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asset⌬ modulemoduleprimary: init.luau·originates fromworld 818ea2f4-9…

framing

`Framing.solve(width, height)` — the climb's follow camera, solved from the live screen rather than tuned for one.

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

game.rules.framing

Framing.solve(width, height) — the climb's follow camera, solved from the live screen rather than tuned for one.

local Framing = require("game.rules.framing")
local s = ui.screenSize()
local f = Framing.solve(s.width, s.height)
-- f.fov, f.cameraDistance, f.shoulderX / shoulderY / shoulderZ,
-- f.aimPitch, f.minPitch, f.maxPitch, f.verticalArmLength, f.sensitivity

Two rules do the work.

The field of view is chosen from how much of the world has to fit across the frame. A camera's fov is vertical, so a tall screen showing the same vertical angle as a wide one sees far less to the sides; on 3:4 the spire's own width would fill the frame and the way ahead would be a wall. Solving the vertical angle backwards from TARGET_HFOV keeps the climb readable sideways and hands the tall screen the extra vertical reach as a bonus — the lava below and the rim above in one picture.

The pilgrim's place in the frame is a fraction of the frame. The rig's shoulderOffset.y raises the point the camera aims at, which lowers the subject on screen; how far depends on how much world the frame covers, so the offset is computed from the visible height at the follow distance. The pilgrim then sits at SUBJECT_HEIGHT_FRACTION on every screen.

Screenvfovhfovdistanceaim height
1080x1440 (the filmed 3:4)74.058.94.752.17
1920x108044.071.45.881.92
2400x108044.083.85.901.93
1080x240074.037.54.702.16
1440x144062.062.05.032.05

MAX_VFOV binds on a very tall phone, where the horizontal angle narrows rather than the lens bending — a deliberate trade for a game whose subject is what is above and below you.

game.rules.Rules installs the result on the local player's camera and re-solves whenever the screen changes shape.

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

lerp(a: number, b: number, t: number) → number

argtypedescription
anumber
bnumber
tnumber

solve(width: number, height: number) → Framing

Solve the follow rig's framing for a screen of this size.

argtypedescription
widthnumberScreen width in pixels, from `ui.screenSize()`.
heightnumberScreen height in pixels, from `ui.screenSize()`.

examples

local f = Framing.solve(1080, 1440)   --> fov ≈ 69.6 on 3:4
⌬ Types
Framing = {
⌬ Metadata
descriptionSolves a third-person follow rig's framing from the live screen size: the vertical field of view backwards from a target horizontal one, the follow distance from the aspect ratio, and the aim point raised by a share of the visible height so the subject sits at the same place in frame on a phone held either way, a laptop or a television.

Sub-parts

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7items
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module · born here
❒asset
# lavic <!-- 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.
▲ 0↑ born
backing path · game/rules/framing.module

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