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stage

The shots, the framing arithmetic and the synthesised sound behind HOLLOWBELL's staging. Pure data and maths: nothing here touches the scene, which is what lets a beat be re-timed and watched again without reloading the component that wires it up.

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

staging.stage

The shots, the framing arithmetic and the synthesised sound behind HOLLOWBELL's staging. Pure data and maths: nothing here touches the scene, which is what lets a beat be re-timed and watched again without reloading the component that wires it up.

local Stage = require("staging.stage")

Framing

Stage.framing(width, height) answers the gameplay camera for a live screen size — the distance, the lead ahead of the hero, and the lens. It reads Hollow.CAMERA as the authored base and never writes it back, so it is idempotent however often it runs.

Stage.station(center, distance) is where the camera stands to look at a point from the authored isometric angle — the same arithmetic @builtin::controller.isometric runs, which is how a cinematic ends exactly on the gameplay station and the hand-off is not a cut.

Beats

Stage.opening(ctx) · Stage.gate(ctx, n) · Stage.boss(ctx) · Stage.death(ctx) · Stage.victory(ctx, at)

Each returns a cutscene definition. ctx carries the live framing and the three things a beat reaches the running game through — say(key), sound(name, opts) and key(spec) — plus captions, which says whether a caption band is already showing spoken lines. Where nothing is, the beat carries the line as its own subtitle, so a spoken line is never lost to a slice that has not landed.

The chambers are walled from each other at the gates, so the opening cuts between rooms rather than craning through them: a camera crossing a gate at vault height spends the crossing inside the wall.

Sound

Stage.bellPcm(seconds, fundamental) · Stage.dreadPcm(seconds) · Stage.liftPcm(seconds) return interleaved mono f32 at Stage.SAMPLE_RATE. Stage.CLIPS is the order the component bakes them in.

The bell is built the way a bell sounds: a hum an octave under the prime, a minor third above it, and a strike transient of noise at the head.

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.module — HOLLOWBELL's staging: how the camera is framed, what the cinematic beats look like, and the sounds those beats carry. Pure data and arithmetic. Nothing here touches the scene; the Cutscenes component does that. Kept apart so a beat can be re-timed and watched again without reloading the component that wires it up. local Stage = require("staging.stage")

framing(width: number?, height: number?) → Frame

The gameplay framing for a live screen size. Reads Hollow.CAMERA as the authored base and never writes it back, so this is idempotent however often it runs.

argtypedescription
widthnumber?
heightnumber?

station(center: { number }, distance: number) → void

Where the gameplay camera stands to look at `center` from the authored isometric angle. The same arithmetic @builtin::controller.isometric runs, so a cinematic can end exactly on the gameplay station and the hand-off is invisible.

argtypedescription
center{ number }
distancenumber

xyz(p: ?) → void

Points in the world, resolved when a beat is built rather than written down, so a beat aimed at the hero or the boss follows whoever is there.

argtypedescription
p?

add(p: { number }, dx: number, dy: number, dz: number) → void

argtypedescription
p{ number }
dxnumber
dynumber
dznumber

anchorPos(key: string, fallback: { number }) → void

An anchor entity's position, or the fallback when the scene has none.

argtypedescription
keystring
fallback{ number }

heroRef( ) → string

The hero body itself, when there is one. A shot that names it resolves it on the frame it is drawn, so the beat ends on the hero wherever they are standing rather than where they stood when it was built.

heroPoint( ) → void

Where the hero body is standing, or the spawn anchor.

bossPoint( ) → void

Where the Bellwarden is, falling back to its dais anchor. The boss slice names its entity; if it is not there yet the dais is the right stand-in.

bellPoint( ) → void

gatePoint(index: number) → void

argtypedescription
indexnumber

captionsAreShownElsewhere( ) → boolean

Captions. A spoken line is shown as well as heard, always. The presentation slice prints the caption band from "say"; where nothing is listening for it the beat carries the line as its own subtitle instead, so a line is never lost to a slice that has not landed.

subtitle(key: string, t: number, dur: number) → void

A subtitle row for a line key, for a beat that has to carry its own.

argtypedescription
keystring
tnumber
durnumber

maybeSubtitles(ctx: Ctx, rows: ?) → void

argtypedescription
ctxCtx
rows?

opening(ctx: Ctx) → void

The opening: the cracked bell, the length of the crypt, and the Lamplighter standing at the top of the descent. Ends exactly on the gameplay station so the rig takes the frame back without a cut.

argtypedescription
ctxCtx

gate(ctx: Ctx, index: number) → void

A gate beat: the wall between two chambers coming open, and the line that says what is behind it. Short, because the player is mid-run.

argtypedescription
ctxCtx
indexnumber

boss(ctx: Ctx) → void

The boss intro: up past the Bellwarden to the bell it has been ringing, then down onto it. The boss slice speaks its own line over this.

argtypedescription
ctxCtx

death(ctx: Ctx) → void

The death ending: down onto the body, then up and away from it while the rite is read. The death card is drawn over this.

argtypedescription
ctxCtx

victory(ctx: Ctx, at: { number }?) → void

The victory ending: in on the fallen Bellwarden, then up to the bell that has finally stopped.

argtypedescription
ctxCtx
at{ number }?

lcg(seed: number) → void

argtypedescription
seednumber

tailGain(i: number, frames: number) → number

Fade the last 6% of a buffer to zero so the tail never ends on a step.

argtypedescription
inumber
framesnumber

bellPcm(seconds: number, fundamental: number) → void

A cracked bronze bell: a hum an octave under the prime, a minor third above it (which is what makes a bell sound like a bell), and a strike transient of noise at the head.

argtypedescription
secondsnumber
fundamentalnumber

dreadPcm(seconds: number) → void

The death swell: a tone falling an octave under a slow noise wash.

argtypedescription
secondsnumber

liftPcm(seconds: number) → void

The victory lift: a bright open chord that opens rather than strikes.

argtypedescription
secondsnumber
⌬ Types
Frame = { aspect: number, distance: number, lead: number, fov: number, portrait: boolean }KeySpec = { pos: { number }, intensity: number, range: number, color: { number } }Ctx = {

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module · born here
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# hollow <!-- 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 · staging/stage.module

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