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asset⌬ componentcomponentprimary: init.luau·originates fromworld 818ea2f4-9…

Staging

The moments and the narrator. Mounted by the scene entrypoint on `mount_staging`, it listens to the one bus and decides when the game stops being played at and starts being told.

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

Staging

The moments and the narrator. Mounted by the scene entrypoint on mount_staging, it listens to the one bus and decides when the game stops being played at and starts being told.

It hearsIt does
phase → titlethe title line, spoken and captioned
phase → openingthe opening moment, then openingDone
cantothe canto's opening line
helm (first time off)the dishelming line and a heat bloom
knightFreeda freed line and a gold bloom
phase → won, or wonthe finale, then finaleDone
phase → lost, or lostthe loss beat
phase → pausedthe line holds where it is

It emits openingDone, finaleDone and cutscene(name, active).

A moment can be skipped four ways: the pill on screen answers a mouse click and a finger, and game/staging/skip.inputMap carries a key, a pad button and a touch button, live only while a moment runs.

Interface

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

conforms to

zero/source-extract/v2

strict

skipTree( ) → any

showSkip(show: boolean) → void

argtypedescription
showboolean

schedule(t: number, run: () → void

A line that lands part way into a moment is scheduled here rather than as a cutscene cue, because a cue fires on the way out of a SKIP too — and a skipped opening should take its line with it instead of leaving the narrator talking over gameplay.

argtypedescription
tnumber
run(

clearPending( ) → void

tickPending(dt: number) → void

argtypedescription
dtnumber

canSpeakNow(force: boolean?) → boolean

A line lands over whatever is on screen, so outside a staged moment the narrator holds its tongue once the round is over or held: an end card's buttons are what the player needs then, and a caption sitting across them is a card they cannot press. Inside a moment the bands are already up and the line IS the screen, so it speaks. A moment's own line always speaks — the bands are up and the line IS the screen. An ambient line does not, once the round is over or held: an end card's buttons are what the player needs then, and a caption lying across them is a card they cannot press.

argtypedescription
forceboolean?

say(key: string, opts: { silent: boolean?, force: boolean? }?) → void

argtypedescription
keystring
opts{ silent: boolean?, force: boolean? }?

sayOnce(key: string, opts: { silent: boolean?, force: boolean? }?) → void

Once per round. A line held back because the round had already ended is not counted as spoken, so it can still land on the next one.

argtypedescription
keystring
opts{ silent: boolean?, force: boolean? }?

resetRound( ) → void

endMoment(name: string) → void

argtypedescription
namestring

beginMoment(name: string, def: any) → void

argtypedescription
namestring
defany

runOpening( ) → void

runFinale( ) → void

runLoss( ) → void

onPhase(phase: string, previous: string?) → void

argtypedescription
phasestring
previousstring?

onCanto(index: number) → void

argtypedescription
indexnumber

onHelm(on: boolean) → void

argtypedescription
onboolean

onKnightFreed( ) → void

subscribe( ) → void

awake( ) → void

tick(dt: number) → void

argtypedescription
dtnumber

update(dt: number) → void

argtypedescription
dtnumber

editorUpdate(dt: number) → void

The narrator reads while the clock is held too, so a moment can be watched and captured in edit. It is gated on `engine.paused` so the caption clock advances once per frame rather than twice wherever both ticks fire.

argtypedescription
dtnumber

onCallback(id: string) → void

argtypedescription
idstring

onDestroy( ) → void

Sub-parts

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24+items
▣
module · born here
❒asset
# narrator The voice of FIRST LIGHT and the words on screen. `narrator.new(host)` returns an object owning the entity the voice comes out of, the caption screen (layer 900) and the beat bloom (layer 899), and gives all three back on `destroy`. `say(key)` speaks a line and prints it; `flash(tint, seconds)` throws a warm bloom at the edge of the frame for a moment that keeps the player's camera; `update(dt)` runs the caption clock; `setPaused(on)` holds a line where it is while the game is paused. Every measurement comes from `L.layout()`, so the block sits the same way up a tall phone as a wide monitor. It stays clear of `LETTERBOX`, the band a cutscene paints over the UI.
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▣
module · born here
❒asset
# moments The three staged moments of FIRST LIGHT, written as `cutscene` definitions and built the frame they are played, so each frames the world as it stands. - `opening()` — out of the lava, up the spire, down onto the pilgrim's shoulder, ending where the follow camera lives. - `finale()` — the camera turns to the sunrise, reading the `sun` light's own live direction, and fades to first light. - `loss()` — no shots: the bands close over wherever the player was looking. `OPENING_LINE_AT`, `FINALE_LINE_AT` and `LOSS_LINE_AT` say how far into each the narrator speaks. Every definition is unskippable by key on purpose — the skip is `game/staging/skip.inputMap`, which carries all three device classes.
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▣
module · born here
❒asset
# lavic <!-- 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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·
inputmap · born here
❒asset
# skip Skip the staged moment on screen. Live only while a cutscene runs.
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▣
module · born here
❒asset
# lines The narrator's script — every spoken word in FIRST LIGHT, keyed, with how long its caption holds. `game.staging.narrator` reads it to print and speak a line; `game.staging.voice` carries the matching cached clip under the same key. `cantoKey`, `freedKey` and `lostKey` answer which line a game event calls for.
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·
inputbinding · born here
❒asset
# skip The 'Skip' control.
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backing path · game/staging/Staging.component

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