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Cinema

The staged frame: two cinema bands and a wash veil.

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

Cinema

The staged frame: two cinema bands and a wash veil.

It is a UI screen, laid out from the live ui.screenSize() — the one place in the engine welded to the picture. A band expressed as a share of the screen is exactly that share at 3:4, at 16:9 and at 21:9, with no lens arithmetic and no frame of lag behind a fast pan.

That was learned the hard way. Hung in front of the lens as geometry — first parented to the camera rig, then placed in world space from the pose the camera had just taken — the bands slid away from the edges they are meant to be welded to whenever the shot moved quickly, because a mesh transform is composed against the camera's from the frame before. On a crane travelling two metres a second that is most of the frame height. In screen space the question does not arise.

Using it

local Cinema = require("game.stage.Cinema")
Cinema.attach()                 -- once, when the camera wakes
Cinema.bars(0.085, 0.7)         -- one band = 8.5% of the frame, over 0.7 s
Cinema.veil(0, 0, 0, 1, 0)      -- wash the frame black, instantly
Cinema.clear(0.8)               -- bands out and wash off together
Cinema.tick(dt)                 -- every frame; it paints itself
Cinema.state()                  -- { bars, veil, shown }

CrowCamera drives all of it, so a beat reaches it through CF.camera.bars / CF.camera.veil / CF.camera.clearFrame rather than requiring this directly.

Layering

The screen sits at layer 120 — the always-on-top band — so the bands cover the HUD while a moment is staged and stay under the menu depth (1000+) a card lives at. It is registered only while something is staged and unregistered the moment the frame is clear, so nothing of it stands between a player and a button. Each ending's shot lifts its own wash as the end card comes up, so a card is never read through a veil.

Owned by the staging slice. Design: /zero/source/design/spec.md.

Interface

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

conforms to

zero/source-extract/v2

Cinema — the staged frame: two cinema bands and a wash veil. It is a UI SCREEN, laid out from the live `ui.screenSize()` every frame it changes. That is the one place in the engine welded to the picture: a band expressed as a share of the screen is exactly a share of the screen at 3:4, at 16:9 and at 21:9, with no lens arithmetic and no frame of lag behind a fast pan — which is what a quad hung in front of the lens could not promise, because its transform is composed against the camera's from the frame before and a crane moving 2 m a second slides the bands off the edges they are meant to be welded to. It sits at layer 120 — the always-on-top band — so the bands cover the HUD while a moment is staged, and stay under the menu depth (1000+) the presentation slice's cards live at. It is registered only while something is staged and unregistered the moment the frame is clear, so nothing of it can stand between a player and a button. local Cinema = require("game.stage.Cinema") Cinema.attach() -- once, when the camera wakes Cinema.bars(0.085, 0.7) -- bands in, over 0.7 s Cinema.veil(0, 0, 0, 1, 0) -- wash the frame black Cinema.tick(dt) -- every frame; it paints itself Owned by the staging slice. See /zero/source/design/spec.md.

byte(v: number) → number

argtypedescription
vnumber

rgba(r: number, g: number, b: number, a: number) → string

argtypedescription
rnumber
gnumber
bnumber
anumber

tree(barPx: number, screenW: number, screenH: number) → void

argtypedescription
barPxnumber
screenWnumber
screenHnumber

attach(_owner: ?) → void

argtypedescription
_owner?

attached( ) → boolean

bars(frac: number, seconds: number?) → void

Open or close the bands. `frac` is ONE band's height as a fraction of the frame, so 0.085 leaves 83% of a portrait frame to the picture.

argtypedescription
fracnumber
secondsnumber?

veil(r: number, g: number, b: number, a: number, seconds: number?) → void

Wash the frame. `a` of 1 is a solid cut, 0 is clear.

argtypedescription
rnumber
gnumber
bnumber
anumber
secondsnumber?

clear(seconds: number?) → void

argtypedescription
secondsnumber?

state( ) → void

paint( ) → void

tick(dt: number) → void

argtypedescription
dtnumber

detach( ) → void

Sub-parts

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3items
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backing path · game/stage/Cinema.module

Problems

Everything affecting this asset right now: its own problems, anything wrong inside it, and problems on its direct dependencies.

0problems
No problems reported. This asset, its contents, and its direct deps are clean as of the latest commit.
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