HenterCamera
The gameplay camera. Sits on the PlayerPrototype's `CameraRig` beside the `Camera` component and poses the rig through `@builtin::controller.camera_rig`.
HenterCamera
The gameplay camera. Sits on the PlayerPrototype's CameraRig beside the
Camera component and poses the rig through @builtin::controller.camera_rig.
It keeps a fixed heading up the hill, whatever the Henter is doing: the body in the lower third, the ground still to be climbed above it, and the summit — where the light arrives — at the top of the frame. The player reads their own position on the hill by how far up the frame they sit, and the coming sunrise is always in shot.
Shape
The Camera's vertical field of view is fixed, so a wide screen and a tall one
show the same amount of hill up the frame and differ only in how much they
show to the sides. A tall screen therefore wants the camera a little further
back and higher, so the narrow frame still carries the body and the hill above
it; a wide one wants it closer and lower, so the body is not a speck in the
middle of all that width. back, height and lookAhead are the 3:4 values
and are blended toward the wide ones from the live viewport aspect every frame.
aspectOverride states an aspect by hand instead of reading the viewport —
set it to 1.78 to prove the wide framing on an engine booted tall, and back
to 0 to return to the live one. Nothing in the game sets it; it exists so
the framing can be judged at both shapes on one machine.
sideLean decides how much of the Henter's offset from the hill's axis the
camera follows: 1 sits dead behind them, lower values lean back toward the
middle of the hill so more of the slope stays in frame.
Handing the camera over
While Core.state.cutscene is true this component does nothing at all, so
game.staging.Beats can pose layers.active.camera.entity directly. Clearing
the flag hands the camera straight back, and the rig resumes from wherever
staging left it. A new round (playing, from anything but paused) re-seeds
the camera on the Henter rather than sweeping to them from the last frame of
the previous round.
Scoped to this part · feeds back into the world's score.