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asset⌬ modulemoduleprimary: init.luau·originates fromworld e8e8ad10-5…

director

The staging slice's entry point. Requiring it registers three services on the bus and nothing else needs to know the slice exists:

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

staging.director

The staging slice's entry point. Requiring it registers three services on the bus and nothing else needs to know the slice exists:

  • Bus.services.fx — the impact language (sparks, dust, shake, hitstop, the screen flash, speed lines, cinematic bars).
  • Bus.services.camera — the only thing that moves FightCamera.
  • Bus.services.staging — the attract sequence and the staged moments.
local Director = require("emberline.staging.director")
Director.boot()                     -- builds the effect sheets, wires events
Director.Staging.playAttract()      -- the opening
Director.Staging.preview("heavy")   -- look at one beat on its own

Director.boot(opts) builds the effect sheets, resets the camera and starts the attract art building. Pass { eagerArt = true } to draw the attract art up front instead of spreading it a canvas per frame. Director.teardown() undoes all of it and leaves no listener, tween or timeline behind.

What it listens to

Every fight.* event the combat slice raises is already wired: hit and block pick a spark by the move's strength, land / jump / dash put dust on the floor, throwLand lands like a heavy plus dust, superStart runs the super's camera move, ko runs the knockout, and roundStart ends the opening and plays the round-start push-in. Listeners are registered under the tag staging, so a hot reload never stacks a second copy.

The timelines

A timeline is a coroutine driven from update: wait(seconds) between beats, tween(dur, fn) for anything that has to move every frame while the beats keep coming. Starting one cancels the one before it, and Staging.stop() cancels whatever is running — so this slice never leaves a task ticking.

  • playAttract() — the opening: a pan across Kessai, the Emberline crossing behind the viaduct, the Ember held close, the title, the three fighters slamming in one at a time, a push-in on the Warden, then the title and the prompt.
  • playIntro(data) — the round-start push-in.
  • playSuper(data) — freeze, white out, snap onto the fighter, speed lines.
  • playKo(data) — freeze, white out, slow motion, and the camera falling onto whoever hit the ground.
  • playEnding() — the Ember rises out of the smog and the camera follows it.
  • preview(what) — play one beat by name, for looking at it on its own.

Two things it writes that other slices read

  • Bus.state.hitstop — frames the fight should not advance for.
  • Bus.state.timeScale — 1.0 normally, dropped during the knockout and ramped back over about two and a half seconds.

Interface

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

conforms to

zero/source-extract/v2

emberline.staging.director — the slice's entry point and its timelines. Requiring this module registers Bus.services.fx, Bus.services.camera and Bus.services.staging, wires the fight events to the impact language, and builds the effect sheets. Nothing else needs to know the slice exists. A timeline here is a coroutine: `wait(seconds)` between beats, `tween(dur, fn)` for anything that has to move every frame while the beats keep coming. Both are driven from `update`, so a timeline stops dead when the slice is torn down and never leaves a task running behind it.

clearTweens( ) → void

tween(dur: number, fn: (number) → void

argtypedescription
durnumber
fn(number

waitFor(seconds: number) → void

argtypedescription
secondsnumber

stopSeq( ) → void

startSeq(body: (any) → void

argtypedescription
body(any

tickSeq(dt: number) → void

argtypedescription
dtnumber

fadeToBlack(dur: number) → void

Step 1 is a solid curtain and step 5 is one row in eight, so a fade is a walk along that ladder rather than an alpha ramp a pixel canvas cannot do.

argtypedescription
durnumber

fadeFromBlack(dur: number) → void

argtypedescription
durnumber

say(lineIndex: number) → void

argtypedescription
lineIndexnumber

attractBody(wait: (number) → void

argtypedescription
wait(number

playAttract( ) → void

stop( ) → void

leaveAttract( ) → void

The opening is over: hand the camera and the frame back to the fight.

playIntro(data: any?) → void

The round-start push-in. `focus` + `hold` means the fight's own `follow` takes the camera back on its own even if nobody calls release.

argtypedescription
dataany?

playKo(data: any?) → void

The knockout: freeze, white out, drop into slow motion, and let the camera fall onto whoever hit the ground.

argtypedescription
dataany?

playSuper(data: any?) → void

The super's camera move: everything stops, the frame goes white, the view snaps onto the fighter and the speed lines come in behind them.

argtypedescription
dataany?

playEnding( ) → void

Beat the Warden and the smog opens. The Ember goes up and out of frame and the camera follows it, which is the one time this game looks at the sky.

preview(what: string?) → void

A named beat, for looking at one thing without playing the whole game. "attract" | "intro" | "ko" | "super" | "ending" | "light" | "medium" | "heavy" | "block" | "dust" | "dash"

argtypedescription
whatstring?

update(dt: number) → void

argtypedescription
dtnumber

isAttractRunning( ) → void

sparkKindFor(payload: any) → string

Which spark a move produces. A move def may name its own via `fx`; this is the fallback that keeps every hit legible when it does not.

argtypedescription
payloadany

wireEvents( ) → void

boot(opts: any?) → void

argtypedescription
optsany?

teardown( ) → void

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module · born here
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# bus <!-- 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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# staging.camera The one thing that moves `FightCamera`. Registered as `Bus.services.camera`. The camera is orthographic and never rotates. Everything it does is three numbers: where it sits on x, where it sits on y, and how much world height it shows (3.4 at its closest, 5.6 when the fighters are at the walls). ```lua Bus.call("camera", "follow", p1.x, p2.x) -- the fight's resting behaviour Bus.call("camera", "focus", x, y, 1.8, 20) -- take it away for a beat Bus.call("camera", "hold", 90, 40) -- ...and give it back on its own Bus.call("camera", "shake", 0.4) ``` - `follow(x1, x2)` keeps both fighters in frame with a margin and widens as they separate. Call it every frame; it is smoothed, not snapped. - `focus(x, y, zoom, frames)` overrides `follow` for a staged beat. `hold(frames, releaseFrames)` hands the camera back on its own, so a missed `release` can never strand the view. - `shake(mag)` is trauma-based: additive, decaying, and squared, so a small value really is small. `impulse(dx, dy, tilt)` shoves the frame once and lets it spring back — that is what makes a heavy read as a heavy rather than as more shake. - `lock()` / `unlock()` — while the lock is held, `follow` is ignored. The attract sequence holds it, because a combat slice calling `follow` every frame otherwise wins the argument against every staged shot. - `set` / `snap` place the camera absolutely, for beats with no fighters. The result is mirrored into `Bus.state.camera` (`x`, `y`, `zoom`, `height`, `shakeX`, `shakeY`) every frame, so any slice can read the framing without touching the entity.
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# staging.fx How a hit lands. Registered as `Bus.services.fx`. ```lua Bus.call("fx", "spark", x, y, "heavy", { dir = 1 }) Bus.call("fx", "dust", x, 0, "land") Bus.call("fx", "flash", "white", 12) Bus.call("fx", "letterbox", 4) ``` ## The three strengths are three events - **light** — a thin white star, 40 sheet pixels, four frames. No shake, three frames of hitstop. - **medium** — a hot core inside an ember ring with grit thrown out of it. A nudge of shake, six frames of hitstop. - **heavy** — one frame of pure white-out at the contact point, then an ember shockwave with eight long spokes, debris and smoke. A directional camera kick, a frame tilt, twelve frames of hitstop and a two-frame screen flash. Plus **block** (a cool guard flash that faces the attacker), **super** (the biggest single thing in the game), and dust for landings and dashes. ## How it is built Every effect is a pooled pixel canvas whose frames are drawn once, at boot, and then only stepped. Nothing is drawn at fight time: a canvas write costs tens of milliseconds and `setActiveFrame` costs a fifth of one. The pools live under a `temporary` parent so none of it is saved into the scene, and sparks draw at z = 4.6 — in front of the stage's foreground layer, because an impact hidden behind a lamp post is an impact the player did not see. The full-frame overlays (flash, speed lines, cinematic bars) parent to the camera, so they cover the frame at every zoom. A "fade" is a scanline dither rather than an alpha ramp: a pixel canvas has no alpha, and an opaque grey sheet is just an opaque grey sheet. ## Surface `spark(x, y, kind, opts)` · `dust(x, y, kind, opts)` · `shake(mag, frames)` · `hitstop(frames)` · `flash(color, frames, startStep)` · `curtain(color, step)` · `curtainOff()` · `clearOverlays()` · `speedlines(frames)` · `letterbox(rows)` · `update(dt)` · `build()` · `teardown()` `opts.dir` accepts a number or a word (`"left"` / `"right"`); it is normalised on the way in.
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# staging.attract The art the opening is made of. Ten painted pixel canvases and the placement rules for them; the timeline that drives them lives in `emberline.staging.director`, so the opening can be recut without touching a pixel. | Sheet | What it is | |---|---| | `sky` | the smog, its sodium bloom, drifting soot, a cold moon | | `far` | the Kessai skyline: towers, chimneys, lit windows, beacons, the flooded waterline | | `mid` | the viaduct — arches, deck, rail, signal gantries, lamps, rain | | `near` | the platform edge, railing, a close sodium lamp, cables, heavy rain | | `train` | the Emberline crossing, lit carriages and a firebox | | `ember` | the Ember itself, eight frames of pulse | | `title` | the EMBERLINE logotype and its subtitle | | `roster` | MAG, KITE and BELL, revealed one per frame | | `warden` | the Warden, eight frames of lantern swing | | `type` | the opening's writing, one frame per line | ## Placement The opening is a **curtain**, not a stage: its layers sit between the fighters (z = 0) and the camera (z = 14), in front of everything the fight puts on screen, because an attract sequence has to read as one place whatever is standing behind it. The depths keep their order, so the parallax still separates them — `Attract.parallax(camX)` moves each painted layer by `camX * (1 - p)` with the factors from `Rules.LAYERS.parallax`. Cards are type, so they hold their share of the screen whatever the camera is doing: `Attract.pin(key, camX, camY, camHeight)` scales and places them against the live framing. A card left at world scale grows out of frame the moment a beat pushes in. ## Building `beginBuild()` then `buildStep()` until it returns true draws one canvas per call, so the cost can be spread over frames; `buildAll()` does the lot at once. Everything lands under a `temporary` parent, so none of it is saved into the scene. `teardown()` removes it. `show(key, frame, x, y, z)` / `hide(key)` / `hideAll()` / `frame(key, n)` / `move(key, x, y, z)` are what the timeline drives. Omit `z` and the sheet takes its resting depth from `Attract.LAYOUT`.
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module · born here
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# rules <!-- 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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backing path · emberline/staging/director.module

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