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

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 `ChaseCamer…

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

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

beatcuewhat the frame does
openingroundStart for plane 1, or anyone setting the state to openinga 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.
launchlaunchthe lens opens 9°, the camera is kicked back 2 m, a light shake — all decaying
impactimpactshake scaled by the contact impulse behind it (impactShake is the impulse that shakes at full amplitude)
part lostpartLosta hard shake and a small punch in
toppletowerToppledengine.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.
wreckwreckthe 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
endingsessionEnda 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.

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

planePos( ) → void

setTimeScale(v: number) → void

`slowActive` records that THIS component moved the clock, so the release puts it back to exactly 1 however close the ramp's last step landed — a release gated on "is it still below 1" leaves the residue of the final step behind. `myScale` records WHAT it set, so a clock somebody else has taken since (a pause holding it at zero, say) is left where they put it.

argtypedescription
vnumber

releaseTimeScale( ) → void

endBeat( ) → void

spline(p0: number, p1: number, p2: number, p3: number, t: number) → number

Catmull-Rom through four control points, evaluated on the middle span.

argtypedescription
p0number
p1number
p2number
p3number
tnumber

titlePose(t: number) → Cam

The one shot in the game that is nothing but the premise: the whole wooden city standing untouched with the toy on its launcher in front of it. It is composed off the city's own bounds and the launcher's own position, so it holds whatever the seed built and wherever the launcher sits.

argtypedescription
tnumber

startTitle( ) → void

openingPose(u: number) → Cam

Four stations across the table. The last one is the LIVE chase pose, so the move ends exactly where the game camera already is and the handoff to `wind` has no seam. Every station before it is measured off the STANDING city, so the move opens over the towers rather than over the floor past the far edge of the table.

argtypedescription
unumber

at(arr: { number }, n: number) → number

argtypedescription
arr{ number }
nnumber

keySpan(arr: { number }) → number

argtypedescription
arr{ number }

startOpening( ) → void

onSessionStart( ) → void

onRoundStart(_p: any) → void

argtypedescription
_pany

onState(p: any) → void

argtypedescription
pany

onLaunch( ) → void

onImpact(p: any) → void

argtypedescription
pany

onPartLost( ) → void

onBlockOff( ) → void

onTopple(p: any) → void

argtypedescription
pany

stageWreck(x: number, y: number, z: number) → void

A wreck the camera can actually film. A toy that leaves the table keeps falling, so the point the round ended at is out over the floor with nothing behind it but a wall — an orbit there frames a blank surface. Bring the station back onto the table's own footprint and up to its top, so the shot is the edge the toy went over with the table and the block city behind it.

argtypedescription
xnumber
ynumber
znumber

onWreck(p: any) → void

argtypedescription
pany

onSessionEnd( ) → void

subscribe( ) → void

awake( ) → void

onModuleReload(_path: string) → void

A module this component requires re-ran; the bus subscriptions it registered live in that module's state, so re-register rather than trust them.

argtypedescription
_pathstring

onDestroy( ) → void

runTitle( ) → void

runOpening( ) → void

runTopple( ) → void

runWreck( ) → void

runEnding( ) → void

tick( ) → void

update(_dt: number) → void

argtypedescription
_dtnumber

beat( ) → void

Which beat the director is running right now, and how far into it: for tests and for anything on screen that wants to know the frame is being staged.

skipOpening( ) → void

End the establishing flythrough now and hand the plane to the player. Any slice may call this — the presentation slice's `confirm` and the flight slice's `launch` both reach a player who would rather get on with it. Moving the state machine out of `opening` by any other route ends the beat too.

replayOpening( ) → void

Play the establishing flythrough again from the top.

openingStation(u: number) → Cam

The station the flythrough stands at, `u` of the way through it (0..1). The move is solved from the live chase pose, so this answers what the shot IS right now — it is how the opening is checked as a contact sheet without racing the six seconds it takes to play.

argtypedescription
unumber

titleStation(t: number) → Cam

The station the title wide stands at, `t` real seconds into its breath. The same contact-sheet hook as `openingStation`, for the one shot that is held rather than travelled.

argtypedescription
tnumber

cityBounds( ) → Cam

Where this slice believes the standing city is. Every station composed against the city is built off exactly this record.

Sub-parts

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

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15+items
▣
module · born here
❒asset
# 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.
▲ 0↑ born
▣
module · born here
❒asset
# 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: | order | who | does | |---|---|---| | 10 | `ChaseCamera` | solves the chase pose → `Cam.chase`, blends in `Cam.override`, adds the impulses, writes the rig and the fov, publishes `Cam.applied` | | 20 | `Director` | reads `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.
▲ 0↑ born
▣
module · born here
❒asset
# game The shared memory of one BLOCKBUSTER 767 session, and the bus every slice talks over. `Game.session` holds what the run is: the state it is in, the score, which plane is loose, how many are left, the chain and its multiplier, the counts of blocks shoved and blocks off the table, and the star rating once the session ends. `Game.telemetry` holds what the airframe is doing this frame — speed, altitude, pitch, bank, boost and its remaining fuel, the winds the key is holding, which parts are still attached — written only by the flight slice and read by the HUD, the camera and the sound mix. `Game.on` / `Game.emit` are the bus. Handlers run in subscription order, which matters: more than one slice answers `roundStart`, and which of them the player ends up looking at cannot be left to the order a table happens to iterate in. `Game.set` moves the state machine through the names in `game.rules`, and `Game.reset` / `startRound` / `endRound` / `advance` are the session flow — a fresh city, a plane on the launcher, a wreck, and then either the next plane or the end card. Everything it remembers lives in `modules.state()`, so editing this file while the game is running does not drop the subscriptions the other slices hold. Consumed by every slice: `flight`, `city`, `camera`, `ui`, `set` and `audio`.
▲ 0↑ born
backing path · game/camera/Director.component

Problems

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