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sillage_staging

The camera of *Sillage*, and the three moments the game takes it away from you: the opening, the verdict, and the resolution.

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

sillage_staging

The camera of Sillage, and the three moments the game takes it away from you: the opening, the verdict, and the resolution.

Nothing else in the game moves the camera. Every other slice names a station and lets this one get there.

Asking for a station

Core.emit("station:request", { station = "organ", secs = 1.4, ease = "inOutSine" })

secs = 0 is a cut; anything else is an eased move on rails. A request is ignored while a scripted sequence is running, so a stray request cannot interrupt the opening or the resolution.

Staging also follows screen:changed on its own — brief and drydown are watched from the bench, organ from the organ, still from the stills, and the end screen from the window — so a slice that only changes the screen still gets a camera that agrees with it.

The three moments

The opening plays when the slice starts, which is when the world loads. Roughly twenty seconds, and skippable on Escape, Space or Enter: a creep in toward the shuttered window while the frame comes up out of black, a drift along the empty marble, a crane up the six tiers of the organ, and down to the bench where the first commission is waiting. It emits opening:done { skipped } when it lets go.

The verdict is a push in on the card, and the three verdicts do not get the same one. A masterpiece rises: barely closer, a hand's width higher, on an open lens, held for nearly four seconds. A refusal closes in low and long and stops dead in one and a quarter. Accepted sits between them. It fires off verdict:given, reading the grade off whichever field the verdict carries.

The resolution is Staging.finale(), for the sixth commission. The light in the room turns over to evening — every light in the atelier, eased across seven seconds by what kind of light it is rather than by its name, so a flame under a still gains while the sun goes red and flat — and the camera leaves the bench for the window, landing on the exact frame the game opened on. It emits finale:done.

The contract

Staging.goTo(station, secs?, ease?)ease to one of Core.stations.
Staging.moveTo(shot, secs?, ease?, via?)ease to any { pos, look, fov }; via bends the path.
Staging.playOpening()play the opening again.
Staging.verdict(v)the push in for a verdict table.
Staging.finale()the resolution.
Staging.caption(title?, sub?)a line of display type over the image; nil fades it out.
Staging.abort()stop whatever is scripted and give the camera back.

Two things worth knowing

Every frame of a move is written to both cameras. capture renders the scene camera from its AUTHORED pose, so a rails move that drove only the live camera would photograph from wherever the prototype was left. Core.cutTo makes that promise for a cut; this slice keeps it for every frame in between, which is why a screenshot taken in the middle of a move is the frame the player is watching.

A station and a cinematic view of it are different pictures. A station is square on to the work, because a card has to be readable and a vial has to be clickable. The opening and the resolution use composed variants of the same stations — angled, lower, with something in the near corner — and they still report the station they belong to, so nothing else has to know.

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

cancel(handle: any) → void

argtypedescription
handleany

guard(what: string, fn: () → void

Anything that touches a system another slice or the engine owns runs behind this, so one bad call cannot take the rails loop down with it.

argtypedescription
whatstring
fn(

linear(t: ?) → void

argtypedescription
t?

inOutSine(t: ?) → void

argtypedescription
t?

outSine(t: ?) → void

argtypedescription
t?

inOutCubic(t: ?) → void

argtypedescription
t?

outCubic(t: ?) → void

argtypedescription
t?

outQuart(t: ?) → void

argtypedescription
t?

outQuint(t: ?) → void

argtypedescription
t?

inOutQuint(t: ?) → void

argtypedescription
t?

shotOf(name: string) → Shot

argtypedescription
namestring

pushIn(base: Shot, f: number, dy: number, dfov: number) → Shot

Slide the eye a fraction of the way toward what it is looking at, lift or drop it, and tighten the lens. That is a push in: the subject grows twice over, once because the camera came closer and once because the lens got longer, and the room behind it compresses.

argtypedescription
baseShot
fnumber
dynumber
dfovnumber

aim(ent: any, sh: Shot) → boolean

THE CAMERA ITSELF Two things carry a Camera and both have to end up on the shot: * the live camera — what a player in play mode looks through; * the PROTOTYPE's CameraRig — the scene's AUTHORED camera pose. The second is why every frame of a move is written to both. `capture` renders the scene camera FROM ITS AUTHORED POSE, so a rails move that only drove the live camera would photograph from wherever the prototype was left, and every screenshot taken mid-move would come back framed on the wrong thing. Core.cutTo makes the same promise for a cut; this keeps it for every frame in between.

argtypedescription
entany
shShot

applyShot(sh: Shot) → void

argtypedescription
shShot

currentShot( ) → Shot

Where the camera is right now, as a shot the next move can start from.

settle(sh: Shot) → void

Land on a shot exactly, with no transition. A named station goes through Core.cutTo so "station:changed" is emitted from the one place that owns it; a derived shot (a push in) is applied directly.

argtypedescription
shShot

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

THE RAILS One long-lived loop drives everything that changes over time: the move in flight, the caption's fade, and the evening light of the resolution. It is started once in start() and cancelled in stop(); a move is data on RT, not a task of its own, so nothing can be orphaned by starting a second move mid-flight.

argtypedescription
anumber
bnumber
knumber

pathPoint(from: { number }, via: { number }?, to: { number }, k: number, i: number) → number

A straight line between two eye positions cuts the chord, which in a room this small can put the camera through the bench. An optional `via` bends the path into a quadratic curve around it.

argtypedescription
from{ number }
via{ number }?
to{ number }
knumber
inumber

moveTo(target: Shot?, secs: number?, easeName: string?, via: { number }?) → void

argtypedescription
targetShot?
secsnumber?
easeNamestring?
via{ number }?

goTo(station: string, secs: number?, easeName: string?) → void

argtypedescription
stationstring
secsnumber?
easeNamestring?

captionTree(title: string, sub: string, alpha: number) → any

argtypedescription
titlestring
substring
alphanumber

captionApply( ) → void

captionClose( ) → void

caption(title: string?, sub: string?) → void

caption(nil) fades the current one out. caption(title, sub) fades a line in.

argtypedescription
titlestring?
substring?

snapshotLights( ) → any

THE LIGHT AT THE END The resolution is the one moment staging touches the light. It reads every light in the room, works out what each becomes at dusk from its kind and its colour rather than from its name — so the atelier can rename or add lights and this still turns them over — and eases the whole set across. The values it read are kept, and stop() puts the morning back.

eveningOf(l: any) → any

Six in the evening in Grasse: the sun is nearly on the horizon, so it rakes flatter and much redder, the ambient goes blue and comes up, and a cool bounce loses most of its reason to exist.

argtypedescription
lany

applyLights(k: number) → void

argtypedescription
knumber

restoreLights( ) → void

tick(dt: number) → void

THE TICK Late-bound through Core.slices so the loop started by an earlier incarnation of this chunk drives the CURRENT one after a hot reload.

argtypedescription
dtnumber

abort( ) → void

SEQUENCES Give the camera back: cancel the scripted sequence, close the caption and end the overlay. Every entry point starts here so two sequences can never both be driving.

playOpening( ) → void

finishOpening(reason: string?) → void

argtypedescription
reasonstring?

gradeOf(v: any) → string

The grade off whatever shape the sim's verdict table turns out to have. The contract names masterpiece / accepted / refused; this reads any of the obvious fields and matches on the word rather than on an exact spelling.

argtypedescription
vany

verdict(v: any) → void

argtypedescription
vany

finale( ) → void

build(root: any) → void

THE SLICE

argtypedescription
rootany

start( ) → void

stop( ) → void

Sub-parts

Everything contained inside this part. Assets are composite children (clickable cards). Files are leaf payloads. Expand any row to view its source.

7items
▣
module · born here
❒asset
# sillage_core <!-- 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 · world/sillage_staging.module

Problems

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+ quality × 0.35
+ performance × 0.25
± compat factor

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