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moments

The staged beats of *First Light: The Three Fires*, as cutscene definitions.

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

moments

The staged beats of First Light: The Three Fires, as cutscene definitions.

local M = require("game.light.moments")
cutscene.play(M.opening())
cutscene.play(M.ending("triunity", false))
BuilderThe beat
M.opening()Three shots, 10.2 s: the plateau from beyond the southern rim with the eastern sky over it, a fall to the Eternal Well, and a settle into the framing the game is played in.
M.ending("triunity", cardIsUp)7.4 s: lift off the keeper, then level out facing the sunrise with the three fires standing between the camera and the light.
M.ending("grey", cardIsUp)7.0 s: drift low toward Adur Farnbag, then back away under a sky that never quite caught.
M.ending("lost", cardIsUp)6.4 s: hold on the dark keeper, then rise off the plateau — three cold altars, the stars still out.

cardIsUp says the end card is already on screen, and drops the beat's letterbox so it does not cut the card in half. The loop declares a total loss the moment the third fire dies rather than waiting for dawn, so the lost beat usually plays under its card.

Why they are built and not written down

Each builder runs at the moment it is played, because the lens every shot uses is derived from the LIVE screen shape — the same beat has to read on a phone held upright and on a television, and one fixed field of view cannot do both. The rule is the one TempleCam frames the game with: keep the authored angle where the screen is wide enough, open up where it is not, and never past 72°, where the frame starts to read barrelled. A shot that wants more than that is asking a 3:4 frame to hold more ground than it can — shrink its span instead of raising the ceiling.

Every anchor is a world position taken from FL. No shot names an entity, so a beat still plays while another slice is rebuilding the thing it looks at — a shot whose anchor names a missing entity is refused outright.

Nothing here speaks

The Old Keeper's lines are the loop slice's, said through FL.say and captioned by the screens slice. A cutscene carrying its own subtitles would print every line twice.

Interface

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conforms to

zero/source-extract/v2

moments — the staged beats of First Light: The Three Fires, as cutscene definitions. require("game.light.moments").opening() require("game.light.moments").ending("triunity" | "grey" | "lost", cardIsUp) Each builder returns a definition for `cutscene.play`. They are built at the moment they are played rather than written down as constants, because the lens every shot uses is derived from the LIVE screen shape: the same beat has to read on a phone held upright and on a television, and a fixed field of view cannot do both. Every anchor is a world position taken from `FL` — no shot names an entity, so a beat still plays while another slice is rebuilding the thing it looks at. Nothing here speaks. The Old Keeper's lines are the loop slice's, said through `FL.say` and captioned by the screens slice; a cutscene that also carried subtitles would print every line twice.

lens(base: number, span: number, dist: number) → number

The lens. A wide screen keeps the authored angle; a narrow one opens up until `span` metres of the temple still fit across the frame, the same rule TempleCam frames the game with.

argtypedescription
basenumber
spannumber
distnumber

gameFraming( ) → void

Where the game's own camera sits behind the spawn, so a beat can start or end exactly where play does and the hand-off has no cut in it.

opening( ) → void

Three shots: the ridge from outside the rim with the eastern sky over it, a fall toward the Eternal Well, and a settle into the framing the game is played in. It ends by handing the night to the loop.

triunity(cardIsUp: boolean) → void

`cardIsUp` says the end card is already on screen (the loop declares a total loss the moment the third fire dies, without waiting for dawn), and the beat drops its letterbox so it does not cut the card in half.

argtypedescription
cardIsUpboolean

grey(cardIsUp: boolean) → void

argtypedescription
cardIsUpboolean

lost(cardIsUp: boolean) → void

argtypedescription
cardIsUpboolean

ending(kind: string, cardIsUp: boolean) → void

argtypedescription
kindstring
cardIsUpboolean

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module · born here
❒asset
# FL <!-- zero:scaffolded-readme --> <!-- Replace the line below with what this module provides and who consumes it, then delete both comment lines. --> TODO: describe this module.
▲ 0↑ born
backing path · game/light/moments.module

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