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beats

The four moments the camera of *First Light: Lucina* takes itself off the plate, as data.

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

game.staging.beats

The four moments the camera of First Light: Lucina takes itself off the plate, as data.

local Beats = require("game.staging.beats")

local beat = Beats.build.opening({
    seconds = function(id) return Lines.seconds(id) end,
    screen  = ui.screenSize(),
    anchors = Beats.DEFAULT_ANCHORS,
})

Beats.duration(beat)   --> how long it runs, without playing anything

Pure. Nothing here spawns, plays, resolves or ticks: a builder takes a context and returns a beat — shots, spoken lines and named cues — which Staging.component turns into a cutscene.play definition and answers every side effect of. That split is what lets a beat be read, timed and argued about without a camera, and what keeps every effect in one place.

Why a solve and not an offset

The game is published to a phone held upright, a laptop and a television at once. A 3:4 frame is barely half as wide as a 16:9 frame at the same lens, so a station that frames the lens on a monitor loses it on a phone.

Every station in here is therefore a direction from what the shot is about and a distance solved from the live screen:

Beats.fitDistance(halfW, halfH, fovDeg, aspect)

— the distance at which a subject of those half-extents fits both of the frame's half-angles, the larger requirement winning. On a tall frame the horizontal angle is the small one, so a laterally wide subject pushes the camera back; on a wide frame the vertical angle is, so a tall one does. One number answers for every shape.

The room is small, so the lens gives instead

Beats.ROOM is the box the camera may stand in — a lamp room is a few metres across, with a floor under it and a lantern deck over it, and the solve will happily ask for a station three metres behind the stone on a very tall screen. Beats.frame clamps the station into that box and widens the lens by exactly as much as the clamp took away, which is the honest trade in an interior and the reason no beat ends up inside the table or outside the wall.

Measured at 1080×1440, at 1920×1080 and at 1440×3120, every station of every beat lands inside the room and every subject stays in frame.

Every beat begins and ends at home

Beats.HOME_EYE / HOME_AT / HOME_FOV are the station the scene parks CameraRig on. A beat opens on it and closes on it, so the cut in and the cut out are a move rather than a jump — and the cutscene runtime hands the viewport back to whatever held it, so a beat skipped mid-move still leaves the game where it found it.

The shape of a beat

{
    name = "opening",
    letterbox = 0.11, fadeIn = 1.1, fadeOut = 0.8, fadeColor = nil,
    shots = { { dur = …, pos = …, look = …, fov = … }, … },
    lines = { { id = "opening_a", t = 0.9 }, … },
    cues  = { { t = …, name = "lens", value = 1 },
              { t = …, name = "sfx",  sfx = "relight" } },
}

lines and cues are what the component expands: a line becomes a cutscene subtitle plus a cue that starts its recording at the same instant; a lens cue drives the lens's ignition toward value; an sfx cue asks the sound slice for a name off the bus. Shot durations are built from the lines' own lengths, so a beat is exactly as long as what is said in it.

Anchors

Beats.DEFAULT_ANCHORS names the four world points a shot aims at — lens, window, plate, tray. The component reads them off the scene entities (lens_origin, window_origin, plate, tray_origin) and hands them over; these values stand in when one is missing, so a beat built against a half-dressed scene is still a shot rather than a refusal.

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

add(a: Vec, b: Vec) → Vec

argtypedescription
aVec
bVec

lerp(a: Vec, b: Vec, t: number) → Vec

argtypedescription
aVec
bVec
tnumber

unit(v: Vec) → Vec

argtypedescription
vVec

scale(v: Vec, s: number) → Vec

argtypedescription
vVec
snumber

halfAngles(fovDeg: number, aspect: number) → void

The frame's two half-angles, in radians, for a vertical fov and an aspect.

argtypedescription
fovDegnumber
aspectnumber

fitDistance(halfW: number, halfH: number, fovDeg: number, aspect: number) → number

The distance at which a subject of the given world half-width and half-height fits BOTH half-angles. The larger of the two wins, which is what makes one number answer for a phone held upright and for a television: on a tall frame the horizontal angle is the small one, so a laterally wide subject pushes the camera back; on a wide frame the vertical angle is, so a tall one does.

argtypedescription
halfWnumber
halfHnumber
fovDegnumber
aspectnumber

aspect(ctx: Ctx) → number

argtypedescription
ctxCtx

clampToRoom(p: Vec) → Vec

argtypedescription
pVec

frame(at: Vec, dir: Vec, halfW: number, halfH: number, fovDeg: number, aspect: number) → Frame

A framed station: stand `dir` away from `at`, far enough that a subject of the given half-extents fits the frame at `fov`, clamped into the room, with the lens widened by exactly as much as the clamp took away.

argtypedescription
atVec
dirVec
halfWnumber
halfHnumber
fovDegnumber
aspectnumber

station(at: Vec, dir: Vec, halfW: number, halfH: number, fovDeg: number, aspect: number) → Vec

The station alone, for a shot that keeps the lens it was written with.

argtypedescription
atVec
dirVec
halfWnumber
halfHnumber
fovDegnumber
aspectnumber

anchor(ctx: Ctx, name: string) → Vec

argtypedescription
ctxCtx
namestring

plateEnds(ctx: Ctx) → void

The two ends of the plate down the screen: row 1 is the far edge, at the window; the last row is the near edge, under the player's hands.

argtypedescription
ctxCtx

opening(ctx: Ctx) → Beat

THE OPENING. Up at the dead lens while the Keeper says what has happened, then a crane back and down through the room, and a settle onto the plate the night will be spent over. Its length is the length of what she says.

argtypedescription
ctxCtx

firstLight(ctx: Ctx) → Beat

FIRST LIGHT. Dawn crests the north window; the camera turns up to it, then comes down the plate with the sweep that fixes the glass, and settles home for the score.

argtypedescription
ctxCtx

relight(ctx: Ctx) → Beat

THE RELIGHTING. Five plates carried; the camera goes up to the lens, the lens takes the light, and the beam goes out over the water.

argtypedescription
ctxCtx

lost(ctx: Ctx) → Beat

THE NIGHT ENDS. The dose filled. The camera lifts off the plate and turns to the window, where the dawn is coming whatever happened in here, and goes out.

argtypedescription
ctxCtx

duration(beat: Beat) → number

How long a beat runs: the sum of its shots. Read without playing anything.

argtypedescription
beatBeat
⌬ Types
Vec = { number }Shot = {Spoken = { id: string, t: number }Cue = { t: number, name: string, value: number?, sfx: string? }Beat = {Ctx = {Frame = { eye: Vec, fov: number }
⌬ Metadata
descriptionThe four camera beats as pure data, with the framing solve that puts every station at the distance its subject fits the live screen shape and clamps it into the room, widening the lens rather than leaving the walls.

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
# game.core The one table every slice of *First Light: Lucina* reads. ```luau local Core = require("game.core") ``` | What | Where | |---|---| | The plate grid, cell ↔ world conversions | `Core.GRID`, `Core.PLATE`, `Core.cellToWorld`, `Core.worldToCell`, `Core.cellIndex` | | The five piece shapes and the placement rules | `Core.SHAPES`, `Core.SHAPE_ORDER`, `Core.footprint`, `Core.canPlace`, `Core.pieceAt` | | The exposure and dose numbers | `Core.EXPOSURE`, `Core.DOSE` | | The phases and the level shape | `Core.PHASES`, `Core.LEVEL_COUNT`, the `Level` type | | The live game state, held across hot reloads | `Core.state` — the `State` type says which slice writes each field | | The signal bus | `Core.on(name, fn)`, `Core.off`, `Core.emit(name, ...)` — the signal list and its senders are in the source | | The three shorthands | `Core.request(action)`, `Core.sfx(name, opts?)`, `Core.say(lineId)` | | Which component mounts where | `Core.MOUNTS`, `Core.mount()` — the scene entrypoint calls it on every load | Subscribe in `awake`, subscribe again from `onModuleReload` (a duplicate is dropped), release in `onDestroy`. The rules of the game are stated in `design/spec.md`; this module carries the numbers and the shapes they share.
▲ 0↑ born
backing path · game/staging/beats.module

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