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FilmDirector

The one component that makes DEADLIGHT play. It sits on the `Director` entity in `scenes.main`.

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

FilmDirector

The one component that makes DEADLIGHT play. It sits on the Director entity in scenes.main.

Every RENDERED frame while the film is playing it advances deadlight.film by exactly 1/24 s — which fires every registered slice's shot and tick handlers — and then places FilmCamera for that instant. Never wall time: a slow frame makes the film take longer in wall seconds without changing a single frame of it, which is what lets the recording phase run it twice and cut the same picture.

Framing is not its business. It reads deadlight.cut.shots, an array indexed by shot number holding the engine's cutscene shot fields minus dur, and merges each with the duration from Film.SHOTS. An anchor naming an entity nobody has spawned yet is substituted with its contracted fallback from Film.ANCHORS, so the whole 94 seconds plays end to end while four slices are still building the things it frames.

field
autoplaystart the film when the scene enters play
driveCamerawrite FilmCamera's pose and lens; turn off to fly the editor camera through a held moment

Methods take no self — call them with .:

local d = entity.find("Director").component.get("FilmDirector")
d.play()        -- from the top
d.hold(41.5)    -- seek there deterministically, place the camera, stop
d.status()

Interface

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

conforms to

zero/source-extract/v2

FilmDirector — the one thing that makes DEADLIGHT play. It sits on the `Director` entity in `scenes.main` (the scene's build.luau puts it there). Every RENDERED frame while the film is playing it: 1. advances `deadlight.film` by exactly 1/24 s, which fires every registered slice's `shot` and `tick` handlers; 2. evaluates the camera for that instant and writes it onto `FilmCamera`. The clock is stepped per rendered frame and never from wall time, so 2,256 rendered frames is always exactly the 94-second film — the recording phase can run it twice and cut the same picture. CAMERA FRAMING IS NOT MINE. It comes from `deadlight.cut.shots`, an array indexed by shot number holding the engine's cutscene shot fields minus `dur`. Durations come from `Film.SHOTS` and nowhere else.

resolve(a: any, t: number) → any

An anchor naming an entity nobody has spawned yet becomes its contracted fallback position, so the film plays end to end while four slices are still building the things it frames.

argtypedescription
aany
tnumber

timeline(t: number) → any

Merge the camera slice's framing with the timing spine into the shot list the path evaluator wants.

argtypedescription
tnumber

place( ) → void

awake( ) → void

start( ) → void

update(dt: number) → void

argtypedescription
dtnumber

play( ) → void

Play from the top. Called by the scene entrypoint, by `execute`, and by the recording phase.

playRealtime( ) → void

Play from the top on the wall clock, so a realtime take of the film runs ninety-four wall seconds and its picture stays with the mix.

playFrames( ) → void

hold(t: number) → void

Deterministic scrub: run the clock from 0 to `t` at the fixed step, place the camera there and stop. This is how you look at one moment while working.

argtypedescription
tnumber

status( ) → any

⌬ Metadata
descriptionAdvances the DEADLIGHT film clock one fixed frame per rendered frame and places the film camera.

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11+items
▣
module · born here
❒asset
# deadlight.cut.shots The framing of all fourteen shots of DEADLIGHT, as data. `FilmDirector` requires this module every load, merges each entry with its duration out of `Film.SHOTS`, and evaluates it through `@builtin::modules.cutscene.path`. Durations are not here — they live in `deadlight.film` and nowhere else. ## The fourteen lenses No two shots repeat a composition. The lens, the camera height and the distance to the subject all move: | # | fov | height | subject distance | move | |---|-----|--------|------------------|------| | 1 | 84 | -4 m under the surface | 11 m | rises 1.6 m, tipped 27 deg up | | 2 | 62 | -30 m | 18 -> 39 m | locked off | | 3 | 70 | on the hull | 18 m ahead | locked to the vehicle | | 4 | 46 | mid-water | 30 m | dead static | | 5 | 66 | 1.5 m off the silt | 18 m | 40 m run-in, linear, offset 4.5 m to starboard of the vehicle's track | | 6 | 58 | 3.5 -> 5.5 m | 36 -> 56 m | retreats while the aim climbs | | 7 | 24 | 11 m | 11.0 -> 10.0 m | drifts 1 m closer | | 8 | 52 | 6 -> 30 m | 14 -> 29 m | a 24 m crane, tilting onto the deck | | 9 | 84 | 40 cm off the deck | 18 m ahead | 30 m track, linear | | 10 | 26 | 14 m | 6.0 -> 5.3 m | creeps 70 cm | | 11 | 50 | 36 -> 34 m | 43 m | drifts 22 m aft, down the superstructure's length | | 12 | 70 | 32 cm off the silt | 5.4 -> 3.3 m | creeps 3 m | | 13 | 38 | 92 -> 56 cm | 2.6 -> 2.0 m | descends | | 14 | 66 -> 50 | 3.5 m | 18 -> 78 m | holds the vehicle as it climbs | ## Anchors `Path.eval` reads an entity anchor's `.position`, and a container spawned at the origin reports the origin however far away its geometry is. Every anchor here is therefore an explicit world position out of `Film.WORLD`, except the one that genuinely moves and is one body: `Nautile`, used by shots 2, 3 and 14. While the sub slice has not spawned it, `FilmDirector` substitutes `Film.subPoseAt(t)`, so these shots frame correctly either way. ## What this module also does It requires `deadlight.cut.rig`, guarded. That is the cut slice's one guaranteed entry point into a scene whose `build.luau` belongs to the plan agent: the rig registers the grade and the mix with the film clock and builds what it needs lazily. ## Numbers the other slices are framed against These are the positions the shots aim at. A slice that puts its geometry somewhere else should say so, because the lens is long enough at three of them that a metre is the whole frame. | what | where | which shot | |---|---|---| | the port anchor's fluke | `(-6.9, 9.9, 5.8)` — its geometry, not the `PortAnchor` container's origin at `(-13.2, 12, 6)` | 7, on a 24 deg lens 10 m out | | the forecastle deck | `y = 20`, running `z = 6 .. 46` for the crane and the rail run | 8, 9 | | **the hero deadlight** | `(-14.0, 14.0, 40.0)` on the port shell — one porthole, cover half open, glass gone | 10, on a 26 deg lens 6 m out | | the bridge front | `z = 96 .. 158`, `y = 19.5 .. 36.5` | 11 | | the porcelain cup | `(0.59, 0.14, 262.2)` | 12, 13 | | the hull break | `z = 189` | 14 | An anchor read off a container is the trap here: `Bow.position` is `(0, 12, 2)` while its geometry spans `z = -5 .. 189`, and `PortAnchor.position` is 6.5 m to port of the fluke it names. Every anchor in this module is therefore a world position taken from `hierarchyBounds`, not from a `.position`.
▲ 0↑ born
▣
module · born here
❒asset
# film The shared constants and the film clock for DEADLIGHT. Every slice of the demo reads this module and nothing restates its numbers. It holds three things: - The timing spine — the 14 shots, their durations and their windows. `Film.SHOTS`, `Film.shotAt(t)`, `Film.window(n)`, `Film.movementAt(t)`. Durations live here and nowhere else. - The world contract — the shared coordinate frame (`Film.WORLD`), the named entities each slice owns (`Film.NAMES`), the submersible's contracted path (`Film.SUB_PATH` / `Film.subPoseAt(t)`), the anchor fallbacks that let the film play while it is still being built (`Film.ANCHORS`), the palette (`Film.PALETTE`) and the water's optics (`Film.WATER`). - The clock — a fixed 1/24 s step advanced once per RENDERED frame by `deadlight.FilmDirector`, never from wall time. 2,256 rendered frames is exactly the 94-second film, every time. ```luau local Film = require("deadlight.film") Film.restart() -- t := 0, every slice resets, playing := true Film.seek(48.0) -- deterministic scrub to a moment Film.status() -- where the film is and who has joined it Film.register("abyss", { -- join from your own component's awake() reset = function() end, tick = function(t, dt) end, shot = function(n, tLocal) end, }) ``` Handlers run inside `pcall`, so one slice erroring cannot stop the film for the others. Registering a name twice replaces its handlers.
▲ 0↑ born
backing path · deadlight/FilmDirector.component

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