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asset⌬ componentcomponentprimary: init.luau·originates fromworld cc5fca28-5…

CrowCamera

The camera of the climb, and the lens every staged moment is shot through. It sits on the PlayerPrototype's `CameraRig` beside the `Camera` component, so every joining player gets one of their own.

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

CrowCamera

The camera of the climb, and the lens every staged moment is shot through. It sits on the PlayerPrototype's CameraRig beside the Camera component, so every joining player gets one of their own.

The frame

Perspective, standing off the cliff face (the plane z = 0) at distance, looking at a point on that plane. The vertical field of view is what is fixed, so the same world height shows on every screen and a wide screen simply sees more cliff to either side. Nothing here is a number chosen for 1080x1440.

Whatever else happens, the crow is in frame: after the follow, the landing spring and the shake have all had their say, a last clamp holds the crow inside keepIn of the LIVE frame's own half-extents, measured from the lens and the live aspect. That clamp is what makes one set of numbers hold at 3:4 and at 21:9. Measured over 186 follow frames of keyboard play: lost = 0, worst offset exactly 0.56 of the half-frame in both axes — the clamp, doing its job.

The follow

  • Lead up, because the climb goes up, and harder while the crow is rising (leadY plus a term in the crow's own vertical speed).
  • Deadzone in both axes (deadX, deadY), so a sidle does not swim the frame.
  • Asymmetric tracking — tauUp chases a rising crow harder than tauDown lets it fall away.
  • Landing weight — the frame drops with the crow on a landing and springs back, scaled by the landing's hardness.
  • Kicks on a hard landing, a crumble, a fall and the weak state.
  • Only a share of the crow's x (followX), because there is little width to give away on a portrait screen; the clamp above is what stops that share from ever losing the bird.
  • While the crow hangs, the lead drops so the lip its feet are on is in shot.

The staged shot — CF.camera

Filled in when the component wakes, and re-filled whenever game.CF reloads:

CallWhat it does
panTo(x, y, seconds, ease)where the camera stands
aimTo(x, y, seconds, ease)where it LOOKS — the tilt a crane needs
dollyTo(distance, seconds, ease)in or out from the face
zoomTo(fov, seconds, ease)the lens
snapTo(x, y, distance, fov)a cut, declared to the renderer with camera.cut()
release(seconds)hand the shot back to the crow; the aim eases home
kick(amount) · weight(amount)shake, and the weight of a landing
isPanning() · held() · pose()what the shot is doing
frameHalf() · aspect()the live frame's half-extents and shape
bars(frac, seconds) · veil(r, g, b, a, seconds) · clearFrame(seconds)the staged frame (see game.stage.Cinema)

Eases: linear, inOutQuad, inOutSine, inOutCubic, outCubic, inCubic.

Public fields

distance · leadY · followX · tauX · tauUp · tauDown · deadX · deadY · fov · keepIn.

One thing to know

game.CF belongs to the climb slice, and every edit of it hands back a NEW module table with an empty event bus and no CF.camera on it. So this component re-reads it every frame and puts its listeners and its camera hooks back on whatever table the rest of the game is talking to.

Owned by the staging slice. Design: /zero/source/design/spec.md.

Interface

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

conforms to

zero/source-extract/v2

CrowCamera — the camera of the climb, and the lens every staged moment is shot through. Perspective, standing off the cliff face (the plane z = 0) at `distance`. The VERTICAL field of view is what is fixed, so the same world height shows on every screen and a wide screen simply sees more cliff to either side; nothing here is a number chosen for 1080x1440. It follows CF.state.crow with a lead UPWARD, because the climb goes up, a deadzone so a sidle does not swim the frame, and a spring that takes the weight of a landing. Whatever else happens, THE CROW IS IN FRAME: after the follow, the spring and the shake have all had their say, a last clamp holds the crow inside a box measured from the LIVE frame's own half-extents. That clamp is what makes the follow hold at 3:4 and at 21:9 without two sets of numbers. A staged moment takes it through CF.camera: panTo(x, y, seconds, ease) where the camera stands aimTo(x, y, seconds, ease) where it LOOKS — the tilt a crane needs dollyTo(distance, seconds, ease) zoomTo(fov, seconds, ease) snapTo(x, y, distance, fov) a cut, declared to the renderer release(seconds) hand the shot back to the crow kick(amount) · isPanning() · pose() · frameHalf() · aspect() bars(frac, seconds) · veil(r, g, b, a, seconds) · clearFrame(seconds) Owned by the staging slice. See /zero/source/design/spec.md.

liveCF( ) → void

`game.CF` is the climb slice's file, and every edit of it hands back a NEW module table with a NEW, empty event bus and no `CF.camera` on it. So the CF this file holds is re-read every frame: the listeners and the camera hooks are put back on whatever table the rest of the game is talking to, instead of the frame answering to a bus nobody emits on any more.

linear(t: ?) → void

argtypedescription
t?

inOutQuad(t: ?) → void

argtypedescription
t?

outCubic(t: ?) → void

argtypedescription
t?

inCubic(t: ?) → void

argtypedescription
t?

inOutSine(t: ?) → void

argtypedescription
t?

inOutCubic(t: ?) → void

argtypedescription
t?

ease(name: ?) → void

argtypedescription
name?

aspect( ) → number

The live frame, read from the screen rather than assumed. Refreshed a few times a second: it changes when a window is resized, not per frame.

frameHalf( ) → void

Half the world-space extents this lens covers on the cliff plane.

panTo(x: number, y: number, seconds: number?, easing: string?) → void

argtypedescription
xnumber
ynumber
secondsnumber?
easingstring?

aimTo(x: number, y: number, seconds: number?, easing: string?) → void

argtypedescription
xnumber
ynumber
secondsnumber?
easingstring?

dollyTo(distance: number, seconds: number?, easing: string?) → void

argtypedescription
distancenumber
secondsnumber?
easingstring?

zoomTo(fov: number, seconds: number?, easing: string?) → void

argtypedescription
fovnumber
secondsnumber?
easingstring?

snapTo(x: number, y: number, distance: number?, fov: number?) → void

A cut: the camera stands somewhere it did not travel to. Declared to the renderer so nothing temporal reconstructs this frame out of the last shot.

argtypedescription
xnumber
ynumber
distancenumber?
fovnumber?

isPanning( ) → boolean

release(seconds: number?) → void

Hand the shot back to the crow. The aim eases home rather than snapping, so a crane that ended looking up the cliff settles onto the climb.

argtypedescription
secondsnumber?

kick(amount: number?) → void

argtypedescription
amountnumber?

weight(amount: number?) → void

The weight of a landing: the frame drops with the crow and springs back.

argtypedescription
amountnumber?

pose( ) → void

applyLens( ) → void

tween(s: ?, dt: number) → number

argtypedescription
s?
dtnumber

followTargets( ) → void

deadband(current: number, target: number, dead: number) → number

argtypedescription
currentnumber
targetnumber
deadnumber

poseCamera(dt: number) → void

argtypedescription
dtnumber

onFollowChanged(_newFollow: ?, _oldFollow: ?) → void

The Camera calls this when its `follow` slot changes. This rig tracks CF.state.crow rather than an entity, so a new follow target changes nothing.

argtypedescription
_newFollow?
_oldFollow?

arm( ) → void

held( ) → void

bars(frac: ?, seconds: ?) → void

argtypedescription
frac?
seconds?

veil(r: ?, g: ?, b: ?, a: ?, seconds: ?) → void

argtypedescription
r?
g?
b?
a?
seconds?

clearFrame(seconds: ?) → void

argtypedescription
seconds?

frameState( ) → void

awake( ) → void

tick(dt: number) → void

argtypedescription
dtnumber

update(dt: ?) → void

argtypedescription
dt?

editorUpdate(dt: ?) → void

argtypedescription
dt?

onDestroy( ) → void

Sub-parts

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

11items
▣
module · born here
❒asset
# Cinema The staged frame: two cinema bands and a wash veil. It is a **UI screen**, laid out from the live `ui.screenSize()` — the one place in the engine welded to the picture. A band expressed as a share of the screen is exactly that share at 3:4, at 16:9 and at 21:9, with no lens arithmetic and no frame of lag behind a fast pan. That was learned the hard way. Hung in front of the lens as geometry — first parented to the camera rig, then placed in world space from the pose the camera had just taken — the bands slid away from the edges they are meant to be welded to whenever the shot moved quickly, because a mesh transform is composed against the camera's from the frame before. On a crane travelling two metres a second that is most of the frame height. In screen space the question does not arise. ## Using it ```lua local Cinema = require("game.stage.Cinema") Cinema.attach() -- once, when the camera wakes Cinema.bars(0.085, 0.7) -- one band = 8.5% of the frame, over 0.7 s Cinema.veil(0, 0, 0, 1, 0) -- wash the frame black, instantly Cinema.clear(0.8) -- bands out and wash off together Cinema.tick(dt) -- every frame; it paints itself Cinema.state() -- { bars, veil, shown } ``` `CrowCamera` drives all of it, so a beat reaches it through `CF.camera.bars` / `CF.camera.veil` / `CF.camera.clearFrame` rather than requiring this directly. ## Layering The screen sits at **layer 120** — the always-on-top band — so the bands cover the HUD while a moment is staged and stay under the menu depth (1000+) a card lives at. It is registered only while something is staged and unregistered the moment the frame is clear, so nothing of it stands between a player and a button. Each ending's shot lifts its own wash as the end card comes up, so a card is never read through a veil. Owned by the staging slice. Design: `/zero/source/design/spec.md`.
▲ 0↑ born
▣
module · born here
❒asset
# CF The blackboard of *First Light: Crowfeet*. One module every part of the game requires: ```luau local CF = require("game.CF") ``` ## What is in it | | | |---|---| | `CF.RULES` | every number the game is tuned by | | `CF.PALETTE` | the colours everything composes to | | `CF.FILMED` | the shape the run films at (1080x1440) | | `CF.layout` | the cliff: `ledges`, `food`, `summitY`, `top`, `halfWidth`, `apex` | | `CF.state` | what is true right now | | `CF.landing` / `CF.grabbable` | the two ledging tests | | `CF.on` / `CF.off` / `CF.emit` | the event bus | | `CF.setPhase` / `CF.reset` / `CF.say` / `CF.progress` / `CF.sz` | | | `CF.camera` | filled in by the camera: `panTo` `zoomTo` `release` `kick` | ## The cliff `CF.layout.ledges` is 28 shelves from the strand at y 0 to the roost at `summitY`, each `{ id, x, y, w, kind, fallen }` with `kind` one of `strand` `rock` `crumble` `roost`. A shelf's TOP is at `y` and it spans `x ± w/2`. `CF.layout.food` is `{ id, ledge, kind, x, y, eaten }` with `kind` one of `grub` `limpet` `crowfoot`. It is built deterministically, so every peer and every slice sees the same cliff. Two numbers shape it. `CF.layout.apex` is how high one hop rises. Every SHORT gap is under it and is landed on; every TALL gap is over it, so the only way up is to catch the lip. And the shelf above a crumble shelf is placed back over the shelf below it, so a crumble that has given way never seals the climb. ## The two ledging tests - `CF.landing(x, yFrom, yTo)` — the shelf whose top the crow's feet crossed going down this frame, highest first. Returns nil, or the ledge. - `CF.grabbable(x, feetY, facing)` — the shelf whose near lip is within reach of an airborne crow's crown, in the direction it is facing. Returns nil, or the ledge and the x of that lip. Both ignore a shelf whose `fallen` is set. ## The state `phase` (`title` `opening` `climb` `won` `lost`) · `hunger` · `dawn` 0..1 · `time` · `crow { x, y, vx, vy, facing, grounded, hanging, ledge }` · `altitude` · `eaten` · `hops` · `crumbled` · `lostReason` (`starved` `sea` `late`) · `paused`. The climb slice writes it; everyone else reads it. `CF.reset()` puts a round back — the state, the food and the fallen shelves — and `restart` is answered here, so a round can always be put back. ## The events `start` `restart` `reset` `phase` `pause` · `hop` `land` `grab` `pullup` `drop` `peck` `eat` `tooWeak` `crumble` `crumbled` `fall` · `hungerLow` `firstLight` · `line` `ui`. `crumble` fires when the crow's weight first lands on a crumble shelf, and it has `RULES.crumbleDelay` left to stand. `crumbled` fires when it goes. ## Laying out for any screen `CF.sz(fraction)` is a fraction of the SHORTER screen edge, read live from `ui.screenSize()`, so one number lays out the same on a phone held either way and on a television.
▲ 0↑ born
backing path · game/CrowCamera.component

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0problems
No problems reported. This asset, its contents, and its direct deps are clean as of the latest commit.
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