Cliff
The Luteway itself, and the dawn over it. It publishes the authored route (`LW.provide.level`), stands that route up as rock, and paints the morning.
luteway.cliff.Cliff
The Luteway itself, and the dawn over it. It publishes the authored route
(LW.provide.level), stands that route up as rock, and paints the morning.
LW.state.dawn.t becomes the sky's colour, the colour and direction of the
light, and a band of first light creeping down the cliff face
(LW.state.dawn.lightY). The sea stands at LW.state.tide.y and rises with it.
Everything it spawns is temporary and rebuilt on every load, so none of it is
written into the scene file. The route's SHAPE lives in luteway.cliff.level;
the rock it is carved from lives in luteway.cliff.geo.
Depth without perspective
The camera is orthographic, so depth cannot be read off convergence and the procedural sky arrives as one flat colour — every view ray is parallel. Both are answered the same way, by painting:
- Five layers drift with the camera by different fractions (
backdrop,sky,far,mid,play,fore), and the far ones barely move. - The sky is a card, two graded bands and a disc that climbs out of the sea.
- The terminator between night and first light is two wavy sheets of shadow and three stacked bands of glow.
Fields
| Field | What it does |
|---|---|
dawnFrom / dawnTo | The sky hour at each end of the run. |
seaZ | How far in front of the play plane the sea stands, so a drowning penguin goes under it. |
dawnPreview | Hold the morning at a point (0 = before sunrise, 1 = full first light) to look at it. Negative lets the run's own clock drive it. |
Scoped to this part · feeds back into the world's score.