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shots

The framing maths and the shot lists of *First Light: Nearside*. Pure data and pure functions: `NearsideCam` reads it to stand the camera up, `Staging` reads it to build the opening and the two endings, and either can be evaluated on its own against a made-up screen size.

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

game.staging.shots

The framing maths and the shot lists of First Light: Nearside. Pure data and pure functions: NearsideCam reads it to stand the camera up, Staging reads it to build the opening and the two endings, and either can be evaluated on its own against a made-up screen size.

local Shots = require("game.staging.shots")

local f = Shots.framing(1080, 1440)                  -- the portrait framing
local eye, at, fov = Shots.solveFollow(rover, heading, f)
Shots.screenYOf(eye, at, fov, point)                 -- 0 at the top edge, 1 at the bottom

Nothing here is a pixel

A framing is stated as the rover sits this fraction down the frame, with at least this many degrees of sky above the horizon, and the camera pitch that produces it is solved from the live field of view. Two anchors — TALL for the 3:4 shape the game films at, WIDE for a landscape monitor — blend by aspect, so a window between them slides rather than snaps and a resize never jumps.

screenYOf is the inverse: hand it a world point and it says where that point lands down the frame. It is how a shot is checked without eyeballing a capture.

What is in it

  • framing(w, h) — the framing for a screen, blended by aspect.
  • solveFollow(rover, heading, framing, pushIn?) — the chase: eye, aim, lens.
  • screenYOf(eye, at, fov, point) — where a point lands down the frame.
  • intro(ctx, short?) — the opening, as a cutscene definition, built around wherever the rover actually stands. short is the retry's re-establish.
  • stationCenter(rover, finishZ) — the station the winning shot points at.
  • wonDirective(rover, finishZ, framing) — the swing across Peary Station.
  • lostDirective(framing) — the fall away from a rover the light caught.

Interface

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

conforms to

zero/source-extract/v2

game.staging.shots — the framing maths and the shot lists of the staging slice. Everything here is DATA and pure functions: the camera behaviour (`game.staging.NearsideCam`) and the director (`game.staging.Staging`) both read it, and it can be evaluated from an `execute` with a made-up screen to check a framing at a shape this engine is not currently running at. local Shots = require("game.staging.shots") local f = Shots.framing(1080, 1440) -- the portrait framing local eye, at, fov = Shots.solveFollow(rover, heading, f) The one rule the whole slice is built on: NOTHING here is a pixel position. A framing is stated as "the rover sits this fraction down the frame, with at least this many degrees of sky above the horizon", and the camera pitch that produces it is solved from the live field of view. A 3:4 phone and a 21:9 monitor therefore get the same COMPOSITION out of different numbers.

framing(w: number?, h: number?) → Framing

The framing for a screen of `w` x `h`, blended between the tall and wide anchors by aspect.

argtypedescription
wnumber?
hnumber?

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

argtypedescription
xnumber
ynumber
znumber

forwardOf(heading: number) → void

The world direction a heading (radians about +Y, 0 = north/+Z) looks along.

argtypedescription
headingnumber

aimFromEye(eye: Vec, rover: Vec, heading: number, framing: Framing, fov: number) → Vec

Where the camera must aim, given where it actually STANDS. The pitch is derived so the rover lands at `framing.roverScreenY` down the frame at the live lens, then clamped so `minTopSky` degrees of sky survive; the yaw runs along `heading` with a lean toward the corridor's centre line, then clamped so the rover stays within `maxScreenX` of the middle across the frame. It takes the REAL eye rather than the solved one on purpose: a chase camera eases toward its solved station, so through a hard turn it is metres from it, and an aim computed for where the camera was going to be is what swings the subject off the edge exactly when the player needs to see it.

argtypedescription
eyeVec
roverVec
headingnumber
framingFraming
fovnumber

solveFollow(rover: Vec, heading: number, framing: Framing, pushIn: number?) → void

Solve the chase shot: where the eye stands, what it aims at, and the lens. `rover` is the body's world position, `heading` the yaw the rig trails.

argtypedescription
roverVec
headingnumber
framingFraming
pushInnumber?

screenYOf(eye: Vec, at: Vec, fov: number, point: Vec) → number

Where a point lands down the frame, 0 at the top edge and 1 at the bottom, for a camera at `eye` aiming at `at` on a `fov` lens. The inverse of the solve above, and how a capture is checked without eyeballing it.

argtypedescription
eyeVec
atVec
fovnumber
pointVec

screenXOf(eye: Vec, at: Vec, fov: number, aspect: number, point: Vec) → number

Where a point lands ACROSS the frame, 0 at the left edge and 1 at the right, for a camera at `eye` aiming at `at` on a `fov` lens over a screen of this `aspect`.

argtypedescription
eyeVec
atVec
fovnumber
aspectnumber
pointVec

intro(ctx: IntroContext, short: boolean?) → any

The opening cutscene: Earth over the plain, down to the rover on the pad, out into the chase. `short` returns the re-establish used on a retry — the descent and the settle, without the sky.

argtypedescription
ctxIntroContext
shortboolean?

stationCenter(rover: Vec, finishZ: number) → Vec

Where the winning shot points itself: the station if the world slice built one, else the airlock line the route ends on.

argtypedescription
roverVec
finishZnumber

wonDirective(rover: Vec, finishZ: number, framing: Framing) → any

The winning shot: the camera leaves the chase and swings across the face of the station while the rover runs into the airlock.

argtypedescription
roverVec
finishZnumber
framingFraming

lostDirective(framing: Framing) → any

The losing shot: the camera rises and falls back while the line of first light runs over the rover.

argtypedescription
framingFraming
⌬ Types
Framing = {Vec = { x: number, y: number, z: number }IntroContext = {

Sub-parts

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7items
▣
module · born here
❒asset
# ns The shared contract of *First Light: Nearside*. Every slice of the game requires this module and nothing else of each other's. ```luau local NS = require("game.ns") ``` ## What it carries - **Constants** — `NS.ROUTE` (the corridor: `startZ`, `finishZ`, `halfWidth`), `NS.DAWN` (the terminator's start, speed and the hot/cold distances), `NS.CARGO`, `NS.FUEL`, `NS.ROVER`, `NS.PALETTE`, `NS.AUDIO`, `NS.NAMES` (the entity names the scene authors) and `NS.COMPONENTS` (the component identities the entrypoint mounts). - **The light** — `NS.lightAt(dz)` and `NS.bandAt(dz)` read the sunlight at a distance from the dawn line, `dz = z - terminatorZ`. The rules and the lighting both read these, so the meter and the picture agree. - **The screen** — `NS.screen()` and `NS.unit(fraction)`: every layout is stated against the live screen size, never in pixels chosen for one frame. - **Events** — `NS.on(name, fn)` / `NS.emit(name, payload)`; the names are in `NS.EVENTS`. - **Phases** — `NS.phase()`, `NS.setPhase(p)`, `NS.resume()`, `NS.tick(dt)`, `NS.runTime()`. Phases: `title → howto → intro → playing ⇄ paused → won | lost`. - **Surfaces** — `NS.provide(name, table)` / `NS.get(name)` / `NS.whenProvided(name, fn)`. The shapes are in `/zero/source/design/spec.md`. - **Maths** — `clamp`, `lerp`, `smooth`, `approach`, `hash`, `rgb`. ## Notes - Module-local state (phase, surfaces, handlers) resets on hot reload of this file; components re-provide their surfaces in `awake`. - The route runs north, +Z. South of the terminator is sunlight.
▲ 0↑ born
backing path · game/staging/shots.module

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