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asset⌬ modulemoduleprimary: init.luau·originates fromworld fd4f2c09-2…

shots

The six moments the camera takes itself off the crane.

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

game.camera.shots

The six moments the camera takes itself off the crane.

local Shots = require("game.camera.shots")

local ctx = Shots.context()               -- the live world, read once
local pose = Shots.eval("ring", 0.72, ctx) -- { px, py, pz, ax, ay, az, fov, roll }
BeatSecondsWhat it does
opening6.2Starts under the fog sea, turned nearly a radian off the crane's side of the tower, and climbs through the fog line past the rooftops onto exactly the station the follow takes over. The aim lands a beat before the position, so the last stretch reads as arriving rather than as being swung into place.
hoist4.6An orbit that leaves and returns — turn, radius and lift are all one half-sine, so it ends on the follow station exactly. The aim is on the bell itself, read live, so the shot carries the bell up the outside of the tower and in over the last course.
ring2.6The shot the whole game is pointed at. Swings round to the side the sun is not on and pushes in along the sun's own bearing, so the bell is between the lens and the light. Holds.
won7.0Rises and pulls back until the shot is no longer the tower but the place: the aim comes down onto the roofs, the lens widens, and the town the warning was for arrives under the new light. Holds.
fell5.0Does not cut away. Falls with the courses, ends low on the stump, held a few degrees off level. Holds.
sunrise5.0Turns off the unfinished tower and onto the light: round to the sun's bearing, down toward the fog, the stump dark against a sky that has already won. Holds.

Pure functions of a clock

Every beat is a function of a normalised clock and a Ctx of live readings. Nothing here reads the world during a beat, holds state or writes an entity — game.camera.director runs the clock and applies the pose. Two things follow, and both are why it is written this way: a hot reload cannot lose a beat mid-play, and any frame of any beat can be looked at without playing it, which is how the framing was judged.

local p = Shots.eval("opening", 0.35, Shots.context())
-- capture { source = "position", position = {p.px,p.py,p.pz},
--           lookAt = {p.ax,p.ay,p.az}, fov = p.fov }

Every beat is written in the terms game.camera.framing hands back — a turn around the tower, a scale on the solved radius, a lift off the solved height — never in absolute metres, so a beat stays framed on a phone held upright and on a television alike.

The bell and the sun in one frame

ring is the one beat that has to hold two things at once, and only one of them can be moved to, because the sun is at infinity. What decides the frame is the ANGLE between them, and the only free variable is how far above or below the bell the camera stands — so the shot is solved from the sun's own elevation, read live off the directional light, rather than from a height that happens to work at one hour. The bell lands at 0.33 up the frame and the sun at 0.80, whatever elevation the dawn has reached. Where the sun sits so high that holding both would put the camera under the fog, the bell keeps its place and the sun rides up the frame.

Handing the camera back

Every beat ends on the follow pose, or on a pose the follow can damp out of in a few tenths, so the hand-off is a continuation rather than a cut. ring and the three ending beats are the exception: they HOLD their last frame. The ring push-in has to stay on the bell while the player waits for the top of the swing, and an end card wants a composed frame behind it rather than a camera drifting back to a tower nobody is building any more.

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

delta(from: number, to: number) → number

The shorter way round from one bearing to another, in radians.

argtypedescription
fromnumber
tonumber

on(f: Framing.Frame, turn: number, scale: number, lift: number, aimY: number, fov: number) → Pose

A pose on the solved frame, displaced by a turn / radius scale / lift, and aimed at a height on the tower axis.

argtypedescription
fFraming.Frame
turnnumber
scalenumber
liftnumber
aimYnumber
fovnumber

follow(f: Framing.Frame) → Pose

The pose the follow camera is holding right now — where every beat starts and where most of them end.

argtypedescription
fFraming.Frame

blend(a: Pose, b: Pose, t: number) → Pose

Blend two poses. Used to lead a beat out of, or land it back onto, the follow.

argtypedescription
aPose
bPose
tnumber

opening(t: number, ctx: Ctx) → Pose

The beats OPENING — up out of the fog to the plinth. The camera starts under the fog sea, turned nearly a radian off the crane's side of the tower, wide and low, and climbs through the fog line past the rooftops onto exactly the station the follow takes over. The aim lands a beat before the position does, so the last stretch is a straight rise rather than a swing: it reads as arriving, not as being swung into place.

argtypedescription
tnumber
ctxCtx

hoist(t: number, ctx: Ctx) → Pose

HOIST — the bell comes up the tower on its rope. An orbit that leaves and returns: the turn, the radius and the lift are all one half-sine, so the beat ends on the follow station exactly. The aim is on the BELL ITSELF, read live from its root every frame, so the shot carries whatever the masonry slice's `setBellPose` is doing with it — up the outside of the tower and in over the last course — rather than a guess at where the rope has got to. It leads onto the bell over the first fifth of the beat and lands back on the follow's aim over the last, so both ends of it are a continuation.

argtypedescription
tnumber
ctxCtx

ringStation(ctx: Ctx, radius: number, fov: number) → void

Where the camera has to stand for the bell to sit at `RING_BELL_AT` and the sun at `RING_SUN_AT` in the same frame. Returns the camera height and the height it looks at, both at radius `R` from the bell. Two things have to land in one shot and only one of them can be moved to, because the sun is at infinity: what decides the frame is the ANGLE between them, and the only free variable is how far above or below the bell the camera stands. So the shot is solved from the sun's own elevation rather than from a height that happens to work at one hour — which matters exactly here, because the world slice is bringing the sun down through the whole ramp and the ring beat plays at whatever elevation the round arrives at. Where the sun is so high that holding both would put the camera under the fog, the bell wins and the sun rides up the frame.

argtypedescription
ctxCtx
radiusnumber
fovnumber

ring(t: number, ctx: Ctx) → Pose

argtypedescription
tnumber
ctxCtx

won(t: number, ctx: Ctx) → Pose

WON — the tocsin has rung and the fog is going off the town. A slow rise and a pull back that turns the shot from the tower into the place: the aim comes down off the bell onto the roofs, the lens widens, and the town the warning was for arrives in the frame under the new light. It holds its last frame for the end card.

argtypedescription
tnumber
ctxCtx

fell(t: number, ctx: Ctx) → Pose

LOST, "fell" — the courses are in the water. The camera does not cut away: it falls with them, ends low on the stump and looks up at what is left, held a few degrees off level. The tremor over the first half-second is Director's collapse shake, not baked in here, so the same beat reads correctly when it is evaluated for a still.

argtypedescription
tnumber
ctxCtx

sunrise(t: number, ctx: Ctx) → Pose

LOST, "sunrise" — first light came first. The camera turns off the unfinished tower and onto the light: it swings to the sun's own bearing so the estuary and the masts under it fill the frame, drops toward the fog and lets the tower stand as a dark stump against a sky that has already won. It holds its last frame for the end card.

argtypedescription
tnumber
ctxCtx

has(name: string) → boolean

argtypedescription
namestring

eval(name: string, t: number, ctx: Ctx) → Pose

argtypedescription
namestring
tnumber
ctxCtx

context(topY: number?, opts: Framing.SolveOpts?) → Ctx

A context built from the live world. Director rebuilds one every frame; an `execute` calls it with no arguments to look at any beat off-line.

argtypedescription
topYnumber?
optsFraming.SolveOpts?
⌬ Types
Pose = {Ctx = {
⌬ Metadata
descriptionThe six staged beats of the game as pure pose functions of a clock: the rise out of the fog, the hoist, the ring against the sun, the win and the two losses.

Sub-parts

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

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module · born here
❒asset
# 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 Replace `<identity>` with the string `asset.create` returned — this module's source path with `/` written as `.` and each segment's type suffix dropped, the way a module at `/source/lib/thing.module` is `lib.thing` and one at `/source/kit.package/thing.module` is `kit.thing`. ```luau local M = require("<identity>") M.exampleFn("foo") ``` ## Notes - Anything callers need to know about THIS module: required runtime ordering, state ownership, side effects.
▲ 0↑ born
▣
module · born here
❒asset
# game.camera.framing Where the camera has to stand, for this screen, right now. ```luau local Framing = require("game.camera.framing") local f = Framing.solve(Core.state.topY) -- reads the live viewport local px, py, pz = Framing.station(f) -- where the camera goes local ax, ay, az = Framing.target(f) -- what it looks at ``` Nothing here reads the world or holds state. Hand it a top-course height — and, if you like, a screen shape other than the one the engine is running at — and it hands back a `Frame`: a distance, a height, an aim, a lens, and the numbers it worked them out from. That is what lets the follow camera, every staged beat and an off-line `capture` all agree about where "the camera" is. ## Why it is a solve and not an offset The game is played on a screen of unknown shape. The crane swings a course `SLIDE_REACH` metres either side of the tower and the whole point of the game is timing the drop off that swing, so the swing has to be on screen or there is nothing to play. A fixed camera offset that frames it on a widescreen monitor loses both ends of it on a phone held upright — the tall frame is barely half as wide at the same lens. So the station is solved each frame from three requirements: | Requirement | What sets it | |---|---| | The whole swing across the frame | `SLIDE_REACH` and the slab's own width, projected onto the camera's right vector | | The top course at a fixed height up the frame | `ANCHOR` — 0.36, the same on every screen | | Sky above it for the dawn | `HEAD_ROOM` | The camera takes whichever distance satisfies all three. Where even the far end of the range cannot — an ultra-tall phone — the lens widens instead of the camera retreating out of the world. Measured at the stations it produces, the top course sits at 0.364 of the frame height and the swing's worst corner at 0.89 of the half-width, unchanged from an aspect of 0.46 to one of 2.37. ## The near corner `Framing.corners` reduces the swing to the sixteen corners the shot has to hold, and each one to two numbers: how far ACROSS the frame it sits, and how far TOWARD the lens. The second is the one that is easy to leave out. A slab at the near end of a slide stands metres closer to the camera than the tower does, and a perspective frame magnifies it by exactly that ratio — solving the distance against the tower axis alone frames the swing on paper and pushes its near corner off the edge of a widescreen frame, which is a corner of stone leaving the picture every second course. ## Where the camera stands `BEARING` puts it near +Z rather than out on the +X diagonal. Courses alternate which lozenge edge they slide along, and `Framing.lateral()` measures how much of each slide reads as movement across the frame: near +Z the two axes read at 0.72 and 0.94, while out on the diagonal a U-slide reads at 0.05 — almost pure depth, so half of all courses would swing straight at the lens and appear not to move at all. The number is computed from the lozenge's own edge vectors, so it stays true if the lozenge is retuned.
▲ 0↑ born
backing path · game/camera/shots.module

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