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asset⌬ componentcomponentprimary: init.luau·originates fromworld ebf056d2-4…

Stage

The staging of *Helsinki Life*. The scene entrypoint mounts it on `mount_stage`; it is the wiring between the game's bus and `game.stage.Director`, which every player's `BoardCam` reads.

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

Stage

The staging of Helsinki Life. The scene entrypoint mounts it on mount_stage; it is the wiring between the game's bus and game.stage.Director, which every player's BoardCam reads.

What it answers to

EventWhat the camera does
beat { name = "intro" }the opening flyover, in from the sea and down the peninsula, landing exactly on the follow shot at the start tile
beat { name = "wedding" }pushes in on Helsinki Cathedral
beat { name = "finish" }comes down on Suomenlinna as the tram lands
beat { name = "gameOver" }pulls back off the board and holds the whole city behind the end card
milestone { kind = "wedding" | "finish" }the same shot, if no beat cued it first
phase → overthe pull-back, if no beat cued it
setupclears the beat, resets pan and zoom, cuts to the follow shot
phase → choice / eventleaves the overview, so the card is about a tile you can see
focus { hold = true }a cut rather than a move

Two cues for one shot inside 0.6 s are one shot: a beat and the milestone beside it do not restart the cinematic.

Controls it holds

It activates play.inputMap as a second holder (the rules slice holds the other half) and takes the three controls that look around, plus its own game/stage/camera.inputMap for the wheel. Each carries a key, a pad button and a touch control:

ActionMouse + keyboardTouchController
overviewTab, Mthe Map pipNorth (Y)
panWASDone-finger dragright stick
zoomscroll wheelpinchtriggers

A held pan, a key or a stick, slides the overview at panSpeed board units per second. A finger or a mouse drag moves the map by the distance it drew across the screen instead, so the board comes with the finger. Zoom drives the overview's distance, and in the follow shot nudges the follow distance inside a small comfort range.

It provides HL.actions.toggleOverview() and HL.actions.setOverview(on), so the HUD's own Map button reaches the same switch as the key, the pad and the pip.

Interface

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

conforms to

zero/source-extract/v2

Stage, the staging of HELSINKI LIFE. Mounted on `mount_stage` by the scene entrypoint. It is the one holder of the camera: it listens to the game's own bus for the cues that change the shot, and it holds the half of `play.inputMap` that looks around - `overview`, `pan` and `zoom`, while the rules slice holds the half that plays a turn. It decides nothing about WHERE the camera goes: that is `game.stage.Director`, which every player's BoardCam reads. This component is the wiring between the game and the director. HL.emit("beat", { name = "intro" }) the opening flyover HL.emit("beat", { name = "wedding" }) the Cathedral HL.emit("beat", { name = "finish" }) the arrival at Suomenlinna HL.emit("beat", { name = "gameOver" }) the pull-back behind the end card HL.actions.toggleOverview() the map, from a key, a pad or a tap HL.actions.setOverview(on) the same switch, set rather than flipped It also holds `game/stage/camera.inputMap`, whose one control is the mouse wheel.

cue(name: ?, payload: ?) → void

argtypedescription
name?
payload?

setOverview(on: ?) → void

argtypedescription
on?

toggleOverview( ) → void

listen( ) → void

The bus

bindControls( ) → void

The controls that look around

awake( ) → void

Lifecycle

setOverview(on: ?) → void

argtypedescription
on?

onDestroy( ) → void

⌬ Metadata
descriptionThe staging of Helsinki Life: cues the camera director from the game's bus (opening flyover, wedding, finish, end-card pull-back) and holds the map, pan and zoom controls that let a player look around the board.

Sub-parts

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

Showing up to 3 levels deep. Open a part to see what it holds further down.

27+items
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module · born here
❒asset
# HL The shared spine of *Helsinki Life*: constants, the board graph (43 tiles with positions, kinds, districts and successors), landmark anchors, camera framing numbers, the game state container, the event bus the slices talk over, the `HL.actions` table the rules fill in, the pacing (`HL.TIMING`) and the sound names (`HL.SFX`). ```lua local HL = require("game.core.HL") HL.tile(6).next -- { 7, 101 }: the fork at Pasila station HL.pawnSlot(22, 2) -- where pawn 2 stands on the Cathedral tile HL.on("moveStep", function(ev) ... end) HL.emit("sfx", { name = "hop" }) HL.state().players[1].money ```
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inputmap · born here
❒asset
# camera The board camera's own wheel, in *Helsinki Life*. One control, `zoomWheel`: the mouse wheel, counted in notches, positive into the board. The `Stage` component activates it beside `play.inputMap`, whose `overview`, `pan` and `zoom` it also holds. A pad and a finger reach the same camera through `play`'s own `zoom`, so this map declares neither class rather than binding them twice. It joins the `play` group, so a card standing the board's controls down stands the wheel down with it.
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module · born here
❒asset
# Director The camera brain of *Helsinki Life*. One shared table every camera in the world reads, so each player's own `BoardCam` clone puts its rig on the same shot. ```lua local Director = require("game.stage.Director") Director.setViewport(w, h) -- the live frame, every frame Director.tick(dt) -- advance (only the first caller of a frame does work) local p = Director.pose() -- { eye = {x,y,z}, look = {x,y,z}, fov } ``` Four framings own the frame, in this order of authority: | | What it is | Who cues it | |---|---|---| | beat | a keyframed cinematic: the opening flyover, the wedding at the Cathedral, the arrival at Suomenlinna, the end card's pull-back | `Director.beat(name, payload)`, the `Stage` component, from `HL.emit("beat", …)` | | overview | the whole peninsula from above, with pan and zoom | `Director.toggleOverview()` / `HL.actions.toggleOverview()` | | attract | a slow arc over the sea while no game is running | automatic while there is no state, or the phase is `title` / `setup` | | follow | south of and above `HL.state().focus`, looking north up the board | the default | Every framing derives from the **live screen shape**. The follow shot keeps a fixed ground radius around the pawn inside the frame on both axes, so a 3:4 phone stands further back than a 21:9 television does. Where in the frame the pawn sits follows the same reading: a tall screen spends its top on the turn banner and the player column and its bottom on the caption strip, so the pawn is placed in the clear band between them, a little below centre; a wide screen gives the column a side instead and wants the pawn nearly centred. The overview fits the extent the game is actually played over, every tile and every landmark, to whichever axis the shape makes scarce. Pan reads its device the way that device means it. A key or a stick reports how hard it is held, so the reading is integrated over time at `panSpeed`; a finger or a mouse reports how far it moved this frame, so the reading is spent at once against what a pixel is worth on the ground, and the map comes with the finger. `Director.report()` returns the mode, the running beat, the aspect and the pose - what a test reads to prove where the camera is.
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inputmap · born here
❒asset
# play <!-- zero:scaffolded-readme --> <!-- Replace the line below with what this inputMap provides and who consumes it, then delete both comment lines. --> TODO: describe this inputMap.
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inputbinding · born here
❒asset
# zoomWheel The mouse wheel, as an `axis1` counted in notches. Positive is into the board: it brings the overview closer, and in the follow shot it nudges the follow distance inside a small comfort range. Read by the `Stage` component of *Helsinki Life*, which hands each reading to `game.stage.Director`.
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inputbinding · born here
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# act <!-- zero:scaffolded-readme --> <!-- Replace the line below with what this inputBinding provides and who consumes it, then delete both comment lines. --> TODO: describe this inputBinding.
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inputbinding · born here
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# back <!-- zero:scaffolded-readme --> <!-- Replace the line below with what this inputBinding provides and who consumes it, then delete both comment lines. --> TODO: describe this inputBinding.
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inputbinding · born here
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# navigate <!-- zero:scaffolded-readme --> <!-- Replace the line below with what this inputBinding provides and who consumes it, then delete both comment lines. --> TODO: describe this inputBinding.
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inputbinding · born here
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# overview <!-- zero:scaffolded-readme --> <!-- Replace the line below with what this inputBinding provides and who consumes it, then delete both comment lines. --> TODO: describe this inputBinding.
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inputbinding · born here
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# pan <!-- zero:scaffolded-readme --> <!-- Replace the line below with what this inputBinding provides and who consumes it, then delete both comment lines. --> TODO: describe this inputBinding.
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inputbinding · born here
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# pause <!-- zero:scaffolded-readme --> <!-- Replace the line below with what this inputBinding provides and who consumes it, then delete both comment lines. --> TODO: describe this inputBinding.
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inputbinding · born here
❒asset
# zoom <!-- zero:scaffolded-readme --> <!-- Replace the line below with what this inputBinding provides and who consumes it, then delete both comment lines. --> TODO: describe this inputBinding.
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