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beats

The staging of GREASEPAINT, written as data.

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

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.

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.beats — the staging of GREASEPAINT, written as data. Each beat is a camera path over a few seconds plus a handful of cues that fire as the clock crosses them. game.stage.Cinematics drives them; nothing here touches the world. A path is a list of keyframes, each `{ t, pos, look, fov?, shake? }`, times in seconds from the beat's start. The first keyframe is where the camera jumps to; the last is where it is left, and every beat's last keyframe is the seat, so a beat cannot strand the camera somewhere else. `shake` is an amplitude in metres, decaying across the frame it is on. The house rule: no beat runs longer than 2.5 seconds. A player is never more than that away from the cards.

frameFor(clown: string?) → void

Frame the seat for a clown by id — what an act.start does. An id no framing answers to, or nil, puts the seat back on the ring's own centre and its own lens.

argtypedescription
clownstring?

lift( ) → number

The height currently added to the seat's look-at.

lens( ) → number

The lens the seat is currently looking through.

ease(x: number) → number

argtypedescription
xnumber

lerp3(a: { number }, b: { number }, k: number) → void

argtypedescription
a{ number }
b{ number }
knumber

aimed(look: { number }) → void

A keyframe aimed at the seat's own look-at is aimed at whoever is standing in the ring, so the act's framing travels with it. Every other keyframe is aimed at something the beat chose and is left alone.

argtypedescription
look{ number }

lensed(fov: number?) → number

The same rule for the lens: a keyframe that asks for the seat's own lens is asking for whatever lens this act is being shot on. A keyframe that names a focal length of its own keeps it.

argtypedescription
fovnumber?

sample(path: ?, t: number) → void

Where the camera stands at `t` seconds into a beat's path. Returns position, look-at target, field of view and shake amplitude.

argtypedescription
path?
tnumber

seat( ) → void

The seat, in the shape `sample` returns — where every beat ends, aimed at whoever is in the ring this act.

duration(name: string) → number

How long a beat runs, or 0 for a name no beat answers to.

argtypedescription
namestring

Sub-parts

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

7items
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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/beats.module

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