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asset⌬ modulemoduleprimary: init.luau·originates fromworld a898df4f-a…

stage

local Stage = require("game.staging.stage")

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

stage

local Stage = require("game.staging.stage")

The one surface through which anything moves the camera of First Light: Sabaean Madcaps. ChaseCam is the only thing that writes a pose onto the camera entity; everything else states its intent here and ChaseCam reads it on the frame it poses.

Intents

  • Stage.play(shot) — a scripted move owns the camera for shot.dur seconds. ChaseCam draws shot.frame(u, follow) every frame and skips the follow. follow is the pose the gameplay camera would take, so a move can land exactly on it and hand over with no step in the picture. shot.onDone fires on the frame it ends.
  • Stage.kick(metres, seconds?) — an impulse that shakes whatever pose is being drawn and decays away.
  • Stage.widen(degrees, seconds?) — the lens opens and eases back.

Stage.staged(), Stage.stagedName(), Stage.progress() and Stage.cancel() read and drop what is running. Stage.advance(dt, follow) is the per-frame read, called by ChaseCam and by nothing else.

Framing

Stage.aspect() is the live viewport's width / height. Stage.solveDistance(fovDeg, frameW, frameH, aspect?) answers the distance at which frameW metres fit across the frame and frameH metres fit up it — the larger of the two solutions, so neither axis can crop. This is what makes the same shot read on a phone held either way, a laptop and a television.

Interpolation

smooth easeIn easeOut lerp lerpVec path vec clamp01. Stage.path(keys, u) walks a list of key positions as one continuous move, each leg eased so the camera settles at every key rather than cornering through it.

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 one surface through which anything moves the camera of FIRST LIGHT: SABAEAN MADCAPS. local Stage = require("game.staging.stage") `ChaseCam` is the only thing that writes a pose onto the camera entity. Everything else — a staged beat, a shove, a dash — states its intent HERE and ChaseCam reads it on the frame it poses. That is why a beat does not need to find the camera component: the two ends of the camera never call each other, they share this table. Three intents live here: Stage.play(shot) a scripted move owns the camera for `shot.dur` seconds; ChaseCam draws every frame from `shot.frame(u, follow)` and the follow is skipped. Stage.kick(mag) an impulse — a shove — that shakes the shot and decays away, over WHATEVER pose is being drawn. Stage.widen(mag) the lens opens by `mag` degrees and eases back: speed reads as the frame breathing outward. Framing is stated as an AREA of world the shot must contain, in metres, and the distance that fits BOTH across and up the frame is solved against the live viewport every frame. A tall phone is width-limited and stands further back; a wide monitor is height-limited and stands at the same remove with more air either side. Neither shape can crop the temple out of the picture, which a width-only solve does the moment a frame is wide.

aspect( ) → number

The live viewport's width / height. 1 when nothing answers.

solveDistance(fovDeg: number, frameW: number, frameH: number, aspect: number?) → number

The distance at which `frameW` metres fit ACROSS the frame and `frameH` metres fit UP it, at the subject's depth, for a vertical `fovDeg` lens at the live aspect. The larger of the two solutions wins, so neither axis can crop.

argtypedescription
fovDegnumber
frameWnumber
frameHnumber
aspectnumber?

clamp01(u: number) → number

argtypedescription
unumber

smooth(u: number) → number

Ease in and out — the move that reads as a camera on a crane arm.

argtypedescription
unumber

easeOut(u: number) → number

Ease out only — leaves fast, arrives slow.

argtypedescription
unumber

easeIn(u: number) → number

Ease in only — leaves slow, arrives fast.

argtypedescription
unumber

lerp(a: number, b: number, u: number) → number

argtypedescription
anumber
bnumber
unumber

vec(x: number, y: number, z: number) → Vec

argtypedescription
xnumber
ynumber
znumber

lerpVec(a: Vec, b: Vec, u: number) → Vec

argtypedescription
aVec
bVec
unumber

path(keys: { Vec }, u: number) → Vec

Walk a list of key poses as one continuous move: `u` in 0..1 spans the whole list, each leg eased so the camera settles at every key rather than cornering through it.

argtypedescription
keys{ Vec }
unumber

play(shot: Shot) → void

Hand the camera to a scripted move. Any move already running is dropped WITHOUT its `onDone`, so a beat that supersedes another never leaves the superseded one's completion hanging as a phantom `beatDone`.

argtypedescription
shotShot

staged( ) → boolean

Is a scripted move holding the camera right now?

stagedName( ) → string

The name of the move holding the camera, or nil.

progress( ) → number

How far through the move, 0..1. 0 when nothing is running.

cancel( ) → void

Drop the move without calling its `onDone`.

kick(mag: number, secs: number?) → void

A shove. `mag` is the shake amplitude in metres; it decays over `secs`.

argtypedescription
magnumber
secsnumber?

widen(mag: number, secs: number?) → void

A dash. The lens opens `mag` degrees and eases shut over `secs`.

argtypedescription
magnumber
secsnumber?

fovBoost( ) → number

Degrees of lens opening the dash impulse is asking for right now.

shake( ) → void

The shake offset the shove impulse is asking for right now, in metres.

advance(dt: number, follow: Frame?) → Frame

Advance every timer by `dt` and answer with the frame a scripted move wants drawn, or nil when the camera belongs to the follow. `follow` is the pose the follow would take this frame, handed to the move so it can land on it. Called by ChaseCam once per frame and by nothing else.

argtypedescription
dtnumber
followFrame?
⌬ Types
Vec = { x: number, y: number, z: number }Frame = { cam: Vec, look: Vec, fov: number? }Shot = {

Sub-parts

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backing path · game/staging/stage.module

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