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staging

The three moments the camera leaves the player. Each is a cutscene definition — a shot list over authored framing — built fresh from the current board so a shot aimed at a tile lands on that tile.

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

game.cam.staging

The three moments the camera leaves the player. Each is a cutscene definition — a shot list over authored framing — built fresh from the current board so a shot aimed at a tile lands on that tile.

local Staging = require("game.cam.staging")

cutscene.play(Staging.reveal())
cutscene.play(Staging.blightTurns(4, 6, 0.5))
cutscene.play(Staging.closing("won"))
CallLengthWhat it is
reveal()12.5sThe greenhouse established from its roof down onto the board, landing exactly on the station the game is played from — so the first playable frame is the last frame of the cutscene.
blightTurns(x, y, share)4.6sThe beat where the blight stops being scenery: a low push onto the tile it took. Short on purpose — it interrupts a turn.
closing(outcome)9.5sAway from the board and back up through the roof the game opened on, so the ending rhymes with the beginning.

The lines

Every spoken line rides the cutscene's own subtitles, so it is on screen whether or not a voice was ever generated for it. Beside each one, a cue fires narrate with { id, text, speaker = "narrator" } for the audio slice to answer if it has the voice. Nothing here waits on that, and a failed generation is a quiet line rather than a lost one.

Each definition also fires playMusic with a cue name at t=0: reveal, blight, victory, defeat.

Skipping

All three are skippable, and a cutscene's cues survive a skip — so the music cue and the narration signal fire whether or not the player watched.

Interface

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

conforms to

zero/source-extract/v2

game.cam.staging — the three moments the camera leaves the player. A tactics game that opens cold on a grid reads as a prototype. These are the beats it earns: the greenhouse revealed before the first turn, the moment the blight stops being scenery, and the shot the campaign ends on. Each is a shot list over authored framing — no cinematics engine, just a camera that knows where to stand. Every spoken line is also written: the lines below ride the cutscene's own `subtitles`, so they are on screen whether or not a voice was ever generated for them. `narrate` is fired beside each one for the audio slice to answer if it has the voice; nothing here waits on it.

homeEye( ) → void

say(t: number, dur: number, text: string, speaker: string?) → void

argtypedescription
tnumber
durnumber
textstring
speakerstring?

narrateCue(t: number, id: string, text: string) → void

argtypedescription
tnumber
idstring
textstring

run( ) → void

reveal( ) → any

The height of the room is the shot. The camera starts up among the brass and the broken glass, drifts along the roofline, then comes down the light and settles exactly on the station the game is played from — so the first playable frame is the last frame of the cutscene. --!desc The opening reveal: the greenhouse established from its roof --! down onto the board, landing on the tactical station. --!return A cutscene definition table. --!example cutscene.play(Staging.reveal())

blightTurns(x: number, y: number, share: number?) → any

The beat where the blight stops being scenery. Short on purpose: it interrupts a turn, so it takes four seconds and gives the board back. --!desc The blight's decisive beat — a push onto the tile it took. --!arg x Tile column the shot is built around. --!arg y Tile row the shot is built around. --!arg share The share of the board the blight holds, 0..1. --!return A cutscene definition table. --!example cutscene.play(Staging.blightTurns(4, 6, 0.5))

argtypedescription
xnumber
ynumber
sharenumber?

closing(outcome: string?) → any

The campaign's last shot: away from the board, back up through the roof the game opened on, so the ending rhymes with the beginning. --!desc The campaign's closing shot. --!arg outcome "won" or "lost" — it changes the line, not the move. --!return A cutscene definition table. --!example cutscene.play(Staging.closing("won"))

argtypedescription
outcomestring?

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module · born here
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# core One-paragraph description of what this module provides and who consumes it. ## Exports - `M.exampleFn(arg) -> result` — what it does and when to call it. - `M.exampleValue: type` — what value it carries. ## Usage ```luau local M = require("@<youridentity>::modules.core") M.exampleFn("foo") ``` ## Notes - Anything callers need to know about THIS module: required runtime ordering, state ownership, side effects.
▲ 0↑ born
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module · born here
❒asset
# game.cam.camrig The tactical camera's maths, with no opinions about input. A **station** is a target point on the board plus a yaw, a pitch, a distance and a field of view. `newState()` makes one sitting at `HOME` — the station the game is composed at — and everything else here turns a station into a world pose, holds it inside limits, or eases it. ```lua local CamRig = require("game.cam.camrig") local s = CamRig.newState() s.yaw = s.yaw + 40 CamRig.clamp(s) -- hold it where the frame can carry it CamRig.ease(s, dt) -- move the live values toward the asked-for ones CamRig.apply(s, entity(camera.main())) ``` ## Why `fitDistance` exists The screen is **1080x1440** — taller than it is wide — so horizontal room is the scarce resource. The board is 8 tiles wide and 10 deep, which means its projected width changes by a quarter as the camera swings: 16 units across at the composed yaw, 20 units across side-on. A fixed distance that frames it at one angle puts its edges off the sides at another. `fitDistance(yaw, fov)` derives the closest the camera may stand at a given yaw and still hold the whole board, and `clamp` uses it as the distance floor. That is what makes the board legible at **every** angle rather than only the one it was composed at. `MARGIN` is the room past a tight geometric fit, and it was measured against a capture rather than derived: perspective widens whatever is nearest the lens, so a mathematically exact fit still puts the board's near corners on the frame edge. ## Surface | Call | What it gives | |---|---| | `HOME` | The composed station: yaw 196, pitch -47, dist 34, target (0.8, -5, 0), fov 55. | | `newState()` | A station at HOME with its eased copy in step. | | `clamp(s)` | Pitch, distance and target held inside what the frame carries. | | `ease(s, dt, rate?)` | Move the live values toward the asked-for ones. | | `snap(s)` | Cut instead of move. | | `eye(s)` | The world position the camera stands at. | | `quat(yaw, pitch)` | The rotation for a station. | | `forward(yaw, pitch)` | The unit forward vector. | | `rightXZ(yaw)` | Screen-right in the XZ plane. | | `fitDistance(yaw, fov)` | The closest the camera may stand at that yaw. | | `focusTile(s, x, y, k?)` | Lean the target toward a tile. | `PITCH_MIN` / `PITCH_MAX` / `DIST_MAX` / `MARGIN` are the limits, and they are readable and writable if a mission wants a different frame.
▲ 0↑ born
backing path · game/cam/staging.module

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