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Cinematics

The beats. Mounted once on the scene's `Beats` anchor, it listens on the Core bus and, when the night reaches a moment worth staging, drives the local player's camera along the path `game.stage.beats` holds for it — then puts the camera back in the front row. It needs nothing els…

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

Cinematics

The beats. Mounted once on the scene's Beats anchor, it listens on the Core bus and, when the night reaches a moment worth staging, drives the local player's camera along the path game.stage.beats holds for it — then puts the camera back in the front row. It needs nothing else on the entity.

Three rules it keeps, because a player is holding cards the whole time:

  • Every beat ends at Core.SEAT. The last keyframe of every path is the seat, and the release states it again whatever happened.
  • No beat runs past its own duration; a watchdog cuts one that somehow does.
  • A beat is camera and lamp only. It never writes the run state, and a second beat arriving replaces the first rather than queueing behind it.

It also owns the act's framing: on act.start it asks Beats.frameFor(clown) for where the seat looks and what lens it looks through, so a 1.7 m Auguste and a 3 m stilt-walker both stand whole in the ring.

Public fields

  • staging: number — 1 stages beats, 0 leaves the camera in the seat while every event still arrives. What a photograph of the tent wants.
  • shake: number — a multiplier over the shake each beat asks for.

Methods

  • :play(name) — play a beat by name. Returns whether it started.
  • :cut() — cut whatever is playing and put the camera back in the seat now.
  • :current() — the beat in flight, or nil when the camera is the player's.
  • :elapsed() — how far into the current beat the clock is, in seconds.
  • :atSeat() — whether the camera is standing in the seat, within a centimetre. What a test asks after a beat.

Lifecycle

  • awake() — drops its old subscriptions and takes them again, each under its own tag so a hot reload replaces rather than doubles them, then releases the camera.
  • update(dt) / editorUpdate(dt) — one tick, so a beat reads identically whether it is watched in play or while the tent is being built.
  • onDestroy() — unsubscribes and releases the camera.

Which event stages what

act.start → entrance · tent.laughs → laugh · clown.die → kill · run.won → won · run.lost → lost · the intro phase → opening. ada.hit stages a short kick, but only for a blow of Beats.KICK_DAMAGE or more that came from the ring — a Grin biting Ada's own hand is not something the seat feels.

Usage

entity.find("Beats").component.get("game.stage.Cinematics"):play("entrance")

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.stage.Cinematics — the beats. Mounted once on the scene's `Beats` anchor. It listens on the Core bus and, when the run reaches a moment worth staging, drives the LOCAL player's camera along the path `game.stage.beats` holds for it — then puts the camera back in the front row. Three rules it keeps, because a player is holding cards the whole time: * Every beat ends at Core.SEAT. The last keyframe of every path IS the seat, and `release()` states it again at the end whatever happened. * No beat runs longer than its own duration, and a watchdog cuts one that somehow does. Nothing here can hold the camera indefinitely. * A beat is camera and lamp only. It never writes the run state, and a second beat arriving replaces the first rather than queueing behind it. It ticks in play and in edit alike, so a beat can be watched while the tent is being built.

cameraEntity( ) → void

aim(e: ?, pos: { number }, look: { number }, fov: number, shake: number) → void

argtypedescription
e?
pos{ number }
look{ number }
fovnumber
shakenumber

setLamp(spec: ?) → void

argtypedescription
spec?

release( ) → void

Put the camera back in the front row and give it to the player.

start(name: string) → void

argtypedescription
namestring

advance(dt: number) → void

argtypedescription
dtnumber

play(name: string) → boolean

Play a beat by name — "opening", "entrance", "laugh", "kill", "won", "lost". Returns whether it started.

argtypedescription
namestring

cut( ) → void

Cut whatever is playing and put the camera back in the seat now.

current( ) → string

The beat in flight, or nil when the camera belongs to the player.

elapsed( ) → number

How far into the current beat the clock is, in seconds.

atSeat( ) → boolean

Whether the camera is standing in the seat right now, within a centimetre. What a test asks after a beat.

awake( ) → void

tick(dt: number) → void

One tick, driven from play and from the editor alike, so a beat can be watched while the tent is being built and reads identically in both.

argtypedescription
dtnumber

update(dt: number) → void

argtypedescription
dtnumber

editorUpdate(dt: number) → void

argtypedescription
dtnumber

onDestroy( ) → void

Sub-parts

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

11items
▣
module · born here
❒asset
# game.stage.beats The staging of GREASEPAINT, written as data. A beat is a camera path over a few seconds plus a handful of cues that fire as the clock crosses them. `Beats.list` holds them by name — `opening`, `entrance`, `laugh`, `kick`, `kill`, `won`, `lost` — and `Beats.forEvent` says which Core event asks for which. `game.stage.Cinematics` drives them; nothing here touches the world. A path is keyframes of `{ t, pos, look, fov, shake }`, seconds from the beat's start. The first is where the camera jumps to and the last is where it is left — and the last keyframe of every beat is the seat, so a beat cannot strand the camera somewhere else. `Beats.sample(path, t)` reads a path at a moment; `Beats.seat()` returns the front row in the same shape. No beat runs longer than 2.5 seconds. A player is holding cards the whole time. ## The lamp `Beats.RIG` is what the cue `lamp = "rig"` means and what every beat hands the lamp back to: `{ intensity, angle, inner, color }`, `inner` being the inner cone as a fraction of `angle`. `game.stage.Tent` writes what it actually built into it on every build and nothing else writes it, so retuning the tent's `lampBrightness` is retuning what a beat returns to. ## The framing `Beats.framing` says how the seat is framed for each clown: `lookY` is added to `Core.SEAT.lookAt`'s height and `fov` replaces `Core.SEAT.fov` for the act. `Beats.frameFor(clown)` selects one — `Cinematics` calls it on `act.start`, and with nil at the title. `Beats.lift()` and `Beats.lens()` read back what is in force. Every keyframe aimed at the seat's own look-at, and every keyframe asking for the seat's own lens, travels with the framing; a keyframe that names a target or a focal length of its own keeps it. So a beat that ends in the front row ends framed on whoever is standing in the ring. The company is between 1.7 m and 3.1 m tall and the seat is a fixed chair 7.5 m from the mark, so the lens is the only thing that can hold them all: 45° for Pinch, 55° for Bello and Mr. Marrow, 58° for Slats on his stilts. Every head lands at 0.30 of the frame's height, clear of the plate above it.
▲ 0↑ born
▣
module · born here
❒asset
# Core The one table every part of GREASEPAINT reads. It carries the game's constants — the cards, the four clowns, the barker's lines, the palette and the fonts — the live state of the night, and the event bus the game talks over. Every other module requires this and nothing else of each other. `game.rules.Director` is the **only** writer of `Core.state()`. Everything else reads the state, listens on the bus, and asks the Director for changes through `Core.cmd`. ```luau local Core = require("game.Core") Core.state().nerve -- read the night Core.on("clown.hit", function(p) ... end) -- react to it Core.cmd("playCard", { index = 2 }) -- ask the Director to act ``` ## Constants - `Core.RULES` — Nerve, Breath, hand size, the Laughter ceiling and where the meter carries to after a laugh, how warm the house can get and what a step of heat is worth, what a held Grin bites, how many acts a night runs, which act's interval takes a card away instead of giving one, the starter deck and the reward pool. - `Core.CARDS` — the twelve cards, each with `kind` (`gag` / `guard` / `trick` / `curse`), `cost`, and whatever it does: `dmg`, `block`, `heal`, `laughter`, `effect` (`weaken` / `reflect` / `burn`), `exhaust` when playing it takes it out of the act, and the `text` its face prints. - `Core.CLOWNS` — Pinch, Bello, Slats and Mr. Marrow: `hp`, a looping `pattern` of intents, and three spoken `lines` (`enter`, `laugh`, `die`). - `Core.RUN` — the three-clown pool and the finale. - `Core.BARKER` — the Ringmaster's four narrated lines, and `heat`, the one he marks each step of the warming house with. - `Core.PALETTE` / `Core.FONTS` / `Core.ANCHORS` / `Core.SEAT` / `Core.PHASES` / `Core.EVENTS` / `Core.COMMANDS`. ## State - `Core.state()` — the live night. Phase, act, turn, Nerve, Breath, Block, Laughter, the `heat` the house has reached, the `library` (every card the night owns) and the working piles drawn from it (`deck`, `hand`, `discard`, `exhaust`), the current `clown`, the `reward` on offer — its `cards`, the `next` clown it names and its `mode` (`take` or `leave`) — the focused index, and the `order` the four acts run in. - `Core.reset()` — replaces the state with a fresh night, in place, so a reference held across a restart stays valid. ## The bus - `Core.on(name, fn, tag?) -> unsubscribe` — subscribe. A `tag` makes it idempotent: registering the same event and tag again replaces the earlier subscription rather than stacking a second copy, which is what keeps a reloaded component from handling everything twice. - `Core.off(name, tag)` — drop a tagged subscription. - `Core.emit(name, payload)` — fire to every subscriber, in order. A listener that errors is reported and the rest still run. - `Core.cmd(name, payload)` — `Core.emit("cmd." .. name, payload)`. - `Core.listenerCount(name)`, `Core.clearListeners()`. ## Chance The night's randomness is one stream, seeded per run, so a seed replays a whole night: the act order, the shuffles, which card the tent paints, which three cards a reward offers. - `Core.random()` — the next value in [0, 1). - `Core.randomIndex(n)` — an integer in [1, n]. - `Core.shuffle(list)` — shuffle in place, return the list. - `Core.rand(salt)` — a stable value for a salt, independent of the stream. ## The frame Every screen, plate and card lays out from the live frame, so any shape holds. - `Core.frame(override?)` — `{ w, h, u, wide }`. `u` is a hundredth of the short side: the unit every proportion is stated in. `wide` is true from an aspect of 1.25 up. Pass `{ width, height }` to lay out against a shape the engine is not running at. - `Core.rgba(hex, a)` — a palette hex with an alpha, as the `rgba()` string a widget takes. - `Core.hairline(n)` — a rule of `n` pixels, never thinner than one whole one. ## Also - `Core.card(id)` / `Core.clown(id)` — a record, or nil. - `Core.readingTime(text)` — how long a spoken line should sit on screen, in milliseconds, when no generated clip has answered for it. Between 1.4 and 9 seconds, whatever the length.
▲ 0↑ born
backing path · game/stage/Cinematics.component

Problems

Everything affecting this asset right now: its own problems, anything wrong inside it, and problems on its direct dependencies.

0problems
No problems reported. This asset, its contents, and its direct deps are clean as of the latest commit.
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