Staging
RED DOT RISING's director, mounted on `mount_staging` by the scene entrypoint.
Staging
RED DOT RISING's director, mounted on mount_staging by the scene entrypoint.
It stages three moments, each over the player's own CameraRig and each handed back when it ends:
| moment | when | what happens |
|---|---|---|
| the opening | the game first leaves the title card | the NEKO-9 sign in the rain, over the parapet, down the lift shaft, into the keeper's eyes; the phase goes intro then play |
| the lift beat | lift.start on the bus | two seconds across the shaft as the platform wakes, then straight back |
| the ending | game.won / game.lost | a slow move onto the loft bed at sunrise, or the house lights washing the keeper's own view white |
Every beat is skippable from a keyboard (Space, Enter, Escape), from a pad
(South, Start) and from a touchscreen (the on-screen SKIP button), through
game/staging/staging.inputMap. While a beat runs that map stands the
player and rdr control groups down, so the keeper cannot walk, look, fire
the pointer or whistle, and the game's own touch buttons leave the screen.
Fields
| Field | Default | Notes |
|---|---|---|
autoIntro | true | Play the opening when the game first leaves the title card. Off leaves it to an explicit game.staging.staging playIntro() call. |
What it announces
Each beat brackets itself on Core.bus with beat events — intro.start /
intro.end, lift.start / lift.end, end.start / end.end — so the HUD
can step out of the way and the sound can time a line. The closing event
carries a reason: completed, skipped, displaced or stopped.
The behaviour lives in game.staging.staging; this component is the mount and
the lifecycle. The camera paths are data in game.staging.shots.
Scoped to this part · feeds back into the world's score.