LavaDawn
The lava and the dawn, on one clock.
The lava is a molten surface that begins under the caldera floor at
L.LAVA_START and rises at L.LAVA_RISE_PER_SEC for as long as the round is
in phase play — held where it stands in title, opening, paused, won
and lost, and put back under the floor when a fresh round begins. It carries
three things up with it: the ember veil (open cylinder shells the camera looks
through), the heat-haze sheet that bends the picture behind it, and five point
lights that put the tide's own glow on the rock the pilgrim is climbing. Every
frame it writes L.state.lavaHeight and emits lava on L.bus.
The dawn reads off L.dawn() — 0 on the caldera floor, 1 at the rim — through
game.lava.dawn, and pushes the whole environment from it: the ProceduralSky's
time of day and its three gradient colours, its exposure, turbidity and stars,
the scene's ambient light, and the height fog. The hour is a function of
altitude rather than of the clock, so the sun is on the horizon exactly when
the pilgrim reaches the rim.
Everything it draws is a temporary child of its mount entity and goes with it.
Scoped to this part · feeds back into the world's score.