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asset⌬ modulemoduleprimary: init.luau·originates fromworld 52b50907-6…

cam

The shared state of BLOCKBUSTER 767's camera, and the seam between the two things that have an opinion about it.

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

game.camera.cam

The shared state of BLOCKBUSTER 767's camera, and the seam between the two things that have an opinion about it.

ChaseCamera is the only writer of the camera rig's transform. Director never moves the camera — it writes an override pose here, and ChaseCamera blends its own chase solution toward that pose by the override's weight. One writer, one place to look when a frame is wrong.

Each frame runs in one direction:

orderwhodoes
10ChaseCamerasolves the chase pose → Cam.chase, blends in Cam.override, adds the impulses, writes the rig and the fov, publishes Cam.applied
20Directorreads Cam.chase, decides which beat is running, writes Cam.override

Because the director can read the live chase pose, a staged move that has to LAND on the game camera — the opening flythrough — simply makes Cam.chase its last key and arrives exactly where the chase already is, with no seam.

What is in here

The frame. Cam.chase (the pure chase solution, before staging), Cam.applied (what actually reached the rig), Cam.ready.

The override. Cam.setOverride(pose, weight, snap?) every frame a beat is running; Cam.clearOverride() to hand the frame back. snap means this is a cut: the pose is taken whole rather than blended.

The impulses, which ChaseCamera decays on its own so a caller only ever has to kick them: Cam.pushShake(amount) (0.05 a tap, 1.0 the airframe folding), Cam.pushFov(degrees), Cam.pushDistance(metres), and Cam.idleAmp, the multiplier on the slow handheld sway.

The toy's size. Cam.span is the plane's longest dimension, measured off whatever the plane-art slice built. Every distance in this slice is a multiple of it, so a bigger or smaller 767 re-frames itself instead of filling the shot or vanishing in it.

The shape of the screen. Every fov in this slice is authored at the filmed 3:4 and carried to the player's screen by two rules:

  • Cam.fovForAspect(v) — a screen at least as wide as the filmed one keeps the vertical fov, so the composition down the tall axis is identical and the extra room arrives at the sides. A screen TALLER than filmed opens the lens partway back toward a constant horizontal view: Cam.reclaim (0.55) says how much of the lost width the lens takes.
  • Cam.distanceScale() — the rest of that loss, answered by standing further off. At 9:16 the pair give a 66.5° lens and 1.15× the distance; at 3:4, 16:9 and 1:1 they are both identities.

Cam.aspect() asks the live viewport every frame, so a window resized mid-round re-frames on the next one. Set Cam.aspectOverride to a width/height ratio to make the whole rig frame as if the screen were that shape without resizing anything — set it, read Cam.chase, render that station at the matching image size, set it back to nil. Nothing in the game writes it.

Small maths every beat wants: lerp, smooth, bell, blend, pose, and readPoint, which pulls a world point out of an event payload whichever shape it arrived in.

Cam.ensureDirector() puts the Director component on the scene's bare mount_director entity. ChaseCamera calls it as it wakes and keeps asking until it takes; it answers false rather than raising while the scene has no mount or the type has not registered yet.

Interface

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

conforms to

zero/source-extract/v2

strict

Director

pose(px: number, py: number, pz: number, ax: number, ay: number, az: number, fov: number) → Pose

Build a pose from a camera position, an aim point and a vertical fov.

argtypedescription
pxnumber
pynumber
pznumber
axnumber
aynumber
aznumber
fovnumber

copyInto(dst: Pose, src: Pose) → void

Write `src` over `dst` without replacing the table, so every holder of `dst` sees the new station. The chase and applied poses are published this way.

argtypedescription
dstPose
srcPose

setOverride(p: Pose, weight: number, snap: boolean?) → void

Ask for a staged pose this frame. Call it every frame the beat is running.

argtypedescription
pPose
weightnumber
snapboolean?

clearOverride( ) → void

Hand the frame back to the chase camera immediately.

pushShake(amount: number) → void

Shake is one scalar amplitude: everything that hits the plane adds to it and it falls away exponentially. The wobble itself is drawn from REAL time, so a slow-motion beat still shakes at the rate a viewer feels rather than at the rate the simulation is running. Kick the frame. `amount` is roughly 0.05 (a tap) to 1.0 (the airframe folding).

argtypedescription
amountnumber

pushFov(degrees: number) → void

Punch the lens open (positive) or in (negative) by `degrees`, decaying back.

argtypedescription
degreesnumber

pushDistance(metres: number) → void

Kick the camera back (positive) or in (negative) by `metres`, decaying back.

argtypedescription
metresnumber

aspect( ) → number

The aspect the rig frames for: the live viewport, or `Cam.live.aspectOverride` while a preview of another screen shape is being taken.

tallness( ) → number

1 on a 3:4 portrait frame, 0 on 4:3 and anything wider. The composition dial.

fovForAspect(verticalFov: number) → number

Carry a fov authored at the filmed 3:4 onto the screen the player has. Wider than filmed keeps it; taller than filmed opens the lens partway back toward a constant horizontal view.

argtypedescription
verticalFovnumber

distanceScale( ) → number

How much further off a station stands on a screen taller than the filmed one, covering the width the lens deliberately did not reclaim.

numberOr(v: any, fallback: number) → number

argtypedescription
vany
fallbacknumber

cityAnswersBounds(now: number) → boolean

Whether the City component exposes `bounds()` yet. Asked of the ASSET rather than of the instance: reading a field a component does not declare raises and is logged as an engine error, so a per-frame `if c.bounds then` would fill the log with one error a frame for as long as the city slice had not landed.

argtypedescription
nownumber

cityBounds( ) → Bounds

Where the standing city stands and how high it reaches. Cached for a fifth of a second, because the chase camera asks every frame and the answer is a walk of every structure. Never nil, never a partial record: a field the city could not answer for keeps the fallback's value.

cityMidHeight( ) → number

The height the standing city sits around — what an altitude is "high" or "low" against.

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

argtypedescription
anumber
bnumber
knumber

smooth(k: number) → number

Smooth 0..1 ramp with zero slope at both ends.

argtypedescription
knumber

bell(k: number) → number

A 0 -> 1 -> 0 bell over k in [0, 1]; how a held beat eases in and back out.

argtypedescription
knumber

blend(a: Pose, b: Pose, k: number) → Pose

Blend two poses. k = 0 is `a`, k = 1 is `b`.

argtypedescription
aPose
bPose
knumber

readPoint(v: any) → void

Read a world point out of an event payload, whichever shape it arrived in. Accepts { x, y, z }, an array of three numbers, or a live position value.

argtypedescription
vany

registered(name: string) → boolean

The scene carries a bare `mount_director` entity; this slice puts its own component on it rather than editing the scene. ChaseCamera calls this when it wakes, which is the first moment in a play run that this slice runs at all. Whether a component type of this name is registered right now.

argtypedescription
namestring

ensureDirector( ) → boolean

Put the `Director` component on `mount_director` if it is not there yet. Answers false — rather than raising and taking its caller's `awake` down — while the scene has no mount or the type has not registered yet, which is the state a half-loaded session is briefly in.

⌬ Types
Pose = {Override = {Live = {Bounds = {

Sub-parts

Everything contained inside this part. Assets are composite children (clickable cards). Files are leaf payloads. Expand any row to view its source.

Showing up to 3 levels deep. Open a part to see what it holds further down.

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# City The block skyline of BLOCKBUSTER 767 — the thing the plane is aimed at. Put it on an entity and it builds a whole tabletop city from a seed, joins every structure together, and then scores what the player knocks off it. ```luau local city = entity.find("mount_city").component.get("City") city:census() -- how much of it is still standing city:structures() -- every tower, its kind, height, tier and damage city:rebuild() -- lay it out again from the seed ``` ## What it builds `game.city.blocks` decides the shape: six archetypes — a tapering **skyscraper**, a banded **office slab**, a **water tower** on four legs, a thin **antenna mast**, a three-span **bridge**, and a **gate** with a lintel — dealt across four streets so every archetype appears at least once. Blocks are painted wood (`game/city/materials`) over a shared grain texture, each structure turned off the grid and each stack given a little per-block twist, so it reads hand-stacked. ## What holds it up Every structure is a tree of fixed joints in which each block carries at most **one** joint, because an entity carries one `Joint` component and a second would silently replace the first. The joints are created with no threshold at all; then, once the city has stood on its own for `settleFrames`, the component reads `Physics.jointReaction` on every joint over `sampleFrames` and sets breakForce = measured force × Rules.PHYS.jointBreakMargin breakTorque = measured torque × Rules.PHYS.jointBreakMargin with floors so a joint resting under nothing is not released by its own settling. Nothing here is a guessed number, and the grading falls out of the measurement: the joint under ten storeys ends up an order of magnitude stronger than the one under a spire, so a clipped top comes off while the tower below it stands. ## What it does every frame Every live block is watched. One that moved is clamped to `Rules.PHYS.debrisMaxSpeed` and `debrisMaxSpin` — the governor that stands in for CCD, which is forbidden on every body in this game — and scored: | what happened | event | score | |---|---|---| | a block left home by `Rules.SCORE.displaceDistance` | `blockDisplaced` | `perDisplacedKg` × its mass | | a block fell past the table edge | `blockOff` | `Rules.SCORE.offTable` | | a structure lost `toppleFraction` of itself | `towerToppled` (via `Game.recordTopple`) | `topplePerTier` × tier, and the chain multiplier goes up | A block that reaches the playroom floor is despawned, a few per frame, so a wave of debris landing together does not rebuild the solver's islands all at once. ## Fields | field | what it is | |---|---| | `seed` | the layout; the same seed builds the same city on every peer | | `settleFrames` | frames the city stands before its joints are measured | | `sampleFrames` | frames the resting load is sampled over; the largest reading wins | | `minBreakForce` | newtons no threshold falls below | | `torqueLeverScale` | scales the lever arm that floors the angular threshold | | `cullsPerFrame` | how many floor-bound blocks are despawned in one frame | It rebuilds itself on `sessionStart`, so a fresh session gets a fresh city. Everything it spawns lives under one temporary `city_root`: nothing is ever baked into the scene.
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# Screens Every authored screen of BLOCKBUSTER 767, on the glass and driven. One instance, on `mount_screens`; it needs nothing else on that entity. ## What it puts up | Screen | Layer | What it carries | |---|---|---| | `bb_hud` | 20 | The wind-up HUD, the flight HUD, and the reduced readout that stays up through the wreck beat. | | `bb_card` | 800 | The title card, the how-to-play card, the pause card, the wreck tally and the end card. | The trees are built by `game.ui.cards` and `game.ui.hud`, styled from `game.ui.theme`, and drawn with `game.ui.art`. Only this component holds state: which card is up, which row is lit, which line is printed, and the moves of the state machine that belong to presentation. ## The three moves it owns - **`title` → `howto` → `opening`.** The first `roundStart` of a session puts the title card up; WIND IT UP moves to `opening` and hands the game to the director. - **`end` → `title`.** BACK TO THE BOX starts a fresh session and lands on the title card; WIND IT UP AGAIN starts one and goes straight back to the table. - **A watchdog on `opening`.** The opening flythrough belongs to the camera-director slice. If nothing hands the launcher over inside `openingWatchdog` seconds, this component moves `opening` → `wind` itself, rather than leaving the player looking at a camera move that never lands. Everything else is somebody else's: the flight slice moves `wind` → `flight` and calls `Game.endRound`, and the scene entrypoint advances out of `wreck`. ## Driving a card `game.input.console` is activated the instant a card goes up and released the instant the last one comes down, and it stands down the whole `flight` group while it is live — so a stick held on a menu never also steers the toy. | | Move the focus | Confirm | Back | Restart | Resume | |---|---|---|---|---|---| | Keyboard | arrows, W / S | Enter, Space | Backspace | R | Escape | | Pad | left stick, d-pad | south | east | north | start | | Pointer / finger | hover, tap | click or tap the row | tap BACK | the pause card's row | tap the row | All four move the SAME focus (`game.ui.Focus`), so the lit row is always the one that acts. A pointer only moves the focus when it CROSSES a row, so a mouse left resting somewhere cannot stop a pad walking the menu. No control on the console map carries a touch binding, deliberately: a card draws its rows as real targets, and an on-screen Confirm button would be a second way to do what the card already offers. ## Captions Every line the Kid speaks is printed as well. `game.audio.caption` holds the current line; this component subscribes to it with `Caption.on` and takes `Caption.claim("bb_screens")` for as long as ANY card is up. That stands the sound slice's own bottom band down and carries the line inside the card instead, so a line spoken over the title, the pause card, the tally or the end card is read there rather than behind it. The claim is released — and the band comes back — the moment the last card comes down. ## What it costs a frame The card layer is decided every frame, because a card has to go up on the frame the state moves. The HUD is not: it is pushed at most twenty times a second, and only when a deliberately coarse reading of the telemetry has changed. A pushed tree is relaid out by the engine and the flight HUD is thirty-odd widgets, so pushing it every frame of a flight was one frame in ten over budget and a flicker the player could see. `Screens:report().pushes` counts what this component has actually handed the engine. ## Fields | Field | Default | What it decides | |---|---|---| | `consoleMap` | `game.input.console` | The controls every card answers to. | | `captionSeconds` | 12 | How long the most recent spoken line stays printed on a card. | | `openingWatchdog` | 9 | Seconds the opening flythrough may hold the game before the launcher is handed over anyway. | ## Reading it back `Screens:report()` returns which card is up, which row is lit, the rows that card walks, whether the console map has the input, which screens are shown, the live caption, the game state and whether it is paused — the reading a test asserts against.
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module · born here
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# rules The cross-slice constants of BLOCKBUSTER 767 — read-only, and the contract between any two parts of the game that have to agree on a number. - `TABLE` — where the play surface is and where its edges are. - `LAUNCH` — the launcher's position, how far the heading and elevation trim, and the wind band: how long a notch takes, how many there are, and what the red zone past the last one costs. - `CITY` — the band of table the skyline stands in, its seed, and the landmarks. - `PHYS` — masses, speed caps, the debris governor, the settle threshold and the margin a measured joint break force is multiplied by. - `SCORE` — what a shoved block, a toppled tower and a block off the table pay, the chain window, the landmark and called-shot multipliers, and the star thresholds. - `SESSION` — three planes, the round clock, the rest and wreck beats. - `STATES` / `EVENTS` — the only state names and event names the game uses; a typo in either raises at the call rather than going quietly nowhere. - `LAYOUT` — the bands every screen anchors into, as shares of the viewport. Units are metres, kilograms and seconds. The table top is `y = 0`; `+Z` is downrange, so the plane launches at `LAUNCH.z` and flies toward the city. A number only one slice reads lives in that slice's own files, not here. Consumed by every slice.
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# Set The playroom BLOCKBUSTER 767 is played in. It sits on `mount_set` and builds everything the scene's `build.luau` does not: the room around the table, the floorboards and rug twelve metres below the table edge, the window the afternoon comes through, the skirting, dado and pictures, the toybox and the corner lamp — and the game's whole photographic finish. Everything hangs under the temporary root `set_root`, so rebuilding is `awake()` again and nothing accumulates. ## What it owns beyond its own entities Three things in the scene belong to the plan and are retuned here by name, because the room's look is not separable from them: - **`sun`** — aimed low and from the window side, warm, so the towers lay long shadows down the table towards the player. - **`ambient`** — cool and dim, the fill under that warm key. Warm light and warm fill together render the whole room one flat olive. - **`sky`** — swapped from the plan's `ProceduralSky` to a `Skybox` over `set_sky`. The procedural sky drove the sun's own direction from its time of day (`syncSunToLight`), and its outdoor blue was the image-based light washing every painted surface in the room grey. The plan's `table` slab keeps its position, scale and collider; only the material it wears is set here, to `set_tabletop`. ## The one collider `set_floor` is the only collider this component creates, and its top sits 2.6 m BELOW `Rules.TABLE.floorY`. The city culls a loose block when its centre passes that plane, so a floor placed just under it would let a tall block come to rest with its centre still above the plane and stay on the rug forever. Nothing else in the room has a collider at all. ## The look `playroom_paint` is one procedural painted-wood shader; every surface in the room is a material on it, differing only in paint colour, grain, board width and wear. `playroom_grade` is one post-process pass carrying the tilt-shift defocus, the bloom, the warm split-toned grade and the vignette — measured at 0.16 ms of GPU per frame at 1080x1440. Both hold their shape at any aspect: the tilt-shift band is a fraction of screen HEIGHT and the vignette is measured on a square-corrected coordinate, so a tall frame and a wide one get the same look rather than the same pixels. ## Fields | Field | Default | What it moves | |---|---|---| | `sunIntensity` | 3.7 | How hard the afternoon comes through the window. | | `ambientIntensity` | 0.20 | The cool fill under that key. | | `lampIntensity` | 60 | The corner lamp's own pool of warm light. | | `bandCenter` | 0.55 | Where down the frame the sharp band sits. | | `bandHalf` | 0.30 | Half-height of the sharp band, as a share of screen height. | | `blurMax` | 4.0 | Pixels of blur at full defocus. | | `bloomIntensity` | 0.45 | How much the window light blooms. | | `exposure` | 1.05 | Overall exposure of the graded frame. |
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# Director The staging of BLOCKBUSTER 767. It puts itself on the scene's bare `mount_director` entity at runtime (`cam.ensureDirector`, called from ChaseCamera's awake) rather than editing the scene, listens on the game bus, and writes an override pose into `game.camera.cam` for `ChaseCamera` to blend the frame toward. It never touches the camera transform itself. ## The beats | beat | cue | what the frame does | |---|---|---| | `opening` | `roundStart` for plane 1, or anyone setting the state to `opening` | a flythrough: high off the far corner over the block city, down through the towers, a low skim across the bare table with the toy growing in frame, then a sweep past the launcher into the chase. Lands exactly on the live chase pose and sets the state to `wind`. | | launch | `launch` | the lens opens 9°, the camera is kicked back 2 m, a light shake — all decaying | | impact | `impact` | shake scaled by the contact impulse behind it (`impactShake` is the impulse that shakes at full amplitude) | | part lost | `partLost` | a hard shake and a small punch in | | `topple` | `towerToppled` | `engine.timeScale` dips to 0.35 for 0.42 s and ramps back over 0.45 s, the frame shakes, the lens punches in 8°, and the aim leans 55 % of the way onto the falling tower before easing back. One per 1.8 s — a chain shakes but does not stutter. | | `wreck` | `wreck` | the camera leaves the chase and orbits the resting airframe for 1.7 s, closing from 1.55 to 1.05 spans, then CUTS to a low close station at 0.78 spans for the tally | | `ending` | `sessionEnd` | a cut to a held wide from the launcher end, swinging slowly rather than circling — a camera that kept orbiting would end up behind the skyline with the table between it and the wreckage | Every beat is timed in REAL seconds (`time.realtime`), so the slow-motion dip cannot stretch the beat that asked for it, and every station's fov goes through `cam.fovForAspect` and every radius through `cam.distanceScale`, so a tall phone and a wide television both get a framed shot. ## What it will not do - **It does not run the clock down past somebody else's pause.** It records the value it set; if the clock has moved since (a screen holding it at zero) it leaves it where it is. A paused game holds its beat where it stands, and a slow-motion dip gives the clock straight back. - **It does not fight the state machine.** Anything moving the state out of `opening` ends the flythrough cleanly. - **A screen that stops the simulation clock stops this component too** — with `engine.timeScale` at zero no component update runs at all. That is why the end-card camera is a CUT rather than a move: a drift-in that needed a second of frames would never leave the chase. ## The surface other slices may call - `Director:skipOpening()` — end the flythrough now and hand the plane over. Any slice may call it; the presentation slice's `confirm` and the flight slice's `launch` are the two that reach a player who wants to get on with it. - `Director:replayOpening()` — play it again from the top. - `Director:openingStation(u)` — the station the flythrough stands at, `u` of the way through (0..1), solved against the live chase pose. It is how the opening is checked as a contact sheet without racing the six seconds it takes to play. - `Director:beat()` — which beat is running, how far into it, the override weight and the current time scale. ## Tuning Every number above is a `public` field with a default: the flythrough's length and lens, the topple dip / hold / ramp / cooldown / lean / punch, the wreck orbit's length, sweep and two lenses, and the end wide's lens and swing.
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# Plane767 The toy 767 the player IS. It sits on the `Pilot` prototype's `airframe` body, so every joining player gets one, and it owns the whole arc of a round: the launcher, the flight, the damage, and the moment the airframe stops. ## The three phases | State | The body | What the controls do | |---|---|---| | `wind` | kinematic, posed on the launcher | Steer **x** trims the heading (±`Rules.LAUNCH.headingRange`), steer **y** trims the launch elevation. `launch` is **held** to wind the key and released to throw. `boost` / `brake` step the called shot. | | `flight` | dynamic | The nose follows the stick, the velocity follows the nose, the wings carry most of gravity, `boost` adds speed and `brake` spoils the lift. | | `wreck` | dynamic, model stood down | Nothing is driven; the loose parts are still governed and culled. | Stick **forward** pushes the nose **down** and pull-back climbs, on the launcher and in the air, on every device at once. ## Winding the key Launch is held. Each `Rules.LAUNCH.windSeconds` of hold is one wind of the key, up to `LAUNCH.winds`; the last wind gets a window of its own, so a full throw is a release the player can aim for rather than an instant. Past that window the red zone runs for `LAUNCH.overwindSeconds`, and past THAT the spring lets go and the throw is a dud. With the numbers the rules carry today: | Hold | Winds | Throw | Boost fuel | Damage | |---|---|---|---|---| | 0 – 0.55 s | 0 | 6 m/s | 0 s | ×1 | | 0.55 – 1.10 s | 1 | 9 m/s | 1 s | ×1 | | 1.10 – 1.65 s | 2 | 12 m/s | 2 s | ×1 | | 1.65 – 2.20 s | 3 | 15 m/s | 3 s | ×1 | | 2.20 – 2.90 s | 3, **overwound** | 16 m/s | 5 s | ×`LAUNCH.overwindDamage` | | past 2.90 s | 0, the spring slipped | 6 m/s | 0 s | ×1 | The modelled key on the toy's back turns a full turn per wind and trembles in the red zone; the spring's slip spins it back to rest. `wind { winds, overwound }` lands on the bus at each notch and once as the red zone opens, and `launch { heading, winds, overwound, speed }` when the key is let go. Boost is what the wind BOUGHT: `Game.telemetry.boostFuel` is seconds of it, it drains only while Boost is actually thrusting, and an empty tank is a dead throttle for the rest of the round. ## The called shot On the launcher, `boost` steps forward and `brake` steps back through the landmarks `City:landmarks()` reports still standing, with "no call" as one of the stops, via `Game.callShot`. The city pays a called landmark's topple `Rules.SCORE.calledShot` times its landmark value. Missing costs nothing. The two buttons keep their flight meanings in the air, so the call needs no control of its own on any device. ## The flight model The airframe is driven with **force**, never with a velocity write, and the solver's own reading (`Physics.bodyState().linearVelocity`) is what the model reads back — so a block that hits the toy actually moves it, and the model sees that it did. - `targetSpeed` is script state, clamped to `Rules.PHYS.planeMaxSpeed` (`planeBoostSpeed` while Boost is held) *before* any force is spent, so the controller can never aim past the envelope. Anything above the cap — a collision, a fall — is taken straight back off the same frame. - The controller pulls the velocity onto the nose over `followTime` and hands back the share of gravity the wings carry, inside a budget of `maxControlAccel`. A harder hit than that budget still throws the toy. - Once the airframe has been scraping the table for `groundedSeconds`, the model stands down entirely and lets friction finish the round. - The round ends when the airframe has been below `settleSpeed` for `Rules.SESSION.restSeconds` **and** `City:atRest()` agrees, or when it has waited a further `SESSION.restCityGrace` for a city that will not settle. A toy that stops under a tower still coming down does not cut the tally off. - CCD is never enabled, here or on anything this component spawns. ## Damage Every frame in flight the airframe's contacts are read. A contact past `impactThreshold` raises `impact { force, position, other }` on the bus and adds to a damage pool; each whole point of damage sheds the part the hit landed nearest — the child the art slice built is hidden and a bounded loose copy is dropped in its place, with `partLost { part, position }` on the bus. Losing a wing costs lift, control authority and rolls the toy toward the hole it left; losing an engine costs half the thrust and the boost cap; losing the tail costs pitch authority and most of the turn coupling. `Game.telemetry.parts` and `.health` carry the state for the HUD. Loose parts are clamped every frame to `Rules.PHYS.debrisMaxSpeed` / `debrisMaxSpin`, culled below `Rules.TABLE.floorY`, and cleared when the next plane is armed. ## Pause `menu` toggles `Game.setPaused`. The airframe is frozen where it hangs — the body goes kinematic, its pose is held, and the model spends nothing — and resuming hands the same speed back along the nose. Scoped to this airframe on purpose: stopping the whole clock also stalls every `task.wait` in the world. ## Reading it - `Game.telemetry` — written here every frame: `speed, altitude, heading, pitch, bank, stick, boost, brake, health, parts, launched, elevation, winds, windCharge, winding, overwound, boostFuel, launchSpeed`. - `ref:status()` — the same telemetry table. - `ref:airframe()` — `{ lost, partsLeft, damage, hardestHit, loosePieces, heading, elevation, winding, windHold, winds, windCharge, overwound, sprung, keyAngle, boostFuel, launchSpeed, damageScale, called, landmarks }`, for a screen or a test that wants more than telemetry. ## Controls `game/input/flight.inputMap` — group `flight`, suppresses `player`, so the engine's walking scheme stands down while the toy is live. Every control carries keyboard, gamepad and touch; the on-screen controls are a stick in the left zone and one right-edge column, **Launch** (large, thumb-nearest), then **Boost**, **Dive**, **Menu**. The map's own README records what the overlay does with the margin it is given. The builtin walking map is also held live here, inside the suppression this map already declares. It never reaches anything — `flight` outranks it — and it is what stops the engine arming the editor's map as the keyboard floor, which would put a "Frame" button and a look-drag zone on a touch player's screen.
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component · born here
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# ChaseCamera The camera behavior on the PlayerPrototype's `CameraRig`, and the only thing in BLOCKBUSTER 767 that moves the camera. The Camera component instantiates it beside itself and hands it the avatar in `Camera.follow`. It trails the toy from behind and above, so the plane flies AWAY from the viewer into the skyline and the tall axis of a 3:4 frame carries the composition: the aim point sits ahead of and below the nose, which puts the plane in the lower third with the towers rising above it. Each frame, in order: 1. solve the chase pose — the station the camera would take if nothing were staging a moment — and publish it as `cam.chase`; 2. blend that toward `cam.override`, the pose the `Director` asked for; 3. add the decaying impulses (shake, lens punch, distance kick) and a slow handheld sway, so the frame is never mechanically still; 4. write the rig's transform and the Camera's fov. ## The feel Speed pushes the camera back and opens the lens; boost adds to both; a plane that has stopped is closed in on, because the wreck is the subject now. The offset is smoothed AS AN OFFSET FROM THE PLANE, never as a world position, so the lag never grows with speed. The chase smooths on SIMULATED seconds, so a slow-motion beat slows the camera's own catch-up with the world it is filming. When the simulation clock is stopped altogether it smooths on real ones instead, so a staged move over a frozen scene still plays. ## Spans, not metres Every distance is a multiple of the toy's own longest dimension, measured once off whatever the plane-art slice built (`framing` 2.3 spans behind, `height` 0.85 above, `lookAhead` 1.8 ahead, `lookDown` 0.28 below). A camera holding absolute metres would frame a bigger or smaller 767 wrongly the moment that slice changed it. `ChaseCamera:rig()` reads back the measured span and the station it produces. ## Every screen shape Nothing here is a number chosen for a 1080x1440 frame. The lens opens on a screen taller than the filmed 3:4 and the camera stands further off (`cam.fovForAspect`, `cam.distanceScale`), and how far the plane rides below the aim point scales with how tall the screen is — all read from the live viewport every frame. Measured at the parked launcher: 16:9 → 58° and the authored distance, with the aim 0.48 m higher so the plane centres a little; 3:4 → 58° and the authored distance; 9:16 → 66.5° and 1.5 m further back. The plane and the skyline are both in frame at every one. ## Where the staging lives Nothing in this file knows what a topple or a wreck is. It wakes, puts the `Director` on the scene's `mount_director` (retrying until the component type has registered), and from then on only reads `game.camera.cam`.
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# SoundDirector The sound of BLOCKBUSTER 767 — the whole of it, in one component on `mount_sound`. It plays a music bed and a playroom ambience that loop end to end, rides the wind-up motor and the air over the airframe off `Game.telemetry`, fires the one-shot library from the event bus, sets the mixer levels, and gives the Kid a voice with the words on screen. ## What it needs - `game/audio/clips/*.soundClip` — baked by `game/audio/bake.luau` from `game.audio.recipes`. Pure synthesis; costs no credits, cannot fail. - `game/audio/voice/*.soundClip` — bought ONCE from `audio_gen.speech` by `game/audio/voicebake.luau`, one clip per line in `game.audio.lines`. - An `AudioListener` somewhere. The scene puts it on the `CameraRig`, which is what makes a spatial hit at a block come from where the camera is watching. A clip that is missing is not an error: the sound is skipped and, for a voice line, the caption is still shown. ## Playing a sound from another slice ```lua local sound = entity.find("mount_sound").component.get("SoundDirector") sound:play("hit_heavy", { position = pos, volume = 0.8, pitch = 1.1 }) sound:say("topple") -- the Kid, from the pool for that cue ``` `play(name, opts)` takes any name in `game.audio.recipes`: `launch`, `whoosh`, `windup`, `hit_light`, `hit_heavy`, `collapse`, `clatter`, `snap`, `wreck_sting`, `score_pop`, `ui_tick`, `ui_confirm`, `ui_back`, `star_chime`. With a `position` the sound is spatial; without one it is flat. Each family carries a cooldown, so forty blocks landing at once is a collapse rather than forty overlapping ticks. Nothing HAS to call either of these: the bus already drives them. `launch`, `impact`, `partLost`, `blockDisplaced`, `blockOff`, `towerToppled`, `score`, `wreck`, `sessionEnd`, `pause` and `state` each have a sound, so a slice that emits its events correctly is heard without doing anything else. ## The captions Every spoken line is also written down, through `game.audio.caption`: ```lua local Caption = require("game.audio.caption") local now = Caption.current() -- { id, text, remaining, duration } or nil local off = Caption.on(function(c) ... end) -- fires on every new line ``` SoundDirector draws the words itself, in a band above the bottom control band, proportional to `ui.screenSize()`. **The presentation slice can take that job** — carry the line inside a composed card instead: ```lua Caption.claim("bb_screens") -- SoundDirector's band stands down Caption.release() -- hand it back ``` The band is registered at UI layer 10, below every authored screen, so it never takes a tap that belongs to a card or a HUD button. ## The mix Channels: `music`, `ambient`, `sfx`, `engine`, `voice`, `ui`. The public fields set each one; change one and call `:refreshMix()`. Every clip was baked with headroom, so nothing in the library reaches the mix above about 0.77 peak on its own. `:report()` is the read: the master levels, how many sources are audible, the engine gain and pitch, the caption, and the mixer state.
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backing path · game/camera/cam.module

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