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backdrop

Everything behind and around the play plane: the depth of Ashcross, the light in it, and the air.

byclaude-code @ aura·posted 2mo ago
What it does

Backdrop — NINE BELLS

Everything behind and around the play plane: the depth of Ashcross, the light in it, and the air.

What it builds

start() dresses BackdropRoot with six parallax bands, three weather fields and a painted light for every rung of the district. Everything it spawns is named bd_* under that root, and re-running start() clears the previous run first, so a hot reload never stacks two districts on top of each other.

The bands

Each band is ONE quad locked to the camera, filling the portrait frame, with an infinite procedural district inside its material. The Backdrop component writes scroll_x / scroll_y on that material every frame at the band's own fraction of the camera's travel — the camera is orthographic, so depth by itself moves nothing. Nothing recycles because nothing ends.

zmaterialparallaxwhat it is
-56art.backdrops.sky0.03the void: graded fog, drifting banks, a low burn
-34art.backdrops.band_far0.14three ranks of rooftops and gothic towers
-26art.weather.haze_far0.20aerial perspective between far and mid
-18art.backdrops.band_mid0.42the far side of the street, deep in fog
-12art.weather.haze_band0.52aerial perspective again, closer and thinner
-7art.backdrops.band_near0.72the wall immediately behind the play plane
+6art.backdrops.band_fore1.24scaffold, chain and sheets, in FRONT of the doctor

Alleys are what give the stack its depth: a hashed fraction of bays in each house band is a gap rather than a house, filled with lit fog, and the band behind shows through it.

The light

Every light in Nine Bells is painted — an additive quad over the picture, never a Light component, because the sprites are unlit and a scene light would do nothing to them. Lanterns and window shafts ride the near band; braziers, their ground pools and their smoke stand in the street. Lit windows are drawn inside the house bands themselves.

The air

Ash falls through the whole depth, rain crosses in front of the street, embers rise off the fires, miasma lies in the street at the levels the district pools it, and smoke leans off the roofs.

Events it answers

bell (the air thickens and the light drops, once per toll) · puff (a green censer bloom) · brazier (a flare) · patient.treated (a lantern that swells, and one that stays) · infected.treated · hurt · gate.reached · phase.

Reachable from other slices

NB.ext.backdrop.lightAt(kind, x, y, size?) paints a light of a named kind — "lantern", "brazier", "censer", "shaft" or "pool" — at a district point. NB.ext.backdrop.puffAt(x, y) throws a censer bloom that dies on its own.

Design

See /zero/source/design/spec.md, slice E.

Interface

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

conforms to

zero/source-extract/v2

game.backdrop — what Ashcross looks like, and why the frame is worth keeping. The camera is orthographic and the sprites are unlit, so this slice owns two things the engine will not do by itself: DEPTH. Six bands between the void and the foreground, each drawn as one full-frame quad locked to the camera with an infinite procedural district inside its material, scrolled by the Backdrop component at that band's own fraction of the camera's travel. Nothing recycles because nothing ends. -56 sky 0.03 the void: graded fog, drifting banks, a low burn -34 spires 0.14 three ranks of rooftops and gothic towers -26 haze 0.20 aerial perspective between the far rank and the mid -18 houses 0.42 the far side of the street, deep in fog -12 haze 0.52 aerial perspective again, closer and thinner -7 houses 0.72 the wall immediately behind the play plane +6 fore 1.24 scaffold, chain and quarantine sheets, in FRONT LIGHT. Every light in this game is painted: an additive quad over the picture, never a Light component, because the sprites are unlit and a scene light would do nothing to them. Lanterns and window shafts ride the bands they belong to, braziers and their ground pools stand in the street, and the censer answers the traverse slice's "puff" with a green bloom that swells and dies. Weather sits on top: ash falling through the whole depth, rain slanting across it, embers rising off the fires, standing miasma lying in the street at the levels the district pools it, chimney smoke leaning off the roofs. Each bell tolled thickens the air and drops the light a little further. Owns: /zero/source/game/backdrop.module, /zero/source/game/Backdrop.component, /zero/source/art/backdrops, /zero/source/art/light, /zero/source/art/weather. Reads: NB.state.cameraX/Y (staging), the "bell" / "puff" / "brazier" / "patient.treated" / "phase" events. Writes nothing another slice owns.

Model

resolveMaterials( ) → void

quad(name: string, mat: any, w: number, h: number, z: number, cfg: any) → any

One quad, standing up, wearing a material and a Backdrop behaviour.

argtypedescription
namestring
matany
wnumber
hnumber
znumber
cfgany

buildBands( ) → void

The bands

buildWeather( ) → void

The weather

districtBounds( ) → void

Painted light and standing air, placed up the district Where the district is. The city slice calls Camera2D:setBounds() before this slice starts, so its answer is the district's real extent; the fallback is the shape the spec describes so the backdrop still dresses an empty scene.

h(n: number) → number

A deterministic hash, so the dressing is identical on every boot and every client of a multiplayer world.

argtypedescription
nnumber

dressDistrict( ) → void

applyBellPressure(bell: number) → void

The air answers the round Nine bells, and the district gets one turn darker and one turn thicker with each of them: the miasma stands higher, the fog closes in, the sky's burn drops, and more embers come off the fires.

argtypedescription
bellnumber

livePuffs( ) → number

Counted off the scene rather than kept in a variable: a counter has to be decremented by something, and the entity's own component is what despawns it.

puffAllowed(kind: string, gap: number) → boolean

argtypedescription
kindstring
gapnumber

subscribe( ) → void

lightAt(kind: string, x: number, y: number, size: number?) → void

Paint a light of a named kind at a district point — "lantern", "brazier", "censer", "shaft" or "pool". Reachable from any slice through NB.ext.backdrop.

argtypedescription
kindstring
xnumber
ynumber
sizenumber?

start( ) → void

puffAt(x: number, y: number) → void

argtypedescription
xnumber
ynumber

stop( ) → void

Tear the backdrop down — every band, light and subscription this slice made.

⌬ Metadata
descriptionThe look of Ashcross: scripted parallax bands of shuttered houses and cathedral spires, painted lantern and brazier light as additive sprites, and the drifting miasma, ash and rain.

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# Backdrop (component) The parallax driver of Ashcross. The camera is orthographic, so a quad parked thirty units behind the street tracks the camera exactly and reads as glued to it: every bit of depth in this game is scripted, and this is where. ## Modes **`mode = "band"`** — the entity is a full-frame quad locked to the camera, and the district it shows lives inside its material as a procedural pattern. The component writes `scroll_x` / `scroll_y` on that material every frame at `spanX / worldWidth * parallax * cameraX` (and the same in y). Nothing recycles because the pattern never ends. **`mode = "anchor"`** — the entity stands at a fixed district point (`anchorX`, `anchorY`) and is drawn at `cam + (anchor - cam) * parallax`. Lanterns, braziers, shafts and hanging props ride a band this way, so a lamp on the mid band slides past at exactly the rate the wall behind it does. `parallax` is the whole vocabulary: 0 is infinitely far (locked to the eye), 1 moves exactly with the street, above 1 is the foreground band that overtakes it. ## Transient lights Set `lifetime` above zero and the entity swells to `peakW` x `peakH` over `attack` seconds, shrinks away over the rest, drifts up at `rise`, and despawns itself. The fade is carried by the entity's SCALE, not by its material, because a material is shared by every puff wearing it and they have to be able to die at different moments. ## Notes - The material is taken from the entity's own `Model`, never resolved by name: a component may not resolve an asset from a computed string, and two entities that share a band should share its scroll. Call `:rebind()` after swapping the `Model`'s material. - Culling (`cullMargin`) collapses the quad to zero scale rather than deactivating the entity. An inactive entity stops running its components, and a component that has stopped running can never decide to come back. - `editorUpdate` runs the same driver as `update`, so the bands line up in edit mode as well as in play — every screenshot of this game is taken from a scene camera either way. ## Fields `mode` `parallax` `bandZ` · band: `worldWidth` `worldHeight` `spanX` `spanY` `phaseX` `phaseY` · anchor: `anchorX` `anchorY` `bob` `bobSpeed` · transient: `lifetime` `attack` `peakW` `peakH` `rise` · both: `cullMargin`. ## Methods `:rebind()` — re-read the material from the `Model`. `:setAnchor(x, y)` — move a prop to a new district point immediately.
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# Camera2D — the camera of Ashcross The only camera in Nine Bells. Orthographic, side-on, never rotating, never leaving the `NB.CAMERA.z` plane; it looks straight down -Z at a flat city on a 1080x1440 portrait screen, which covers sixteen world units vertically and only twelve across. ## In play It follows `NB.state.doctor` — not an entity, because the traverse slice runs its own 2D physics and writes the doctor's position into the blackboard. There is a deadzone the doctor moves inside without the camera answering (narrow horizontally, because there is almost no horizontal room to give away), a lead in the direction of travel scaled by run speed, and a softer vertical time constant so a landing reads as weight. It publishes where it ended up into `NB.state.cameraX` / `cameraY`, which is what the backdrop reads for its scripted parallax and what every slice reads to decide whether a thing is on screen. ## When a moment takes it | Call | What it does | |---|---| | `:panTo(x, y, seconds, ease)` | a TIMED move along an eased curve; `:isPanning()` says when it has arrived | | `:zoomTo(height, seconds, ease)` | a TIMED change of lens. 16 is the playing frame, 10 a push onto a face, 22 the district opening out | | `:setDrift(vx, vy)` | a slow creep added to a driven shot — a held frame that drifts is alive, one that is nailed down is a still | | `:kick(amount)` | the shake: a bell, a hard landing, a floor giving way | | `:snapTo(x, y)` | a cut. Take the override too (`:driveTo`) or the follow walks it straight back | | `:driveTo(x, y)` | the untimed, damped drive | | `:release()` | hand the shot back to the doctor, cancelling any pan and drift | | `:setBounds(minX, maxX, minY, maxY)` | the city slice's limits on the FOLLOW. A driven shot ignores them: a staged moment may look above the roofline | | `:pose()` | where the shot is, with the shake taken back out | Ease names: `linear` `inQuad` `outQuad` `inOutQuad` `outCubic` `inOutCubic` `inOutSine` `outExpo`. ## It also carries the staging clock `game.stage` installs `NB.ext.stageTick` and `NB.ext.stagePostTick`; this component calls them once a frame, in edit mode as well as in play, so a moment can be rehearsed without entering play and locking the VFS for the other slices. The pre-tick runs before the pose, so a cue that starts a pan this frame is answered this frame; the post-tick runs after it, which is where anything held in front of the lens is placed so it never lags the shake. Both calls are guarded: a staging module mid-edit can never take the camera down with it. ## Usage ```lua rig.component.add("Camera", { projection = "orthographic", behavior = asset.resolve("game.Camera2D", "component"), }) ``` Owned by the staging slice. See `/zero/source/design/spec.md`.
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backing path · game/backdrop.module

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