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asset⌬ modulemoduleprimary: init.luau·originates fromworld ce9074db-0…

Moments

The camera paths of *First Light: Resown*, as data. `game.stage.Stage` keeps a clock; this module answers what the camera should be doing at a time in it.

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

Moments

The camera paths of First Light: Resown, as data. game.stage.Stage keeps a clock; this module answers what the camera should be doing at a time in it.

A path is a list of keys — { t, cam = {x,y,z}, look = {x,y,z}, fov } — and Moments.sample(keys, t) walks it, easing each segment with a smoothstep and holding the first and last key outside the list's span. Holding the last key is what makes the two endings end: run the clock past a path and the frame stays where the path left it.

local Moments = require("game.stage.Moments")
local keys = Moments.opening(cam:followPose())
local f = Moments.sample(keys, 3.2)
-- f.camX f.camY f.camZ  f.lookX f.lookY f.lookZ  f.fov
buildershape
Moments.opening(pose)6.5 s. Valley → over the terraces → a crane above the shrine → the follow. The last key is pose, the live follow's own solution, so the hand-off has no step in it.
Moments.beat(pose, t)2.6 s, sampled per frame against the LIVE follow rather than baked into keys, so the Facer keeps moving under it. Moments.beatEnvelope(t) is the rise/hold/fall it carries; Moments.BEAT_LEN is its length.
Moments.won(pose)7.0 s. Off the hill and up, ending on the whole hillside.
Moments.lost(pose)4.2 s. Down to the shrine and in on it.

Every position is stated through game.FL — FL.rowZ, FL.groundY, FL.TERRACE_DEPTH, FL.shrineCenter — rather than as numbers copied out of the hillside once, so the paths follow the geometry when it changes: a different STEP_Y and the crane still clears the shrine.

Moments.shrineEye() is the point on the lantern-house a shot should look at, and Moments.dawnAim() is where the first-light beat aims — far enough down the hill that the valley's far edge sits mid-frame with sky above it, and paired with the beat's pull-back so the Facer stays in the bottom of the picture instead of tilting out of it.

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

shrineEye( ) → void

Places on the hill the moments are aimed at. The point on the shrine a camera should look at: the middle of the lantern-house rather than the terrace under it.

valleyEye( ) → void

The far edge of the valley the bloom wells up out of and the sun rises over — the point a lifted camera tilts toward at first light.

dawnAim( ) → void

Where the first-light beat aims: far enough down the hill that the valley's far edge — the line the sun comes up over — sits in the middle of the frame, and high enough that the sky above it is in shot too. Chosen so a camera lifted off the follow holds the Facer as well: aiming straight at the horizon from the follow's own station would tilt them out of the bottom of the picture.

smooth(u: number) → number

Sampling.

argtypedescription
unumber

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

argtypedescription
anumber
bnumber
knumber

duration(keys: { Key }) → number

The total length of a key list, in seconds.

argtypedescription
keys{ Key }

sample(keys: { Key }, t: number) → Frame

One frame of a key list at time `t` seconds. Before the first key and after the last it holds that key, which is what makes the resolution moments end on a held frame simply by running the clock past them.

argtypedescription
keys{ Key }
tnumber

frameOf(k: Key) → Frame

argtypedescription
kKey

opening(pose: Pose) → void

The opening — 6.5 s. It begins where the game's trouble begins: low over the valley floor, in the fog, with the whole hillside stacked ahead and the shrine a pale mark at the top of it. The camera comes in over the valley lip, rises past the terraces, cranes to directly above the shrine and looks down on it, then tilts up and settles back into the follow — which is the shot the player plays in, so the last frame of the opening IS the first frame of play.

argtypedescription
posePose

beatEnvelope(t: number) → number

How much of the beat is applied at time `t` — 0 at both ends, 1 across the hold.

argtypedescription
tnumber

beat(pose: Pose, t: number) → Frame

The beat's frame at time `t`, given the follow pose it rides on.

argtypedescription
posePose
tnumber

won(pose: Pose) → void

Won — 7.0 s, then held. The camera leaves the Facer and rises off the hill, the terraces they resown opening out underneath, and stops high enough to hold the whole hillside and the shrine standing at the top of it.

argtypedescription
posePose

lost(pose: Pose) → void

Lost — 4.2 s, then held. The camera turns its back on the hill and goes to the shrine, coming down to its level and pushing in until the lantern-house fills the frame, and stays there while the light in it goes out.

argtypedescription
posePose
⌬ Types
Vec = { number }Key = {Frame = {Pose = {

Sub-parts

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

7items
▣
module · born here
❒asset
# FL The shared constants, geometry and contracts of *First Light: Resown*. Every slice of the game requires this and nothing else of each other. - **Hillside geometry** — `COLS x ROWS` plots on terraces that run down the hill along +Z; `plotCenter`, `pathCenter`, `rowZ`, `groundY`, `floorAt`, `rowAtZ`, `colAtX`, `shrineCenter`. - **The day** — `PHASES`, `PHASE_LEN`, `CYCLE`, `DAWNS_TO_WIN`, `sunHeightFor(phase, t)`. - **Shared state** — `FL.state` (screen, phase, plots, seeds, score, shrine threat, sun height); the rules slice writes it, everyone reads it. - **Events** — `FL.events.on / emit / clear`, with the event names every slice agrees on listed in the source. - **The look** — `PALETTE`, and `sz(fraction)` / `isPortrait()` for UI sizes proportional to the live screen. Consumed by every component and module under `/zero/source/game/`.
▲ 0↑ born
backing path · game/stage/Moments.module

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