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camera

The one thing that moves `FightCamera`. Registered as `Bus.services.camera`.

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

staging.camera

The one thing that moves FightCamera. Registered as Bus.services.camera.

The camera is orthographic and never rotates. Everything it does is three numbers: where it sits on x, where it sits on y, and how much world height it shows (3.4 at its closest, 5.6 when the fighters are at the walls).

Bus.call("camera", "follow", p1.x, p2.x)     -- the fight's resting behaviour
Bus.call("camera", "focus", x, y, 1.8, 20)   -- take it away for a beat
Bus.call("camera", "hold", 90, 40)           -- ...and give it back on its own
Bus.call("camera", "shake", 0.4)
  • follow(x1, x2) keeps both fighters in frame with a margin and widens as they separate. Call it every frame; it is smoothed, not snapped.
  • focus(x, y, zoom, frames) overrides follow for a staged beat. hold(frames, releaseFrames) hands the camera back on its own, so a missed release can never strand the view.
  • shake(mag) is trauma-based: additive, decaying, and squared, so a small value really is small. impulse(dx, dy, tilt) shoves the frame once and lets it spring back — that is what makes a heavy read as a heavy rather than as more shake.
  • lock() / unlock() — while the lock is held, follow is ignored. The attract sequence holds it, because a combat slice calling follow every frame otherwise wins the argument against every staged shot.
  • set / snap place the camera absolutely, for beats with no fighters.

The result is mirrored into Bus.state.camera (x, y, zoom, height, shakeX, shakeY) every frame, so any slice can read the framing without touching the entity.

Interface

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

conforms to

zero/source-extract/v2

emberline.staging.camera — the one thing that moves the FightCamera. The camera is orthographic and never rotates. Everything it does is three numbers: where it sits on x, where it sits on y, and how much world height it shows. `follow` is the fight's resting behaviour; `focus` takes it away for a beat and `release` gives it back; `shake` and `impulse` are added on top and never change where the camera is resting. Bus.state.camera mirrors the result every frame so any other slice can read the framing without touching the entity.

clamp(v: number, lo: number, hi: number) → number

argtypedescription
vnumber
lonumber
hinumber

easeOutCubic(t: number) → number

argtypedescription
tnumber

easeInOut(t: number) → number

argtypedescription
tnumber

noise(seed: number) → number

Deterministic value noise, so a shake is the same shake every run.

argtypedescription
seednumber

xLimit(h: number) → number

The furthest the camera may sit from centre before the stage wall enters the frame.

argtypedescription
hnumber

lock( ) → void

unlock( ) → void

isLocked( ) → boolean

follow(x1: number, x2: number) → void

The fight's resting behaviour: keep both fighters in frame with a margin, widening the view when they separate and closing in when they meet.

argtypedescription
x1number
x2number

focus(x: number, y: number?, zoom: number?, frames: number?) → void

Take the camera somewhere for a beat. `zoom` > 1 is closer in.

argtypedescription
xnumber
ynumber?
zoomnumber?
framesnumber?

hold(frames: number, releaseFrames: number?) → void

Hold the current focus for a while, then hand the camera back on its own. The staging beats use this so a missed `release` can never strand the view.

argtypedescription
framesnumber
releaseFramesnumber?

release(frames: number?) → void

Hand the camera back to `follow` over `frames`.

argtypedescription
framesnumber?

shake(mag: number) → void

Trauma-based shake: additive, decaying, and squared so a small value is genuinely small. `mag` is 0..1.

argtypedescription
magnumber

impulse(dx: number, dy: number, tilt: number?) → void

A directional kick — the frame is shoved once, then springs back. This is what makes a heavy read as a heavy rather than as more shake.

argtypedescription
dxnumber
dynumber
tiltnumber?

set(x: number, y: number, height: number) → void

Absolute framing, for the attract sequence which has no fighters to follow.

argtypedescription
xnumber
ynumber
heightnumber

snap(x: number, y: number, height: number) → void

Snap with no interpolation — the first frame of a new beat.

argtypedescription
xnumber
ynumber
heightnumber

baseHeight( ) → number

framing( ) → void

resolve( ) → boolean

update(dt: number) → void

argtypedescription
dtnumber

reset( ) → void

Put the camera back where the scene authored it. Called when the slice reloads so a hot save never leaves the view somewhere odd.

Sub-parts

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11items
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module · born here
❒asset
# bus <!-- 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.
▲ 0↑ born
▣
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.
▲ 0↑ born
backing path · emberline/staging/camera.module

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