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BoardCam

The camera behaviour of *Helsinki Life*. Named as the `behavior` of the PlayerPrototype's CameraRig, so every player who joins sees the board through their own copy of it.

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

BoardCam

The camera behaviour of Helsinki Life. Named as the behavior of the PlayerPrototype's CameraRig, so every player who joins sees the board through their own copy of it.

It is a driver and nothing else. Every frame it hands game.stage.Director the live viewport size, advances it, and puts the rig on the pose it answers with - so the follow shot, the overview, the attract drift and the beats are all one decision, taken once, and every player's clone lands on the same shot.

maxFov is the widest lens this rig opens to; a beat asking for a wider one is held to it.

Interface

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conforms to

zero/source-extract/v2

BoardCam, the camera behaviour of HELSINKI LIFE. Lives on the PlayerPrototype's CameraRig beside the Camera component (the scene names it as the Camera's `behavior`), so every player who joins sees the board through their own copy of it. It is a driver and nothing else: every frame it tells `game.stage.Director` how big the frame is, advances it, and puts the rig on the pose it answers with. WHERE the camera should be, the follow shot, the overview, the attract drift, the beats, is the Director's to decide, so each player's clone lands on exactly the same shot.

drive(dt: ?) → void

argtypedescription
dt?

awake( ) → void

update(dt: ?) → void

argtypedescription
dt?

editorUpdate(dt: ?) → void

The board is authored and reviewed from a paused editor as much as it is played, so the same shot is driven there.

argtypedescription
dt?
⌬ Metadata
descriptionThe board-following camera behaviour of Helsinki Life: sits south of and above the focus point, looking down the peninsula so the path runs up a portrait frame.

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module · born here
❒asset
# Director The camera brain of *Helsinki Life*. One shared table every camera in the world reads, so each player's own `BoardCam` clone puts its rig on the same shot. ```lua local Director = require("game.stage.Director") Director.setViewport(w, h) -- the live frame, every frame Director.tick(dt) -- advance (only the first caller of a frame does work) local p = Director.pose() -- { eye = {x,y,z}, look = {x,y,z}, fov } ``` Four framings own the frame, in this order of authority: | | What it is | Who cues it | |---|---|---| | beat | a keyframed cinematic: the opening flyover, the wedding at the Cathedral, the arrival at Suomenlinna, the end card's pull-back | `Director.beat(name, payload)`, the `Stage` component, from `HL.emit("beat", …)` | | overview | the whole peninsula from above, with pan and zoom | `Director.toggleOverview()` / `HL.actions.toggleOverview()` | | attract | a slow arc over the sea while no game is running | automatic while there is no state, or the phase is `title` / `setup` | | follow | south of and above `HL.state().focus`, looking north up the board | the default | Every framing derives from the **live screen shape**. The follow shot keeps a fixed ground radius around the pawn inside the frame on both axes, so a 3:4 phone stands further back than a 21:9 television does. Where in the frame the pawn sits follows the same reading: a tall screen spends its top on the turn banner and the player column and its bottom on the caption strip, so the pawn is placed in the clear band between them, a little below centre; a wide screen gives the column a side instead and wants the pawn nearly centred. The overview fits the extent the game is actually played over, every tile and every landmark, to whichever axis the shape makes scarce. Pan reads its device the way that device means it. A key or a stick reports how hard it is held, so the reading is integrated over time at `panSpeed`; a finger or a mouse reports how far it moved this frame, so the reading is spent at once against what a pixel is worth on the ground, and the map comes with the finger. `Director.report()` returns the mode, the running beat, the aspect and the pose - what a test reads to prove where the camera is.
▲ 0↑ born
backing path · game/stage/BoardCam.component

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