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Stage

The moments of *First Light: Crowfeet*, and the phase machine that runs the game from the title to an end card. One instance, on the scene's `stage` entity.

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

Stage

The moments of First Light: Crowfeet, and the phase machine that runs the game from the title to an end card. One instance, on the scene's stage entity.

What it owns

The beats. game.stage.Beats writes each staged moment down as a shot — a duration and a list of timed cues. Stage plays one at a time and emits around it, so the rest of the game can answer a moment without knowing what is in it.

BeatWhenWhat the camera does
openingstart (the title card's Play)Opens on the sea in the dark, lifts its eyes up the whole face, climbs it, and finds the crow on the strand. 11.4 s, skippable.
firstLightthe firstLight eventLeaves the crow, turns up to the roost where eleven birds are waking. 4.4 s, skippable, and deferred while the crow is airborne so a beat never lands mid-hop.
wonphase → wonPushes in on the roost, the murder lifts, the Old Crow goes up with it, and the frame washes to first light. 9.6 s.
lost_seaphase → lost (sea)Drops with the crow, kicks, pulls back over the water and the sea takes the frame.
lost_starvedphase → lost (starved)Pushes in close, then drifts up and away as the frame goes out.
lost_latephase → lost (late)Up to the roost, the murder goes without you, and back down to one bird alone.

The voice. All nine Old Crow lines, each said once a round, through CF.say — so the words reach the caption band whether or not the sound slice has a recording of them. Beats.LINES is where the text lives.

The murder. game.stage.Flock builds eleven birds on the roost under one temporary root. They sleep, stir at first light, and take wing at the end.

The skip. game/stage/skip.inputMap is activated for exactly as long as a skippable beat is playing and stood down when it ends, so a Skip button is on the touch overlay during the crane and gone afterwards. Space or Enter, the pad's south face or Start, or the on-screen button — all three families, and a skipped shot still fires the cues it had left, so it still says its line and still leaves the game where the shot was going to leave it.

Public fields

  • skipMap: AssetRef<inputMap> — the map the Skip control lives in. Defaults to game.stage.skip; if the scene predates the field the component resolves that identity itself rather than losing the control.
  • autoStartAfter: number — seconds on the title card before the opening starts itself, so a recording is never wedged on a menu. 0 disables it.

Events it emits

EventPayloadMeaning
stage.beat{ name, duration }a staged moment started
stage.cinema{ active, beat }the frame is being staged — hide or inset the HUD while this is true
stage.resolved{ outcome, reason }the ending has FINISHED playing — put the end card up on this, not on the phase change, or the card lands on top of the shot that earns it
phase, linevia CFthe phase machine and the Old Crow's voice

It listens for start, restart, reset, phase, firstLight, hungerLow, eat and crumble.

Rehearsing it

local S = require("game.CF").stage
S.rehearse("opening")   -- play a moment without earning it
S.status()              -- beat, clock, cues fired, the staged frame, the flock
S.skip()                -- as if the player pressed Skip
S.clear()               -- take the staged frame off and hand the shot back

One thing to know

game.CF belongs to the climb slice, and every edit of it hands back a NEW module table with a NEW, empty event bus. A component that subscribed to the old one goes silently deaf — no error, no warning, a game whose ending simply never gets staged. So this component re-reads game.CF every frame and re-arms the whole slice against a table it has not registered on.

Owned by the staging slice. Design: /zero/source/design/spec.md.

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 moments of First Light: Crowfeet, and the phase machine that runs the game from the title to an end card. Mounted once on the scene's `stage` entity. It owns four things: THE BEATS. `game.stage.Beats` writes each moment down as a shot; this plays one at a time, firing its cues on a clock and emitting `stage.beat` / `stage.cinema` / `stage.resolved` around it. The end cards go up on `stage.resolved`, not on the phase change, so the card never lands on top of the shot that earns it. THE VOICE. All nine Old Crow lines, each said once a round. The words always reach the screen through CF.say whether or not the sound slice has a recording, so a failed generation is a quiet line, never a lost one. THE MURDER. `game.stage.Flock` builds eleven birds on the roost under one temporary root; they sleep, stir at first light, and lift at the end. THE SKIP. A staged moment answers `hop` or `peck` on the crow input map, so it is skippable from a keyboard, a controller and the touch overlay alike — the same controls, never a raw key. It drives the camera only through CF.camera, so it never touches the rig. Rehearsal, from an `execute` call: local S = require("game.CF").stage S.rehearse("opening") · S.status() · S.skip() · S.clear() Owned by the staging slice. See /zero/source/design/spec.md.

liveCF( ) → void

`game.CF` is the climb slice's file, and every edit of it hands back a NEW module table with a NEW, empty event bus. A slice that subscribed to the old one goes silently deaf: no error, no warning, just a game whose ending never gets staged. So the CF this file holds is re-read every frame and the whole slice re-arms itself against a table it has not registered on.

say(key: string) → void

argtypedescription
keystring

cinema(active: boolean) → void

argtypedescription
activeboolean

resolved(outcome: string) → void

argtypedescription
outcomestring

crowNow( ) → void

liftCrow( ) → void

The Old Crow goes up with the murder. Nothing else writes the crow while the phase is "won" — the controller returns early — so the flight is the staging slice's for exactly the length of that shot.

context( ) → void

stop( ) → void

play(name: string) → void

argtypedescription
namestring

endSeq( ) → void

skip( ) → void

stage(name: string, deferrable: boolean?) → void

A beat that takes the camera off the crow must not land mid-hop. If the crow is in the air or on a lip, hold the beat until its feet are down.

argtypedescription
namestring
deferrableboolean?

tickSeq(dt: number) → void

argtypedescription
dtnumber

tickFlight(dt: number) → void

argtypedescription
dtnumber

newRound( ) → void

armInput( ) → void

The Skip control is live for exactly as long as there is something to skip: armed when a skippable beat starts, stood down when it ends. That is what puts a Skip button on the touch overlay for the crane and takes it away again, instead of leaving a control standing that answers nothing. It is the slice's OWN map rather than a second subscription to the climb slice's `crow` map: a second holder's `onPressed` on an already-activated map never fires, silently (see the slice README).

releaseInput( ) → void

listen(name: string, fn: ?) → void

argtypedescription
namestring
fn?

arm( ) → void

rehearse(name: ?) → void

argtypedescription
name?

clear( ) → void

status( ) → void

awake( ) → void

update(dt: ?) → void

argtypedescription
dt?

onDestroy( ) → void

Sub-parts

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

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20+items
·
inputmap · born here
❒asset
# skip Skip the staged moment that is playing.
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module · born here
❒asset
# CF The blackboard of *First Light: Crowfeet*. One module every part of the game requires: ```luau local CF = require("game.CF") ``` ## What is in it | | | |---|---| | `CF.RULES` | every number the game is tuned by | | `CF.PALETTE` | the colours everything composes to | | `CF.FILMED` | the shape the run films at (1080x1440) | | `CF.layout` | the cliff: `ledges`, `food`, `summitY`, `top`, `halfWidth`, `apex` | | `CF.state` | what is true right now | | `CF.landing` / `CF.grabbable` | the two ledging tests | | `CF.on` / `CF.off` / `CF.emit` | the event bus | | `CF.setPhase` / `CF.reset` / `CF.say` / `CF.progress` / `CF.sz` | | | `CF.camera` | filled in by the camera: `panTo` `zoomTo` `release` `kick` | ## The cliff `CF.layout.ledges` is 28 shelves from the strand at y 0 to the roost at `summitY`, each `{ id, x, y, w, kind, fallen }` with `kind` one of `strand` `rock` `crumble` `roost`. A shelf's TOP is at `y` and it spans `x ± w/2`. `CF.layout.food` is `{ id, ledge, kind, x, y, eaten }` with `kind` one of `grub` `limpet` `crowfoot`. It is built deterministically, so every peer and every slice sees the same cliff. Two numbers shape it. `CF.layout.apex` is how high one hop rises. Every SHORT gap is under it and is landed on; every TALL gap is over it, so the only way up is to catch the lip. And the shelf above a crumble shelf is placed back over the shelf below it, so a crumble that has given way never seals the climb. ## The two ledging tests - `CF.landing(x, yFrom, yTo)` — the shelf whose top the crow's feet crossed going down this frame, highest first. Returns nil, or the ledge. - `CF.grabbable(x, feetY, facing)` — the shelf whose near lip is within reach of an airborne crow's crown, in the direction it is facing. Returns nil, or the ledge and the x of that lip. Both ignore a shelf whose `fallen` is set. ## The state `phase` (`title` `opening` `climb` `won` `lost`) · `hunger` · `dawn` 0..1 · `time` · `crow { x, y, vx, vy, facing, grounded, hanging, ledge }` · `altitude` · `eaten` · `hops` · `crumbled` · `lostReason` (`starved` `sea` `late`) · `paused`. The climb slice writes it; everyone else reads it. `CF.reset()` puts a round back — the state, the food and the fallen shelves — and `restart` is answered here, so a round can always be put back. ## The events `start` `restart` `reset` `phase` `pause` · `hop` `land` `grab` `pullup` `drop` `peck` `eat` `tooWeak` `crumble` `crumbled` `fall` · `hungerLow` `firstLight` · `line` `ui`. `crumble` fires when the crow's weight first lands on a crumble shelf, and it has `RULES.crumbleDelay` left to stand. `crumbled` fires when it goes. ## Laying out for any screen `CF.sz(fraction)` is a fraction of the SHORTER screen edge, read live from `ui.screenSize()`, so one number lays out the same on a phone held either way and on a television.
▲ 0↑ born
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module · born here
❒asset
# Beats The staged moments of *First Light: Crowfeet*, written down as shots. Nothing here plays anything. A builder takes the context the moment happens in — where the crow is standing, the flock, and a function to speak a line with — and returns `{ name, duration, skippable, cues }`, which `game.Stage` runs. Keeping the shots as data is what lets one be rehearsed on its own: `require("game.CF").stage.rehearse("won")` plays the ending without winning it. ```lua local Beats = require("game.stage.Beats") Beats.byName.opening(ctx) -- opening · firstLight · won · lost_sea · lost_starved · lost_late Beats.LINES.won_1 -- the Old Crow's nine lines, by key ``` ## Framing, at any shape No eye position here is a number chosen for one screen. Two solvers, and they answer opposite questions: - **`fit(fov, wantHalfH, maxHalfW)`** — a shot of the FACE. As much height as it asks for, but never so far back that the frame opens out past the edge of the cliff and shows the slab floating in the sky. The width term is a CAP, so the NEARER of the two distances wins — which on a wide screen is the width one. - **`cover(fov, halfW, halfH)`** — a shot of a SUBJECT. The distance a thing of those extents is wholly inside the frame at. Both terms must be satisfied, so the FARTHER wins — the width one binds a portrait frame and the height one binds a television. That is what puts the whole murder in shot at 3:4 and at 21:9 without two versions of the shot. `aspect()` reads the live screen every time it is asked, and `roostSpan()` is the murder's own extents, so the shots that are about the roost are framed from where the birds actually stand. ## The cues A cue is `{ t, fn }` — a time in seconds from the start of the beat and what happens then. `Stage` fires them in order and, on a skip, fires whatever is left, so a skipped shot still says its line and still leaves the game where the shot was going to leave it. That is why `ctx.resolved(...)` is a cue rather than something the runner does at the end: the ending card goes up when the shot says it does. Owned by the staging slice. Design: `/zero/source/design/spec.md`.
▲ 0↑ born
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module · born here
❒asset
# Flock The murder that sleeps on the roost, stirs at first light, and takes wing at the end. Eleven birds standing on the roost ledge of `CF.layout`, built from primitives under ONE temporary root (`stage_gen`) so the scene file never carries them. They are the thing the camera turns to at first light and the thing that lifts on the win, so they only need to read as a murder at roost distance — the hero crow is the crow slice's, and this is deliberately smaller work. ```lua local Flock = require("game.stage.Flock") Flock.ensure(stageEntity) -- once, when the stage wakes; sweeps the old root first Flock.tick(dt) -- every frame Flock.stir() -- first light: heads up, wings flick, a shuffle Flock.lift() -- they go, on a stagger, wings beating Flock.settle() -- back to sleep, for a restart Flock.state() -- { mode, count, flying, topY, clock } Flock.teardown() ``` Each bird is a body, a head, a beak, a tail and two wings, wearing `game.stage.stageRoostCrow` — black with a metallic sheen so a distant bird still catches the moon. They are spread across two thirds of the roost ledge and scaled up a third, which is what keeps the whole murder inside a PORTRAIT frame while each bird still reads as a bird. `Flock.state()` is the data behind the picture: `flying` counts the birds off the ledge and `topY` how high the highest has got, which is how a capture of the win is checked rather than believed. Owned by the staging slice. Design: `/zero/source/design/spec.md`.
▲ 0↑ born
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inputbinding · born here
❒asset
# skip The 'Skip' control.
▲ 0↑ born
backing path · game/Stage.component

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