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FloorCam

The one camera of *First Light: Goura*, and the four moments it takes itself away from Tawpy for. It lives on the `GouraPlayer` prototype's `CameraRig` beside the `Camera` component, so every joining user sees through their own; only the peer that owns the rig runs the beats, the…

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

FloorCam

The one camera of First Light: Goura, and the four moments it takes itself away from Tawpy for. It lives on the GouraPlayer prototype's CameraRig beside the Camera component, so every joining user sees through their own; only the peer that owns the rig runs the beats, the opening and the floor effects.

The follow

game.staging.follow stands the camera standBack metres behind her and standHeight above, and then solves the aim so she lands at subjectScreenY down the frame under the live field of view. That is why the framing holds on a 3:4 phone, a laptop and a television rather than only on the shape it was authored at: a wider screen gets a shorter vertical fov, and a shorter fov with a fixed aim point would slide her off the bottom, so the solver simply tilts further down instead.

Measured, at subjectScreenY = 0.72: 3:4 puts the subject at 0.718 of the frame height, 16:9 at 0.719.

Sideways the rig chases at lateralChase and up the lane at chase — the difference is what makes a side-step read as movement rather than as a locked rig. Three springs (a dolly, a lift and a lens) take the events: the gather eases the camera in and tightens the lens, the flurry throws it back and opens up, the boom leans in, the sighting snaps tight. A hand-held drift proportional to her speed keeps the picture from being mechanically still.

Over the last fifth of the lane (roostFrom) the rig climbs roostLift and closes roostClose, which keeps it out of the roost tree's buttresses. Her place in the frame does not move — the aim is solved against the pose the rig actually ends up in.

The beats

Phase / eventBeat
entering introthe opening cutscene (game.staging.beats), which sets playing when it ends however it ended
first seen of a runa 1.7 s drop to the floor behind her, looking into the sweep, with a heartbeat
entering wona 7 s rise to the crown
entering losta 5.4 s climb to a wide shot of the floor the light has filled

Each fires once per run: the guards reset on entering intro, and on entering playing from anywhere but paused. A beat outranks an override, and an override outranks the follow.

The opening cannot hang the game. If it has not handed the run back within Beats.DURATION.opening + 6 seconds, update starts the run anyway and says so in the log.

Skipping the opening

staging.inputMap is activated for the length of the opening and stood down the moment it ends. It carries one control, skip, bound on all three device classes — Space / Enter / left mouse, pad south or start, and an on-screen Skip button. While it is live it suppresses player and goura, so there is no flurry button under the letterbox.

Verified: the opening is skippable from touch (inputSim tapButton "Skip"), from a keyboard (inputSim key Space) and from a pad (inputSim padPress south); in each case cutscene.status().playing goes false and the phase lands on playing. Escape is deliberately not bound: it is the pause control.

The surface it publishes

FL.provide("camera", …)

CallWhat it does
override(pose | nil)Hold the camera at { position = {x,y,z}, lookAt = {x,y,z} }, optionally with fov, smoothing and snap = true. nil releases it.
position()Where the follow's own solved rig is.
beat()Which beat holds the camera: none, opening, seen, won, lost.

Fields

standHeight · standBack · aheadMetres · subjectScreenY · chase · lateralChase · lateralLead · subjectY · sway · roostFrom · roostLift · roostClose · crownHeight · crownBeyond · skipMap · beat (live output).

crownHeight and crownBeyond locate the roost tree's head for the opening and the win. The component prefers FL.get("roost").crown() where the floor slice publishes one and falls back to these fields; a published roost surface would be the better contract, because the landmark those two shots are aimed at belongs to the floor slice and moves when it rebuilds.

Interface

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

conforms to

zero/source-extract/v2

FloorCam — the one camera of *First Light: Goura*, and the four moments it takes itself away from her for. It lives on the PlayerPrototype's CameraRig beside the `Camera` component, so every joining user sees through their own; only the peer that owns this rig runs the beats, the opening and the floor effects. Three things are going on here: * The FOLLOW. `game.staging.follow` stands the camera behind and above her and solves the aim so she lands at `subjectScreenY` down the frame under the LIVE field of view — the reason the framing holds on a 3:4 phone, a laptop and a television instead of only on the shape it was authored at. Springs on the dolly, the lift and the lens take the events, so the picture breathes with the gather, kicks with the flurry and leans in on the boom. * The BEATS. The opening is a real `cutscene` — a shot list off the roost crown, down the dark lane, onto the small bird, with bands, a fade and the narrator's line — and it hands the game `playing` when it ends, however it ended. The first sighting, the win and the loss are pose functions in `game.staging.beats`, driven here and handed straight back. * The MOMENTS. `game.staging.moments` puts the boom, the answer, the failance, the flurry, the taking and the homecoming on the floor. Published as `FL.provide("camera", …)`: `override(pose | nil)` and `position()`. A beat outranks an override, and an override outranks the follow.

isLocal( ) → boolean

subjectEntity( ) → any

The body the camera is following: the local player's avatar where there is one, else the prototype's own body, so the rig frames something in edit mode as well as in play.

readSubject(dt: number) → Follow

argtypedescription
dtnumber

refreshCrown( ) → void

beatCtx( ) → Beats

playerPosition( ) → any

playerState( ) → string

setCamera(px: number, py: number, pz: number, ax: number, ay: number, az: number, fov: number) → void

Putting the camera somewhere.

argtypedescription
pxnumber
pynumber
pznumber
axnumber
aynumber
aznumber
fovnumber

driveBeat(dt: number) → boolean

argtypedescription
dtnumber

driveOverride(dt: number) → boolean

argtypedescription
dtnumber

drive(dt: number) → void

argtypedescription
dtnumber

deactivateSkip( ) → void

The opening.

stopIntroPlayback( ) → void

Take the opening down, whatever state it is in.

endOpening( ) → void

activateSkip( ) → void

openingLine( ) → string

The narrator's line for the opening: the sound slice's if it has one, and the written form either way. A line that could not be voiced is still said.

startOpening( ) → void

startBeat(kind: string) → void

argtypedescription
kindstring

onPhase(p: any) → void

Wiring.

argtypedescription
pany

subscribe( ) → void

awake( ) → void

override(pose: any) → void

Hold the camera at a pose: { position = {x,y,z}, lookAt = {x,y,z} }, optionally with `fov`, `smoothing` and `snap = true`. nil releases it. A beat outranks an override; an override outranks the follow.

argtypedescription
poseany

position( ) → void

beat( ) → void

Which beat holds the camera: "none", "opening", "seen", "won", "lost".

onDestroy( ) → void

update(dt: number) → void

argtypedescription
dtnumber

editorUpdate(dt: number) → void

argtypedescription
dtnumber
⌬ Metadata
descriptionThe one camera of First Light: Goura — the chase follow that holds Tawpy in the lower third at every screen shape, the opening, the sighting, the win and the loss, and the effects the floor answers each event with.

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module · born here
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# fl <!-- 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.
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# game.staging.beats The four moments the camera of *First Light: Goura* takes itself away from Tawpy for. `FloorCam.component` runs them; this module holds their shape. ```luau local Beats = require("game.staging.beats") cutscene.play(Beats.opening(ctx, narratorLine)) -- the opening local pose = Beats.seen(t, ctx) -- t runs 0 → 1 ``` ## The opening — a cutscene The opening is a real `cutscene`: a shot list, letterbox bands, a fade up out of the night's own colour, and the narrator's line as a subtitle. It ends by giving the game back, however it ended — played out, skipped, or stopped. Three shots, continuous: 1. **The crown.** A station under the canopy, looking up the lane at the head of the roost tree, rising and pushing slowly in. It sits under the canopy on purpose: the shot has to read at every light the run can open on, and a station out above the canopy is a legible silhouette at dawn and a dark mass at night. Under it there are always trunks, shafts and canopy. 2. **Down the lane.** The camera falls out of the canopy and retreats the whole length of the lane, past her, while the aim comes off the crown and settles on the floor ahead. **Every look anchor sits further up the lane than the camera does** — that one rule is what keeps the aim from swinging across the frame, and it is the difference between a descent and a whip. She arrives in the last second of it, tiny, at the bottom of the lane. 3. **The settle.** The camera comes down onto exactly the pose the chase camera takes over, with her in frame the whole way, so the hand-off is a continuation and not a cut. `Beats.replayShots` is the short form — the settle alone, 2.6 s, no line. The first night gets the whole opening; every retry after it gets this, because eleven seconds between two attempts is a wall rather than a beat. Escape is deliberately not a skip key here (`SKIP_KEYS`), and `staging.inputMap` leaves it off too: Escape is the pause control, and a key that both ends the opening and opens the pause card lands the player on a menu they did not ask for. ## The three pose beats `Beats.seen`, `Beats.won` and `Beats.lost` are functions of a normalised clock and a `ctx` of live readings. They return `{ px, py, pz, ax, ay, az, fov }`. | Beat | What it does | |---|---| | `seen` | 1.7 s. Drops to the floor behind her and looks past her INTO the sweep, so the shot is her small in the near frame and the eagle's shadow coming on beyond her. Then pushes in twice, a beat apart: the heartbeat. | | `won` | 7.0 s. Leaves her at the foot of the tree and rises with the flock's boom, out to where the crown stands against the sun that has just cleared it. | | `lost` | 5.4 s. Does not look away. Climbs and widens until she is a small dark thing on a floor the light has filled. | `seen` hands the camera straight back; the two end beats hold their last frame under the end card until the phase moves on. ## No state Nothing here reads the world — every beat is handed its `ctx` — so the module holds nothing a hot reload can lose, and any beat can be evaluated without playing it. That is how the filmstrips were taken: ```luau local eye, at, fov = cutscene.evaluate(Beats.openingShots(ctx), 5.8) ``` then `capture` from that station. It is much faster than watching the shot forty times, and it does not disturb anyone else playing in the world. ## What it needs from the other slices `ctx.crown` is where the roost tree's head is. `FloorCam` reads it from `FL.get("roost")` when the floor slice publishes one, and otherwise from its own `crownHeight` / `crownBeyond` fields against `FL.LANE`. **A published `roost.crown()` would be the better contract** — the opening and the win are both aimed at a landmark the floor slice owns and moves.
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# game.staging.follow The solver behind the chase camera of *First Light: Goura*. `FloorCam.component` owns the state and the fields; this module owns the maths. ```luau local Follow = require("game.staging.follow") local cam = Follow.new() Follow.advance(cam, tuning, player.state(), dt) local pose = Follow.solve(cam, tuning, subject, dt) ``` ## What it solves The camera stands a fixed distance **behind** and **above** Tawpy — those are metres and they do not change with the screen. What *does* change with the screen is where it aims: the pitch is solved every frame so she lands at `subjectScreenY` down the frame under the **live** field of view. That is the whole reason the framing survives a change of shape. A wide screen gets a shorter vertical fov (`Follow.fov()` blends `FL.CAMERA.fovTall` at 3:4 into `FL.CAMERA.fovWide` at 16:10 and holds outside that range), and a shorter fov with a fixed aim point would slide her down and off the bottom. Solving the pitch from the fraction instead keeps her in the lower third at every aspect, and hands whatever room is left over to the lane ahead. `Follow.fov()` reads `ui.screenSize()` through `FL.screen()`, so it answers to the live viewport rather than to the one this was authored on. ## What it feels like | Behaviour | How | |---|---| | Lead | The aim leans `lateralLead` metres the way she is heading, smoothed. | | Lag | Sideways the camera chases at `lateralChase`, up the lane at `chase`. The difference is what makes a side-step read. | | Breath | While she gathers a flurry the rig eases in and the lens tightens; the release throws it back and opens up. | | Push | A boom dollies in and narrows the lens, then springs home. | | Drift | A hand-held sway proportional to her speed, small enough to feel and not to notice. | The breath and the push are three critically-damped springs — a dolly, a lift and a lens — plus a per-state bias the springs sit on. `Follow.impulse(st, kind, power)` kicks them; the kinds are `boom`, `flurry`, `step`, `seen`, `answered` and `heartbeat`. ## State `Follow.new()` returns the state table; the module holds none of its own, so a hot reload of this file costs nothing. `Follow.unseat(st)` forgets where the camera was, so the next solve seats it outright — what a beat or a cutscene calls when it hands the view back, instead of gliding in from wherever the cutscene left the rig.
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# game.staging.moments What the forest floor does when something happens in *First Light: Goura*. ```luau local Moments = require("game.staging.moments") Moments.boom({ x = 0, y = 0, z = -40 }) ``` `FloorCam.component` subscribes to the `FL` bus and calls these; nothing else needs to. | Call | Event | What is on the floor | |---|---|---| | `boom` | `FL.EVENTS.boom` | A close, pale ring that runs out fast and is gone. This is the one that fires most, so it is the smallest. | | `answered` | `FL.EVENTS.answered` | A wide gold ring under her, and a second under the caller at the lane's edge a beat later — so the answer reads as having carried. | | `failance` | `FL.EVENTS.failance` | One ember ring, low and slow, dying where it started. The failance has a shape too. | | `flurry` | `FL.EVENTS.flurry` | The scuff a flurry kicks off the litter, scaled by how much she gathered. | | `caught` | `FL.EVENTS.caught` | A pair of builtin bursts standing in for the body feathers and the down, `fl_feather_burst` beside them, over a fast maroon ring where she was standing. | | `roost` | `FL.EVENTS.roost` | A slow, wide gold ring at the foot of the roost tree. | The rings are `@builtin::systems.effects.combat.shockwaveRing`, recoloured from `FL.PALETTE` and laid flat on the floor plane. The scuff and the throw are the builtin impact on its `dirt` surface. The feather burst is this slice's own effect asset, `fl_feather_burst.effect`, resolved once and cached. That asset lives at the **root** of `/source` rather than beside these files, and it is currently **drawn by nothing** — two engine defects, both recorded in its own README and filed as OrigoZero/zero#11944 and #10047. `caught` therefore throws a pair of builtin bursts to carry the moment and plays the authored one beside them, so the real feather burst appears of its own accord the day the runtime steps it. Everything is played through the pooled `effects` runtime, so firing them repeatedly costs what the first one did and nothing survives the play they were fired in. ## Reading them back Particles advance on the **play** clock: in edit mode a play holds live particles and submits nothing, which is why these read as silent there and not as broken. `effects.observe()` answers what is live, leased and silent, and `handle:whySilent()` names the reason from a closed set. A ring runs out in about a third of a second, which is shorter than the gap between two tool calls — so to see one, slow the clock rather than trying to time the shutter: ```luau engine.timeScale = 0.12 -- the ring now takes ~3 s of wall time FL.emit(FL.EVENTS.boom, { position = p }) -- capture engine.timeScale = 1 ```
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backing path · game/staging/FloorCam.component

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