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asset⌬ modulemoduleprimary: init.luau·originates fromworld a898df4f-a…

beats

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

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

beats

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

The four staged moments of First Light: Sabaean Madcaps, each built as a stage.Shot: a duration, a function that frames the camera at any point 0..1 through it, and the narrator lines cued against the same clock. Staging.component asks for one and hands it to Stage.play; nothing here touches the camera itself, which is what lets a beat's whole arc be sampled and looked at without running it.

  • Beats.opening(runnerPos?, onDone?) — the crane from the dark altar at the summit, back and down the temple's face, settling behind the runner at the start line. Its last leg lands on the follow pose it is handed, so the hand-off into play has no step in it.
  • Beats.firstLight(_, onDone?) — the temple in silhouette with the eastern ridge behind it and the sky above. The station is read from the temple, not the runner: anchored to the runner it stood behind the mass on the western faces, which puts the temple between the camera and the sunrise the beat exists to show.
  • Beats.won(onDone?) — the flame catches and the camera swings round the altar to the west, so the new fire stands against the sunrise.
  • Beats.lost(runnerPos?, onDone?) — Wahab'il's hand on the bowl, close; then back and up along the face the runner is actually climbing, until the madcap is small on the terraces below.

Beats.LINES is the narrator's script — clip name, cue second, written text and a fallback length. Beats.DURATION is how long each moment takes.

Every geometry number is read from game.madcaps — the altar, the terraces, the start line — so a change to the temple's proportions moves the beats with it rather than leaving them framing air.

Interface

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

conforms to

zero/source-extract/v2

beats — the staged moments of FIRST LIGHT: SABAEAN MADCAPS. local Beats = require("game.staging.beats") Four moments, each built as a `stage.Shot`: a duration, a function that frames the camera at any point 0..1 through it, and the narrator lines cued against the same clock. `Staging.component` asks for one and hands it to `Stage.play`; nothing here touches the camera itself. opening a crane from the dark altar at the summit, back and down the temple's south face, settling behind the runner at the start line — the two narrator lines run under it. firstLight the camera turns off the climb and holds east on the ridge as the sun's rim clears it. altar won the flame catches; the camera orbits the altar round to the west so the new fire stands against the sunrise. altar lost Wahab'il's hand on the bowl, close; the camera pulls back and up until the madcap is small on the terraces below. Every geometry number is read from `MC` — the altar, the terraces, the start line — so a change to the temple's proportions moves the beats with it rather than leaving them framing air.

subject(runnerPos: (() → void

Where the runner is, or the start line when there is no runner yet — every beat has to frame SOMETHING even when it is asked for before a body exists.

argtypedescription
runnerPos((

opening(runnerPos: (() → void

A crane from the summit altar down to the runner at the start line. `onDone` is called on the frame it ends.

argtypedescription
runnerPos((

frame(u: number, follow: Stage.Frame?) → void

argtypedescription
unumber
followStage.Frame?

firstLight(_runnerPos: (() → void

A held shot east onto the ridge as the sun's rim clears it: the whole temple in silhouette across the middle of the frame, the peaks behind it, and the sky the game is named for filling everything above. The station is read from the TEMPLE, not from the runner. Anchored to the runner it stood wherever the climb had got to — and on the western faces that is behind the mass, which puts the temple between the camera and the sunrise the beat exists to show.

argtypedescription
_runnerPos((

frame(u: number, _follow: Stage.Frame?) → void

argtypedescription
unumber
_followStage.Frame?

won(onDone: (() → void

The flame catches and the camera swings round the altar to the west, so the new fire stands against the sunrise coming over the eastern ridge.

argtypedescription
onDone((

frame(u: number, _follow: Stage.Frame?) → void

argtypedescription
unumber
_followStage.Frame?

lost(runnerPos: (() → void

Wahab'il's hand on the bowl, close — then back and up until the madcap is small on the terraces below and the altar owns the top of the frame.

argtypedescription
runnerPos((

frame(u: number, _follow: Stage.Frame?) → void

argtypedescription
unumber
_followStage.Frame?
⌬ Types
Line = { clip: string, at: number, text: string, seconds: number }

Sub-parts

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11items
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module · born here
❒asset
# madcaps <!-- 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
# stage ```lua local Stage = require("game.staging.stage") ``` The one surface through which anything moves the camera of *First Light: Sabaean Madcaps*. `ChaseCam` is the only thing that writes a pose onto the camera entity; everything else states its intent here and ChaseCam reads it on the frame it poses. ## Intents - `Stage.play(shot)` — a scripted move owns the camera for `shot.dur` seconds. ChaseCam draws `shot.frame(u, follow)` every frame and skips the follow. `follow` is the pose the gameplay camera *would* take, so a move can land exactly on it and hand over with no step in the picture. `shot.onDone` fires on the frame it ends. - `Stage.kick(metres, seconds?)` — an impulse that shakes whatever pose is being drawn and decays away. - `Stage.widen(degrees, seconds?)` — the lens opens and eases back. `Stage.staged()`, `Stage.stagedName()`, `Stage.progress()` and `Stage.cancel()` read and drop what is running. `Stage.advance(dt, follow)` is the per-frame read, called by ChaseCam and by nothing else. ## Framing `Stage.aspect()` is the live viewport's width / height. `Stage.solveDistance(fovDeg, frameW, frameH, aspect?)` answers the distance at which `frameW` metres fit **across** the frame and `frameH` metres fit **up** it — the larger of the two solutions, so neither axis can crop. This is what makes the same shot read on a phone held either way, a laptop and a television. ## Interpolation `smooth` `easeIn` `easeOut` `lerp` `lerpVec` `path` `vec` `clamp01`. `Stage.path(keys, u)` walks a list of key positions as one continuous move, each leg eased so the camera settles at every key rather than cornering through it.
▲ 0↑ born
backing path · game/staging/beats.module

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