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asset⌬ modulemoduleprimary: init.luau·originates fromworld ebf056d2-4…

Director

The camera brain of *Helsinki Life*. One shared table every camera in the world reads, so each player's own `BoardCam` clone puts its rig on the same shot.

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

Director

The camera brain of Helsinki Life. One shared table every camera in the world reads, so each player's own BoardCam clone puts its rig on the same shot.

local Director = require("game.stage.Director")

Director.setViewport(w, h)      -- the live frame, every frame
Director.tick(dt)               -- advance (only the first caller of a frame does work)
local p = Director.pose()       -- { eye = {x,y,z}, look = {x,y,z}, fov }

Four framings own the frame, in this order of authority:

What it isWho cues it
beata keyframed cinematic: the opening flyover, the wedding at the Cathedral, the arrival at Suomenlinna, the end card's pull-backDirector.beat(name, payload), the Stage component, from HL.emit("beat", …)
overviewthe whole peninsula from above, with pan and zoomDirector.toggleOverview() / HL.actions.toggleOverview()
attracta slow arc over the sea while no game is runningautomatic while there is no state, or the phase is title / setup
followsouth of and above HL.state().focus, looking north up the boardthe default

Every framing derives from the live screen shape. The follow shot keeps a fixed ground radius around the pawn inside the frame on both axes, so a 3:4 phone stands further back than a 21:9 television does. Where in the frame the pawn sits follows the same reading: a tall screen spends its top on the turn banner and the player column and its bottom on the caption strip, so the pawn is placed in the clear band between them, a little below centre; a wide screen gives the column a side instead and wants the pawn nearly centred. The overview fits the extent the game is actually played over, every tile and every landmark, to whichever axis the shape makes scarce.

Pan reads its device the way that device means it. A key or a stick reports how hard it is held, so the reading is integrated over time at panSpeed; a finger or a mouse reports how far it moved this frame, so the reading is spent at once against what a pixel is worth on the ground, and the map comes with the finger.

Director.report() returns the mode, the running beat, the aspect and the pose

  • what a test reads to prove where the camera is.

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 camera brain of HELSINKI LIFE. One table, shared by every camera in the world (each player's CameraRig carries its own BoardCam clone, and they all read this). It answers one question per frame: where does the camera stand and what does it look at. local Director = require("game.stage.Director") Director.setViewport(w, h) -- the live frame, every frame Director.tick(dt) -- advance once per frame (guarded) local p = Director.pose() -- { eye = {x,y,z}, look = {x,y,z}, fov } Four things can own the frame, in this order of authority: 1. a BEAT, a keyframed cinematic the rules slice cues (the opening flyover, the wedding, the finish, the end card's pull-back) 2. the OVERVIEW, the whole peninsula from above, with pan and zoom 3. the ATTRACT drift, a slow arc over the city while no game is on 4. the FOLLOW shot, south of and above `HL.state().focus` Every framing is derived from the LIVE viewport aspect, never from a pixel size: the follow shot stands back far enough that the same ground radius around the pawn is in frame on a 3:4 phone and on a 21:9 television, and the overview fits the board's own bounds to whichever axis is scarce.

clamp(v: ?, lo: ?, hi: ?) → void

argtypedescription
v?
lo?
hi?

lerp(a: ?, b: ?, t: ?) → void

argtypedescription
a?
b?
t?

smoothstep(t: ?) → void

argtypedescription
t?

halfV( ) → void

focusPoint( ) → void

The four framings The point the follow shot attends to: what the rules slice put in the state, or the head of the board before a game exists.

followPose(focus: ?) → void

The follow pose for a focus point at the live aspect.

argtypedescription
focus?

playBounds( ) → void

take(p: ?, padX: ?, padZ: ?) → void

argtypedescription
p?
padX?
padZ?

overviewPose( ) → void

The whole peninsula from above, fitted to the played extent on whichever axis the live aspect makes scarce, then panned and zoomed.

attractPose( ) → void

A slow arc over the sea south of the city, for the title and setup cards to sit against.

resolveKey(key: ?) → void

Beats, keyframed cinematics A beat is { dur, hold, keys }. A key is placed at `at` (0..1 of the beat) and is either literal (`eye`, `look`, `fov`), the pose the beat started from (`current`), or the live follow shot (`follow`, with an optional `focus`), which is what lets the opening flyover land exactly on the shot the turn begins in with no seam.

argtypedescription
key?

cinePose( ) → void

anchor(key: ?) → void

argtypedescription
key?

buildBeat(name: ?, payload: ?) → void

The beats the rules slice cues, built at the moment they are cued so they read the live aspect and the live board.

argtypedescription
name?
payload?

beat(name: ?, payload: ?) → void

Cue a beat by name. Unknown names are ignored so a slice can emit a staging cue this director does not stage without breaking the shot.

argtypedescription
name?
payload?

currentBeat( ) → void

Whether a beat is running, and which.

clearBeat( ) → void

mode( ) → void

Overview, pan, zoom

isOverview( ) → void

setOverview(on: ?) → void

argtypedescription
on?

toggleOverview( ) → void

pan(vx: ?, vy: ?, dt: ?) → void

argtypedescription
vx?
vy?
dt?

zoom(delta: ?) → void

A zoom reading: positive is closer. Drives the overview's distance, or the follow shot's own small comfort range. A scroll notch, a squeezed trigger and a pinch all arrive here as a delta in the control's own unit, and none of them agrees with the others on scale, so one reading is bounded before it is applied: a notch moves the frame a visible step, and a trigger held down crosses the whole zoom range in a few seconds.

argtypedescription
delta?

resetZoom( ) → void

setViewport(w: ?, h: ?) → void

The frame The live viewport, in pixels. Everything is framed from the aspect this reports, so the same board reads on a phone, a laptop and a television.

argtypedescription
w?
h?

aspect( ) → void

targetPose( ) → void

Where the camera should be RIGHT NOW, before smoothing.

snap( ) → void

Put the camera on its target with no travel, the next frame is the shot, not a slide into it.

blendTo(target: ?, dt: ?) → void

argtypedescription
target?
dt?

tick(dt: ?) → void

Advance the director. Safe to call from every camera in the world: the first call of a frame does the work and the rest read the same pose.

argtypedescription
dt?

pose( ) → void

The pose the camera should be at this frame.

report( ) → void

What the director is doing, for a HUD pip or a test.

⌬ Metadata
descriptionThe camera brain of Helsinki Life: the aspect-derived follow shot, the pan-and-zoom overview of the peninsula, the attract drift and the keyframed beats (opening flyover, wedding, finish, end-card pull-back) every player's camera rig reads from.

Sub-parts

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

7items
▣
module · born here
❒asset
# HL The shared spine of *Helsinki Life*: constants, the board graph (43 tiles with positions, kinds, districts and successors), landmark anchors, camera framing numbers, the game state container, the event bus the slices talk over, the `HL.actions` table the rules fill in, the pacing (`HL.TIMING`) and the sound names (`HL.SFX`). ```lua local HL = require("game.core.HL") HL.tile(6).next -- { 7, 101 }: the fork at Pasila station HL.pawnSlot(22, 2) -- where pawn 2 stands on the Cathedral tile HL.on("moveStep", function(ev) ... end) HL.emit("sfx", { name = "hop" }) HL.state().players[1].money ```
▲ 0↑ born
backing path · game/stage/Director.module

Problems

Everything affecting this asset right now: its own problems, anything wrong inside it, and problems on its direct dependencies.

0problems
No problems reported. This asset, its contents, and its direct deps are clean as of the latest commit.
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