every slice agrees on listed in the source. - **The look** — `PALETTE`, and `sz(fraction)` / `isPortrait()` for UI sizes proportional to the live screen. Consumed by every component and module under `/zero/source/game/`.
▲ 0↑ born
backing path · game/stage/Stage.component

Problems

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