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CombatCamera

The fight camera, for a 1080x1440 portrait frame.

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

CombatCamera

The fight camera, for a 1080x1440 portrait frame.

A landscape follow rig puts a 15.5 m boss half off the top of a 3:4 screen, so this one does not pick a distance and hope. Every frame it takes the two extremes the shot must contain — the Emberward's feet and the crown of the saint's bell — aims at the ANGULAR midpoint between them, and grows the stand-off until that half-angle fits inside the frame on both axes. The eye rises as the shot pulls back, so a wide stand-off looks down at the basin and up at the saint rather than crawling along the floor. The portrait shape then carries the composition: the player low, the saint towering up the tall axis.

Measured live at 15.5 m: a stand-off of 8.9 m puts the Emberward's feet at -0.89 of the half-frame and the crown of the bell at +0.68, with the horizontal spread well inside — both bodies held, neither on the border.

Modes

  • Locked on — stands on the line behind the player away from the saint and holds both bodies. Look input swings it off that line by at most orbitLimit and eases back.
  • Free — an ordinary orbit around the player.
  • Yielding — while Rules.state.mode is title, intro, victory or defeat it writes no pose at all: the staging slice drives the camera there.

Screen shake

It is the consumer of the shake event: Rules.shake(amplitude, duration) from anywhere adds trauma, trauma decays, and the offset is trauma squared, so a light hit is a nudge and the Quench is felt. Sampled from layered sines so it is smooth at any frame rate.

Reading it back

:framing() reports mode, the solved distance, the camera and aim points, the orbit offset, live trauma and the shake displacement the last pose actually carried — the numbers behind the shot, without a screenshot. :kick(amplitude, duration) shakes it directly and :calm() drops everything still ringing, which is what a cut to a new shot wants.

Attached by Emberward, which sets Camera.behavior. The follow target comes from the standard Camera.follow slot.

Interface

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

conforms to

zero/source-extract/v2

CombatCamera — the fight camera for SLAG SAINT. The screen is 1080x1440. Portrait, 3:4. A landscape follow camera puts a 15.5 m boss half off the top of that frame, so this rig does not choose a distance and hope: it SOLVES one. Every frame it takes the two extremes the shot has to contain — the Emberward's feet and the crown of the saint — and pushes itself back along its own view axis until both of them sit inside the frame with a margin. The portrait shape is then working for the composition instead of against it: the player low in the frame, the saint towering up the tall axis and running toward the top edge. Two modes: LOCKED ON — the camera stands on the line behind the player away from the the saint, holding both bodies. Look input orbits it a limited amount off that line and eases back. FREE — an ordinary orbit around the player. It also owns SCREEN SHAKE: anything in the game raises `shake` `{ amplitude, duration }` on the Rules bus and this is what feels it. It YIELDS while `Rules.state.mode` is `intro`, `victory` or `defeat` — the staging slice drives the camera through those, and a rig that keeps writing a pose would fight it every frame. Attached by `Emberward`, which sets `Camera.behavior` to this component. `Camera.follow` is the standard slot the target comes from.

armInput( ) → void

bossEntity( ) → any

saintHeight( ) → number

How tall the saint is right now. Phase 1 is a kneeling body; from phase 2 it stands. The camera has to hold whichever it is.

targetEntity( ) → any

solveFree(tx: number, ty: number, tz: number) → Pose

The free shot: an ordinary orbit around the Emberward.

argtypedescription
txnumber
tynumber
tznumber

solve(dt: number) → Pose

argtypedescription
dtnumber

apply(p: Pose, dt: number, snap: boolean) → void

argtypedescription
pPose
dtnumber
snapboolean

subscribe( ) → void

poseNow( ) → void

awake( ) → void

start( ) → void

onEnable( ) → void

tick(dt: number) → void

argtypedescription
dtnumber

update(dt: number) → void

argtypedescription
dtnumber

editorUpdate(dt: number) → void

argtypedescription
dtnumber

onDestroy( ) → void

onFollowChanged(newFollow: any, oldFollow: any) → void

Re-pose after the Camera's `follow` slot changed. The Camera calls this when its target is reassigned; a rig has no property notification of its own for a field that lives on the Camera.

argtypedescription
newFollowanyThe entity the camera now follows.
oldFollowanyThe entity it followed before.

examples

-- called by Camera.onPropertyChanged, not usually by hand

kick(amplitude: number, duration: number) → void

Shake the camera. The same thing the `shake` event does, for a caller that already holds this component.

argtypedescription
amplitudenumberHow hard, roughly 0..1.
durationnumberHow long it takes to decay, in seconds.

examples

cam:kick(0.5, 0.35)

calm( ) → void

Drop every impact still ringing. What a cut to a new shot wants.

examples

cam:calm()

framing( ) →

What the rig is doing right now — the numbers behind the shot, for checking the framing without reading pixels.

examples

print(cam:framing().distance)

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
# rules <!-- zero:scaffolded-readme --> <!-- Replace the line below with what this module provides and who consumes it, then delete both comment lines. --> TODO: describe this module.
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▣
module · born here
❒asset
# game/combat/fight Stateless helpers shared by `Emberward.component` and `CombatCamera.component`. - `Fight.damp(current, goal, tau, dt)` — frame-rate independent approach. - `Fight.xyz(p)` — read any position-ish value as three numbers. - `Fight.horizDist(a, b)` / `Fight.yawTo(a, b)` / `Fight.angleDelta(from, to)`. - `Fight.yawQuat(yaw)` — a rotation about +Y as the array a transform takes. - `Fight.inArc(origin, yaw, target, arcDegrees, range)` — cone + range test. - `Fight.newShake()` / `Fight.addShake(s, amp, dur)` / `Fight.sampleShake(s, dt, scale)` — trauma-based screen shake, sampled from layered sines so it stays smooth. Yaw is measured about +Y from world +Z: forward is `(sin yaw, 0, cos yaw)`, so a yaw of `0` faces the saint down the arena's +Z axis.
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backing path · game/CombatCamera.component

Problems

Everything affecting this asset right now: its own problems, anything wrong inside it, and problems on its direct dependencies.

0problems
No problems reported. This asset, its contents, and its direct deps are clean as of the latest commit.
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+ quality × 0.35
+ performance × 0.25
± compat factor

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