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Director

The staging slice of SLAG SAINT: the moments between the blows. Attach it to `stage_root` — `BattleBoot` does that on its own the moment the component exists.

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

Director

The staging slice of SLAG SAINT: the moments between the blows. Attach it to stage_root — BattleBoot does that on its own the moment the component exists.

It owns three things no other slice touches.

The flow. Rules.setMode runs through here and nowhere else: title → intro → fight, then victory or defeat, and back to fight on a retry. Anything else that wants the fight to start (or start again) raises battle:begin rather than setting the mode itself.

The clock. engine.timeScale is the Director's. Raise hitstop { duration } and it bites for a fraction of a second and lets go; the longest outstanding request wins, so two hits landing together do not cut each other short. It also stops for a landed Quench (player:attack { kind = "crit" }), a parry and the moment the saint's poise breaks, whether or not anybody asked for it.

The camera, while the mode is not fight. Every staged moment is played through the engine's cutscene system, which takes the camera above the gameplay one and gives it back when the shot is over. CombatCamera yields by reading Rules.state.mode.

What it plays

MomentRaised byWhat it does
Titleentering playA slow drift under the title card. Any key starts the game.
Openingthe title endingThe descent into the basin, the Emberward's two lines, the first bell.
Entrancethe opening endingA crane from the saint's feet to its bell, and its greeting.
Phase beatphase:changed1.9 seconds. You notice it; you do not lose the fight.
Victoryboss:defeatedThe light goes out of it from the feet upward.
Defeatplayer:diedFrom the floor, looking up at what is still standing.
Pulsea Quench, a parry, a staggerA letterbox squeeze over live gameplay — no camera taken, no freeze.

The shots themselves are data in game/staging/sequences, so a re-timed moment is an edit to that module and not to this component.

Nothing here is in world coordinates

The saint walks. Every camera station is built in a frame whose forward axis runs from the ward to the saint, wherever the two of them are standing when the moment begins, and the distances are measured against how tall the saint actually is. A shot written against the arena's own coordinates frames empty floor the moment the fight moves.

Handles

local d = entity.find("stage_root").component.get("Director")

d:status()            -- stage, mode, phase, timeScale, what is playing
d:replay("entrance")  -- watch one moment: title | opening | entrance |
                      -- phase2 | phase3 | victory | defeat
d:begin()             -- skip the staging and start the fight
d:restart()           -- put the fight back to its first frame
d:punch(0.2)          -- ask for a hitstop without the event bus

autoOpen = false on the component stops it seizing the camera when play starts, which is what another slice's author wants while working on the fight itself.

The watchdog

A staged moment that stops advancing would hold the camera and the player's controls for the rest of the session. The Director watches the playback's own clock: if it sits on the same frame for 2.5 real seconds, or outlives its shot list by six, the moment is abandoned, the overlay is swept and the flow carries on to whatever was supposed to come next.

Interface

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

conforms to

zero/source-extract/v2

Director — the staging slice of SLAG SAINT: the moments between the blows. It owns three things nobody else touches: 1. `Rules.setMode` — the flow of the game. title → intro → fight → victory/defeat, and back to fight on a retry. 2. `engine.timeScale` — hitstop. Anyone raises `hitstop { duration }`; this is the only thing that writes the clock. 3. The camera WHILE the mode is not `fight`. It stages the opening, the saint's entrance, the phase beats and both endings through the engine's cutscene system, which takes the camera at a priority above the gameplay one and gives it back when the shot is over. Everything it plays is authored as data in `game.staging.sequences`, so a shot can be re-timed without touching this file. Attach to `stage_root`. BattleBoot does that the moment this component exists; no scene edit is needed.

stagingState( ) → any

Subscriptions that survive a hot reload Rules.on returns an unsubscribe. A module-local list of them is lost when this chunk reloads while the handlers stay registered, which stacks a second copy of every reaction. Parking the list in Rules.state — which does NOT reload with this file — is what makes the cleanup reachable from the generation that needs to run it.

dropSubscriptions( ) → void

listen(event: string, fn: (any) → void

argtypedescription
eventstring
fn(any

note(msg: string) → void

argtypedescription
msgstring

releaseHitstop( ) → void

The clock

hitstop(duration: number?) → void

Bite time for a fraction of a second. The longest outstanding request wins, so two hits landing together do not cut each other short.

argtypedescription
durationnumber?

stopPlayback( ) → void

Playing a moment

screensExist( ) → boolean

Whether the presentation slice is in the world to print a `vo` line. `asset.exists` matches the FULL identity where `asset.resolve` also takes the short name, so both spellings are asked for.

expectedLength(def: any) → number

How long a definition should take, including its closing fade.

argtypedescription
defany

stage(def: any, after: (() → void

Play one authored sequence and run `after` when it ends, however it ends — played out, skipped by the player, stopped by us, or abandoned because it stopped advancing.

argtypedescription
defany
after((

abandonStage(why: string) → void

Abandon a staged moment that is no longer advancing: clear the overlay and the cutscene camera, then continue the flow as if it had ended. A moment that hangs would otherwise hold the camera and the player's controls for the rest of the session.

argtypedescription
whystring

beginEntrance( ) → void

beginOpening( ) → void

beginTitle( ) → void

handOffToFight( ) → void

resetBattle( ) → void

Put the fight back to its first frame without reloading the world.

retry( ) → void

onPhase(payload: any) → void

Reactions

argtypedescription
payloadany

onVictory( ) → void

onDefeat( ) → void

pulse(seconds: number, band: number) → void

A short letterbox squeeze over live gameplay. No camera, no freeze — the player keeps fighting through it.

argtypedescription
secondsnumber
bandnumber

onBeat(payload: any) → void

argtypedescription
payloadany

subscribe( ) → void

awake( ) → void

Lifecycle

start( ) → void

update(_dt: number) → void

argtypedescription
_dtnumber

onDestroy( ) → void

status( ) → void

Handles for authoring and for the other slices What the Director is doing right now.

begin( ) → void

Skip whatever is staged and start the fight now.

replay(which: string) → void

Play one authored sequence on demand — for capturing a shot, or for watching a re-timed one without playing the game up to it. `which` is title | opening | entrance | phase2 | phase3 | victory | defeat.

argtypedescription
whichstring

punch(duration: number) → void

Ask for a hitstop from outside the event bus (a tool, an execute).

argtypedescription
durationnumber

restart( ) → void

Put the fight back to its first frame and hand the camera to combat.

Sub-parts

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

11items
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module · born here
❒asset
# rules <!-- 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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▣
module · born here
❒asset
# game.staging.sequences Every authored moment in SLAG SAINT, as data: a shot path, the lines spoken over it, and cues that raise the game's own events at the right instant. `Director` plays them; nothing in here touches state directly. ```lua local Seq = require("game.staging.sequences") cutscene.play(Seq.entrance()) ``` | Function | The moment | |---|---| | `Seq.title()` | A 26-second drift under the title card. No letterbox — the card owns the frame. | | `Seq.opening()` | The descent, the two Emberward lines, the first bell. | | `Seq.entrance()` | The crane from the saint's feet to its bell, and its greeting. | | `Seq.phaseBeat(n)` | 1.9 seconds on the chains snapping, or the chest coming open. | | `Seq.victory()` | The bell close, the light leaving from the feet up, the hold. | | `Seq.defeat(body)` | Ground level, the lean-in, and what is left of the ward. | | `Seq.pulse(s, band)` | A letterbox squeeze over live gameplay. No camera, no freeze. | ## The frame is portrait 1080x1440. Every shot is composed on the vertical: the camera stands close and cranes UP a figure that does not fit, rather than backing off to fit it in. There is no wide establishing shot in this game because the screen cannot hold one. ## Nothing here is in world coordinates `Seq.stage()` reads where the saint and the ward actually are and returns the frame every shot is built in — a forward axis from the ward to the saint, a side axis across it, the gap between them, and how high the bell-head is this phase. `fromSaint`, `fromWard` and `onSaint` place a camera station in it. This matters because the saint walks: `boss_root` was measured mid-fight at z = -7.5 with the ward at z = -15, nowhere near the z = +11 the arena declares as its origin. A look that must track a moving target through a shot uses the entity anchor (`look = "boss_root"` with a `lookOffset`) instead, which the cutscene resolves every frame. Distances are measured against `st.bell`, derived from `Rules.BOSS`, so a retune of the saint's height re-composes every shot rather than breaking it. ## The lines Every line is raised as a `vo` event through `Rules.say`, which the presentation slice prints and the sound slice speaks. `Seq.SCHEDULE` records when each one lands, and `Seq.fallbackSubtitles(name)` turns that into a cutscene subtitle track — which the Director attaches only when the presentation slice is not in the world, so a line is never lost and never doubled.
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backing path · game/Director.component

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