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Staging

The four moments *First Light: Nearside* takes the camera off the player. Mounted on `mount_staging`; it owns no camera of its own, but installs `game.staging.NearsideCam` onto the local player's `CameraRig` and drives it.

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

Staging

The four moments First Light: Nearside takes the camera off the player. Mounted on mount_staging; it owns no camera of its own, but installs game.staging.NearsideCam onto the local player's CameraRig and drives it.

The opening

Earth over the plain, then down the sky to CINNAMON on the pad with the line of first light already glowing behind it, then out into the chase. Eight seconds, letterboxed, with the place named on screen. It ends by emitting introDone and setting the phase to playing, so the run begins the frame the camera settles.

A retry gets a shorter form — the last of the descent and the settle, about two and a half seconds — and coming back to the title card restores the full one.

Skipping it works from all three hands. The opening holds the cards' own control scheme open while it runs, so confirm, back and resume end it: Enter or Space on a keyboard, the south button on a pad, the button on the glass on a touchscreen. While one of the screens slice's cards is up the skip stands down, so a press is never answered by two things at once.

The beat

The frame bites in and shudders the moment the cargo crosses into hot or cold. It is the half-second of warning you feel before you have read the meter, and it lets go over the next second.

The ending

Won — the camera leaves the rover and swings across the face of Peary Station, 64 metres out, while CINNAMON runs the last of the lit approach into the airlock.

Lost — the camera rises and falls away from a rover that has stopped, and the line of first light comes over it.

What it publishes

local staging = NS.get("staging")
staging.intro()          -- play the opening
staging.replayIntro()    -- play it again, from the top, in full
staging.cameraMode()     -- "follow" | "intro" | "beat" | "ending"
staging.aim()            -- the live pose: eye, aim point, lens, framing
staging.screenYOf(point) -- where a world point sits down the frame, 0 top .. 1 bottom
staging.ready()          -- whether the camera is installed on the local rig

Standing on its own

Every other slice is read through NS.get at the moment it is used, so this one works with whatever exists: with no screens slice it opens the game itself after a short grace, with no rules slice the chase still frames the rover, and with no sound slice its cues are simply silent.

Fields

runIntro · soloOpening soloGrace · beatStrength beatHold beatShake beatSeconds · cueVolume cuesEnabled.

Interface

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

conforms to

zero/source-extract/v2

Staging — the moments FIRST LIGHT: NEARSIDE takes the camera off the player. Mounted on `mount_staging` by the scene's entrypoint. It owns no camera of its own: it installs `game.staging.NearsideCam` onto the local player's CameraRig and then drives that one rig through four states, so the chase and every staged moment are the same lens and nothing ever cuts. the opening Earth over the plain, down the sky to the rover on the pad, out into the chase. Ends by emitting `introDone` and setting the phase to `playing`. the beat the frame pushes in and shudders the moment the cargo starts to cook or to freeze, so the band change is felt before the meter is read. the win the camera leaves the rover and swings around the airlock while it runs in. the loss the camera rises and falls away while the line of first light passes over a rover that has stopped. It publishes `staging` — `intro()` and `cameraMode()` — and reads every other slice through `NS.get` at use time, so it stands up alone: with no screens slice it opens the game itself, with no rules slice the chase still frames the rover, and with no sound slice its cues are simply silent.

cam( ) → any

callCam(name: string, ...: ?) → void

argtypedescription
namestring
...?

playCue(name: string) → void

argtypedescription
namestring

finishZ( ) → number

localAvatar( ) → any

The camera rig. In play it is the local player's own clone; in edit it is the one authored on the prototype, so the framing can be judged from a capture without entering play at all.

rigEntity( ) → any

hasNearsideCam(rig: any) → boolean

argtypedescription
rigany

ensureCamera( ) → boolean

Put NearsideCam in the Camera's behaviour slot. Writing the slot rather than adding the component is what makes the swap complete: the Camera takes the old behaviour off when it takes a new one, so this never leaves two rigs fighting over one transform.

skipNow( ) → void

cardIsUp( ) → boolean

Whether a card of the screens slice is on screen. The cards run on the same map, so while one is up the skip stays disarmed and `confirm` belongs to the row the player has lit rather than to two listeners at once.

armSkip( ) → void

releaseSkip( ) → void

endIntro(_reason: string?) → void

argtypedescription
_reasonstring?

fallbackIntro(rover: any, f: any) → void

A camera-only opening, for the case where the cutscene system refuses the definition. It is the same three beats driven through the rig's own directives, so the slice is never left opening on a black frame.

argtypedescription
roverany
fany

startIntro( ) → void

enterBand(to: string?) → void

argtypedescription
tostring?

onBand(payload: any) → void

argtypedescription
payloadany

roverNow( ) → any

onWon( ) → void

onLost( ) → void

readRules( ) → void

The rules' own ledger, read every frame. The events above are the fast path; this is the guarantee. A subscription made before `game.ns` reloaded is registered on a handler table that module no longer has, and an ending announced only by an event would then never reach the camera at all — so the ending, the beat and the reset are all decided from the state as well.

onPhase(payload: any) → void

argtypedescription
payloadany

intro( ) → void

Play the opening. Ends by emitting `introDone` and setting the phase to `playing`.

replayIntro( ) → void

Play the opening again from the top, in its full establishing form rather than the retry's short one.

cameraMode( ) → string

Which shot is on screen: "follow", "intro", "beat" or "ending".

aim( ) → any

The camera's live pose — eye, aim point, lens, push-in and the framing it was solved from.

screenYOf(point: any) → number

Where a world point lands down the frame right now, 0 at the top edge and 1 at the bottom.

argtypedescription
pointanyThe world point to measure.

ready( ) → boolean

Whether the camera is installed on the local player's rig.

awake( ) → void

Lifecycle

start( ) → void

update(dt: number) → void

argtypedescription
dtnumber

onDestroy( ) → void

Sub-parts

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27+items
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inputmap · pulled in
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# console The controls a CARD answers to: the title, the how-to-play handbill, the interval between two acts, the pause card and the two end cards. It is live exactly while a card is up — `game.ui.Screens` activates it the instant one goes up and releases it the instant the last one comes down. Its group is `ui`, and it stands down `player` and `table`, so nothing behind a card answers while the card has the player. | Control | Keyboard | Pad | Touch | |---|---|---|---| | `navigate` | Arrows or WASD | Left stick | — the rows | | `confirm` | Space or Enter | South (A / Cross) | — the rows | | `back` | Backspace | East (B / Circle) | — the row that says so | | `resume` | Escape | Start | — the Resume row | `navigate` binds each direction to two keys at once — the WASD key and the arrow key beside it — because a player reaching for a menu uses whichever is already under their hand. ## Why no touch class Every row of every card is a button under a finger: tapping one moves the focus there and acts on it in the same gesture. A finger does not walk a menu to reach a row and then confirm it — it puts itself on the row. So each of these four declares `touch = false` rather than adding an on-screen stick and three unlabelled circles that would each be a second, worse way to do what the card already is. Backing out is the how-to's Back row and the pause card's Resume row; leaving the table is the pause glyph the Table draws.
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module · born here
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# game.staging.shots The framing maths and the shot lists of *First Light: Nearside*. Pure data and pure functions: `NearsideCam` reads it to stand the camera up, `Staging` reads it to build the opening and the two endings, and either can be evaluated on its own against a made-up screen size. ```luau local Shots = require("game.staging.shots") local f = Shots.framing(1080, 1440) -- the portrait framing local eye, at, fov = Shots.solveFollow(rover, heading, f) Shots.screenYOf(eye, at, fov, point) -- 0 at the top edge, 1 at the bottom ``` ## Nothing here is a pixel A framing is stated as *the rover sits this fraction down the frame, with at least this many degrees of sky above the horizon*, and the camera pitch that produces it is solved from the live field of view. Two anchors — `TALL` for the 3:4 shape the game films at, `WIDE` for a landscape monitor — blend by aspect, so a window between them slides rather than snaps and a resize never jumps. `screenYOf` is the inverse: hand it a world point and it says where that point lands down the frame. It is how a shot is checked without eyeballing a capture. ## What is in it - `framing(w, h)` — the framing for a screen, blended by aspect. - `solveFollow(rover, heading, framing, pushIn?)` — the chase: eye, aim, lens. - `screenYOf(eye, at, fov, point)` — where a point lands down the frame. - `intro(ctx, short?)` — the opening, as a cutscene definition, built around wherever the rover actually stands. `short` is the retry's re-establish. - `stationCenter(rover, finishZ)` — the station the winning shot points at. - `wonDirective(rover, finishZ, framing)` — the swing across Peary Station. - `lostDirective(framing)` — the fall away from a rover the light caught.
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module · born here
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# ns The shared contract of *First Light: Nearside*. Every slice of the game requires this module and nothing else of each other's. ```luau local NS = require("game.ns") ``` ## What it carries - **Constants** — `NS.ROUTE` (the corridor: `startZ`, `finishZ`, `halfWidth`), `NS.DAWN` (the terminator's start, speed and the hot/cold distances), `NS.CARGO`, `NS.FUEL`, `NS.ROVER`, `NS.PALETTE`, `NS.AUDIO`, `NS.NAMES` (the entity names the scene authors) and `NS.COMPONENTS` (the component identities the entrypoint mounts). - **The light** — `NS.lightAt(dz)` and `NS.bandAt(dz)` read the sunlight at a distance from the dawn line, `dz = z - terminatorZ`. The rules and the lighting both read these, so the meter and the picture agree. - **The screen** — `NS.screen()` and `NS.unit(fraction)`: every layout is stated against the live screen size, never in pixels chosen for one frame. - **Events** — `NS.on(name, fn)` / `NS.emit(name, payload)`; the names are in `NS.EVENTS`. - **Phases** — `NS.phase()`, `NS.setPhase(p)`, `NS.resume()`, `NS.tick(dt)`, `NS.runTime()`. Phases: `title → howto → intro → playing ⇄ paused → won | lost`. - **Surfaces** — `NS.provide(name, table)` / `NS.get(name)` / `NS.whenProvided(name, fn)`. The shapes are in `/zero/source/design/spec.md`. - **Maths** — `clamp`, `lerp`, `smooth`, `approach`, `hash`, `rgb`. ## Notes - Module-local state (phase, surfaces, handlers) resets on hot reload of this file; components re-provide their surfaces in `awake`. - The route runs north, +Z. South of the terminator is sunlight.
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component · born here
❒asset
# NearsideCam The one camera of *First Light: Nearside*. A camera behaviour: it sits on the local player's `CameraRig` beside the `Camera` component, where `Staging` puts it, so every joining peer gets it and nothing else in the scene has to know. It is the chase **and** every staged moment. The opening, the beat when the cargo starts to cook or to freeze, the swing onto the airlock and the fall away from a rover the light caught are all this rig on a different directive — which is why none of them can cut. ## The framing is solved, not authored A shoulder rig is a distance and a pitch, and where it puts the subject on screen depends on the shape of the window. This one is told **where on the frame the rover goes** and solves the pitch for it against the live field of view: - the rover lands at `roverScreenY` down the frame — 0.76 on a tall screen, 0.72 on a wide one, blended by aspect between them; - at least `minTopSky` degrees of sky stay above the horizon, which is the band Earth hangs in; - the aim yaws a little toward the corridor's centre line, so the dome at the head of the route stays in shot when the rover runs wide. A 3:4 phone held upright and a 21:9 monitor therefore get the same composition out of different numbers. The anchors live in `game.staging.shots`. ## Directives Plain tables, never functions, so a reload of the director cannot leave the camera holding something dead. Each one cross-fades from whatever pose was on screen over its own `blend`. | `kind` | What it does | |---|---| | `follow` | The chase. The default, and where every other directive returns to. | | `pose` | Stand at `eye`, aim at `at`, on `fov`. | | `orbit` | Circle `center` at `radius` and `height`, turning at `yawRate`, aiming between the rover and the centre by `lookMix`. The winning shot. | | `pullback` | Recede from the rover along its own heading, rising and drifting to the `side` at `rate`. The losing shot. | Two modifiers ride on top of any of them: `pushIn(strength, hold)` bites the frame in and narrows the lens, and `shake(amp, seconds)` knocks the eye about. ## Reading it ```luau local cam = NS.get("stagingCam") cam.aim() -- eye, aim point, lens, push-in, and the framing they came from cam.mode() -- "follow" | "pose" | "orbit" | "pullback" ``` ## Fields `follow` · `groundLag` `heightLag` `yawLag` `aimLag` `fovLag` (seconds; the rig covers about 63% of the distance to its solved pose in one) · `distanceTrim` `heightTrim` `screenYTrim` (nudges on top of the solved framing) · `pushRise` `pushFall`.
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module · born here
❒asset
# game.staging.cues The sound of the camera moving. Five one-shots, synthesised from an envelope over a waveform and cached as `.soundClip` assets beside this module. | Cue | The moment | |---|---| | `reveal` | The sky opening over the plain, under the first shot of the opening. A sub swelling beneath a slow open fifth, with a rise of air over it. | | `beat_hot` | The cargo starting to cook. A low thud with a scorched edge. | | `beat_cold` | The cargo starting to freeze. A brittle shiver falling away. | | `swing` | The camera leaving the rover for the airlock. A rise that blooms. | | `fall` | The line of first light coming over a rover that stopped. A long fall with the floor dropping out from under it. | They are deliberately quiet and low. The music, the ambience bed and Peary Station's voice belong to the sound slice; a camera cue that competed with those would be wrong even if it were pretty. ```luau local Cues = require("game.staging.cues") Cues.ensure() -- build the clips once, then find them again Cues.play("reveal", 0.5) -- volume scales the cue's own level in the mix Cues.info("reveal") -- sampleRate, channels, frames, durationMs Cues.names() Cues.teardown() -- take the players out of the world; the clips stay ``` Every cue is computed in Luau and encoded through `audio.encodePcm`, so nothing here depends on a service being reachable: a staged moment cannot arrive silent because a network call failed.
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inputbinding · pulled in
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# back The 'Back' control.
▲ 0↓ import
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inputbinding · pulled in
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# confirm The 'Confirm' control.
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inputbinding · pulled in
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# navigate Walking the rows of a card: one flick is one step, a held stick repeats. Each keyboard direction answers to TWO keys — the WASD key and the arrow key beside it — because a player reaching for a menu uses whichever is already under their hand. An axis takes one binding per device class, so each direction is itself a vector of the two keys that mean it. On a pad it is the left stick; under a thumb it is the on-screen stick in the left zone.
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inputbinding · pulled in
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# resume The 'Resume' control.
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backing path · game/staging/Staging.component

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