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stagecraft

The camera of *The Acceding*. It drives the one camera the scene already carries and never adds another, because the world is always multiplayer and a second rig beside the PlayerPrototype's passes single-peer testing and breaks the moment anyone joins.

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

STAGECRAFT — the camera, and the three moments

The camera of The Acceding. It drives the one camera the scene already carries and never adds another, because the world is always multiplayer and a second rig beside the PlayerPrototype's passes single-peer testing and breaks the moment anyone joins.

What it does

The standing shot. A station per gate, from A.cameraStationForTier(n), with an eased travel between them. A locked shot with nothing moving in it reads as a still, so the frame breathes — three incommensurate periods on the eye, the look target and the lens — and the breath gets faster and wider as the Engine's patience runs out. A refused litany knocks the frame; a flinch shakes it hard.

THE ACCEDING. A gate opens and the camera HOLDS on the flare for 0.62 s with the lens pushing in three and a half degrees, then the whole frame RISES one tier over 1.85 s. In a frame three wide and four tall the camera move is the reward.

THE DESCENT. The opening. Thirty metres, three shots and a settle, on a slow arc around the machine so it turns as it is fallen past. Skippable, and the shot the trailer opens on.

It runs on RITE's brief phase and lasts exactly BRIEF_SECONDS, so the camera comes to rest at the porch as the first gate takes the frame. RITE speaks the Verger over it and LITANY writes what he says, so the descent keeps the ui layer and fires no cues of its own — it takes the camera and nothing else. Skipping it ends the brief with it.

THE REFUSAL. Shoved back against the wall of the well, then sinking toward the standing water while the lens opens and the machine grows over the top of the frame, until the dark closes.

THE CROWN. Hold on the ninth gate's flare, rise above the machine, and turn to look back DOWN the whole climb — then fade to firelight. It bookends the descent: the game opens falling down the column and ends looking back down it.

What other slices can call

M.install(ctx) / M.tick(dt) / M.onCallback(id, data)the driver calls these
M.play(name)"descent" · "crown" · "refusal" — play a moment on its own, for a capture or a trailer take
M.skip()end the moment that is running
M.isCinematic()true while a moment owns the camera
M.moment()which one, or nil
M.descentDef() / M.crownDef() / M.refusalDef()the shot lists, for cutscene.evaluate
M.TUNINGevery number

stg-skip is the callback id for a skip affordance on screen.

Ask M.isCinematic() through the function, never as a field. A field is read off whichever module table the caller happens to hold, and after a hot reload that is not the one running the game.

The HUD does not have to hide itself during a moment: each moment draws with renderLayers = "all !ui !EditorUI !debug", so the ui layer is already out of the frame. isCinematic() is there for anything that wants to know anyway.

What it puts in the world

Under the Stagecraft anchor, all of it temporary, all rebuilt on install:

  • stg_key — a warm point light that rides the descent, so the brass the camera falls past has something to catch.
  • stg_crown — a point light over the machine's upper drums, lit only during the crown.
  • stg_caption / stg_speaker — the cinematic caption, in the game's own faces, wrapped to the width a 3:4 frame has.

Three things this slice learned the hard way

The room is a well. Walls at x = ±8.05 and z = ±8.05, floor at 0, a lid at y = 36.5, and the ninth gate at y = 26.6. A pull-back to z = −13 fills the frame with one flat brick slab; a climb to y = 42 comes back with every pixel black. ROOM_Z is the furthest back a shot may stand. Capture a shot list — do not reason about it.

camera.active(), not camera.main(), and not layers.active.camera. Only one of the three asks the question this slice needs answered — which camera is the frame actually drawn from. layers.active.camera returned the PROTOTYPE's rig in play (it reports ready = true and renders nothing) and the editor fly-camera in edit. camera.main() answered correctly once and, later the same session, named the prototype while camera.list() showed the clone as the one with rendering = true. Both failures look identical from inside: every write succeeds and the picture does not change. camera.active() is the on-screen camera by definition; it is the editor's in edit, so refuse that one and fall back to camera.main().

Nothing mutable lives on the module table. AccedingDriver captures the module once and ticks that table forever; the bus holds closures over whichever table was current when each install ran; a fresh require returns the newest. A hot reload splits all three apart. So the live state and the unsubscribe list both hang off A.bus, which survives — otherwise a moment plays with cinematic reading false, the camera freezes mid-shot, and each reload leaves one more handler on the bus writing camera stations nobody asked for.

One thing it costs the session

Driving the camera writes the CameraRig's transform. When a player's body is in the world that is the clone and nothing is touched; when there is none, it is the prototype the scene owns, and the session ends up with one tuned entity ("Tuned in play: CameraRig") to accept or reject before the next mode flip. tools.use("sceneAuthoring", "changes") then rejectChanges is the whole of settling 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

SLICE: STAGECRAFT — the camera, and the three moments worth staging. Owned by the STAGECRAFT slice. It drives the player's camera and nothing else; it never adds a camera of its own, because the world is always multiplayer and a second camera beside the PlayerPrototype's passes single-peer testing and breaks the moment anyone joins. The moments this game earns: THE DESCENT — the opening. The camera starts above the crown of the machine, looking down its whole length, and falls the thirty metres to the porch on a slow arc while the Verger talks. It establishes the place, the scale and the direction of travel in one move, and it is the shot the trailer opens on. Skippable. THE ACCEDING — the beat. A gate opens: the camera HOLDS on the flare with the lens pushing in, then the whole frame RISES one tier. Progression is the vertical axis in a frame that is three wide and four tall, so the camera move IS the reward. THE REFUSAL and THE CROWN — the two resolutions. The refusal is shoved back against the wall of the well and then SINKS toward the standing water while the machine grows over the top of the frame and the dark closes; the crown rises above the ninth gate and turns to look back DOWN the whole climb, then fades to firelight. Plus the standing camera work: the per-gate station, a breath on the locked shot that gets faster and wider as the Engine's patience runs out, a knock on a refused litany and a hard shake on a flinch.

Light

G( ) → any

liveCamera( ) → any

THE LIVE CAMERA IS NOT THE ONE IN THE SCENE FILE. The scene carries a PlayerPrototype, and in play the engine CLONES it once per joining user. So `entity.find("CameraRig")` finds the PROTOTYPE's rig — an entity nothing is ever rendered from — while the camera actually holding the viewport is the clone's, with a different id. Driving the first one moves nothing, logs nothing, and looks exactly like a camera system that is silently broken. It cost the plan phase a confused half hour; do not pay it again. AND: in EDIT mode `layers.active.camera` is the EDITOR FLY-CAMERA, not the game's. Driving that one drags the authoring viewport of every other agent sharing this engine to this game's station, every frame. `camera.editor()` names it so it can be refused; `camera.main()` is the highest-priority camera that is NOT the editor's — the CameraRig in edit, the player's clone in play, exactly the one this slice wants in both modes. RE-RESOLVE IT EVERY FRAME, never stash it: it does not exist until the player spawns, it is a different entity in edit and in play, and it is minted again on every mode flip and scene reload. `camera.main()` FIRST, and `layers.active.camera` only as a fallback. Measured in this world, in play, with the game running: `camera.main()` returned ent_e2a68f52470e9799 — the clone, the camera actually holding the viewport — while `layers.active.camera` returned ent_3ca7a34d4027f864, which `entity.find("CameraRig")` also returns: THE PROTOTYPE. It reports `ready = true` and it renders nothing. Driving it is a camera system that moves an entity every frame, logs nothing, and never changes the picture. And `camera.active()` ahead of BOTH, because `camera.main()` is not stable either. `camera.list()` in one moment of play showed two entities named CameraRig: one with `role = "main"` and `rendering = false` (the prototype) and one with no role and `rendering = true` (the clone). `camera.main()` answers with the first — the one nothing is drawn from — so the frame does not move while every write succeeds. `camera.active()` is defined as "the on-screen render camera this frame", which is the only question that matters here; it is the editor's fly-camera in edit, so that is refused and `camera.main()` answers instead.

isCinematic( ) → boolean

WHAT THE OTHER SLICES CAN ASK THIS ONE `M.isCinematic()` is true for exactly as long as a staged moment owns the camera. The LITANY slice may read it to hold its HUD back while a moment plays; nothing here requires it to, because a moment is drawn with the `ui` layer off in its own render-layer spec, so the HUD is already out of the frame whether or not it is asked to leave. Ask through the FUNCTION, never a field: a field is read off whichever module table the caller happens to hold, and after a reload that is not the one running the game.

moment( ) → string

station(n: number) → void

THE STANDING CAMERA

argtypedescription
nnumber

easeInOutCubic(t: number) → number

argtypedescription
tnumber

apply(pos: ?, target: ?, fov: number?) → void

argtypedescription
pos?
target?
fovnumber?

moveTo(n: number, instant: boolean, seconds: number?) → void

argtypedescription
nnumber
instantboolean
secondsnumber?

knock(amp: number, len: number) → void

argtypedescription
ampnumber
lennumber

buildLights(root: any) → void

WHAT THIS SLICE PUTS IN THE WORLD — two lamps and two captions. The KEY rides the descent so the brass has something to catch as the camera falls past it: thirty metres of unlit column is a fall through nothing, and the fall has to read. The CROWN stands over the machine's upper drums on the camera's side, so the gates the crown shot looks back down are warm all the way to the water. Hung in the empty shaft above instead, it lit nothing at all — at intensity 40 it moved the frame's mean luma by four code values, because there is no surface up there.

argtypedescription
rootany

lamp(name: string, intensity: number, pos: { number }?) → void

argtypedescription
namestring
intensitynumber
pos{ number }?

buildCaptions(root: any) → void

THE CAPTION IS AUTHORED HERE, NOT TAKEN FROM THE CUTSCENE. A cutscene's own `subtitles` are laid out as a fixed fraction of the view: in a 1080x1440 frame one line lands about fourteen pixels tall, its size cannot be changed from outside (the stage drives `worldHeight` from its own constants every time the lens moves, so a `fontSize` written from outside is overwritten), and a second line is drawn UNDER the letterbox band. It takes no font either, so it arrives in the default sans while every other word in this game is set in the faces `A.TYPE` names. So the moments here carry `captions` instead, and this slice draws them: two Text3D labels standing a fixed distance in front of the lens, sized and dropped as a fraction of the view so they hold their place through every change of focal length — in the game's own faces and colours, wrapped to the width a portrait frame actually has, and clear of the bands.

argtypedescription
rootany

wrapChunks(text: string, cols: number, lines: number) → void

Greedy wrap to `cols` characters, then chunk into beats of `lines` lines.

argtypedescription
textstring
colsnumber
linesnumber

choir( ) → any

LINES — the written form is CHOIR's, and the cinematic borrows it. A staged moment says out loud exactly what CHOIR's script says, so a line never disagrees with itself between the caption and the voice. If CHOIR has not come up, the fallback text still ships: a failed slice must not leave the opening mute or wordless.

lineText(id: string, fallback: string) → void

argtypedescription
idstring
fallbackstring

caption(t: number, dur: number, id: string, fallback: string, who: string?) → void

One spoken line becomes as many caption beats as it needs, spread evenly across its own window — so a long line is read two lines at a time instead of being squeezed into one unreadable rule across the frame.

argtypedescription
tnumber
durnumber
idstring
fallbackstring
whostring?

captions(...: ?) → void

argtypedescription
...?

descentDef( ) → void

THE DESCENT. Thirty metres, three shots and a settle, on a slow arc around the column rather than a straight drop, so the machine turns as it is fallen past and reads as round rather than as a picture of a cylinder.

crownDef( ) → void

THE CROWN. The ninth gate has just acceded. Hold on the flare, rise above the machine, and then TURN AND LOOK BACK DOWN IT — nine gates receding to the water thirty metres below, the whole climb in one frame — and fade to firelight. It was written as a climb up into whatever is above the ninth gate. There is nothing above the ninth gate: the shaft is bare from y = 26.6 to its lid at 36.5, and a capture at the top of that climb came back with a mean luma of 5 and a spread of 22 — a black frame with an unlit stub in it. So the resolution looks the other way, at the thing the player spent nine gates on, and it bookends the descent: the game opens falling down the column and ends looking back down it.

refusalDef( ) → void

THE REFUSAL. Patience is gone. A shove back against the wall of the well, and then the frame SINKS — down toward the standing water while the lens opens and the machine grows over the top of it — until the dark closes. The camera cannot retreat: the south wall is one and a half metres behind the station and a pull-back reads as a brick slab. Down is the only direction the room gives, and down is the better picture anyway.

setText(e: any, content: string, worldHeight: number?, pos: { number }?, aim: { number }?) → void

DRAWING THE CAPTION A Text3D reads from the side its entity FACES, so a caption is aimed at the eye rather than left to `billboard`. Billboarding it looked right on the descent, where the lens is near horizontal, and came back MIRRORED and turned on its side during the crown, where the camera tilts steeply down to look back along the column: the billboard's roll is derived from world up, and world up is nearly along the view axis there. Aiming the label at the eye every frame is the same amount of work and holds at any pitch.

argtypedescription
eany
contentstring
worldHeightnumber?
pos{ number }?
aim{ number }?

clearCaption( ) → void

drawCaption(t: number) → void

argtypedescription
tnumber

at3(down: number) → void

argtypedescription
downnumber

play(name: string) → boolean

PLAYING A MOMENT Exported so a moment can be watched on its own — for a capture, for a trailer take, for the pass after this one that wants to look at the crown without winning nine gates first.

argtypedescription
namestring

skip( ) → boolean

sub(event: string, fn: ?) → void

INSTALL THE UNSUBSCRIBE LIST CANNOT LIVE IN THIS MODULE EITHER. `install` runs again on every hot reload, and the seeded pattern kept the handlers it had registered in a module-local table so the next install could take them off first. That does not work: a hot reload hands `install` a fresh module table, the local is empty, nothing is removed, and every reload leaves one more live closure on a bus that outlives the module. Measured on this game after an afternoon of six agents saving into one engine, `#A.bus.handlers["accede"]` had reached TWENTY-ONE. Each still ran, each still wrote a camera station, and the camera jumped to the station of whichever one answered last. The bus survives the reload, so the record of what is on it lives there.

argtypedescription
eventstring
fn?

unsubAll( ) → void

install(ctx: ?) → void

argtypedescription
ctx?

tick(dt: number) → void

TICK

argtypedescription
dtnumber

onCallback(id: string, _data: any) → void

The driver forwards UI callbacks here. LITANY may put a skip affordance on screen during a moment; the id is prefixed so no two slices collide.

argtypedescription
idstring
_dataany

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▣
module · born here
❒asset
# acceding <!-- 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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module · born here
❒asset
# RITE — the rules of The Acceding The nine gates, the touch/cool/flinch economy, and the loop that turns a litany into a verdict. RITE is the only writer of `A.state`; everything else reads that table and listens on the bus. ## The nine gates | # | Gate | Demand | A refusal costs | |---|---|---|---| | 1 | THE PORCH | three different glyphs | 0.07 | | 2 | THE FONT | all three of WATER | 0.08 | | 3 | THE HINGE | a glyph and its undoing | 0.09 | | 4 | THE VOW | three withholding, and not the tenderest word | 0.10 | | 5 | THE UNBARRED | no IRON, and one word twice with a different third | 0.11 | | 6 | THE CENSER | all three of ASH | 0.12 | | 7 | THE AMNESTY | nothing from the last litany, and three suits | 0.13 | | 8 | THE OPEN HAND | three giving, opening and closing on one word | 0.15 | | 9 | THE CROWN | one word, three times | 0.17 | Two glyphs to a suit and three slots to a litany, so gates 2 and 6 cannot be answered without saying a word twice, and gates 5, 8 and 9 ask for the repeat outright. The re-saying is forced by the content. Gate 9 is the whole plan in one move: three sayings of a word from cold land it **exactly on** the flinch threshold and never over it, so the crown is free to whoever kept one word rested and costs a flinch to whoever did not. ## The numbers, and why Applied over `A.TUNING` at load. Every one of them was measured against a simulated run of five player models, not guessed. | | | | |---|---|---| | `TOUCH_PER_SAY` | 0.22 | three sayings from cold = 0.66, the threshold exactly | | `FLINCH_AT` | 0.66 | at or over, the next saying flinches | | `COOL_PER_TIER` | 0.18 | what an unspoken glyph sheds when a gate opens | | `FLINCH_EXTRA_TOUCH` | 0.15 | a flinched word is left tenderer still | | `IRRITATION_PER_FLINCH` | 0.22 | doubled at full touch, by `FLINCH_SCALE` | | `RELIEF_PER_ACCEDE` | 0.10 | an opened gate settles the machine | | `REFUSAL_TOUCH_REFUND` | 0.50 | see below | | `TENDER_AT` | 0.45 | LITANY marks a slab tender from here up | **A refused litany is half-remembered.** The Engine takes the full touch of every word as it is uttered and gives half of it back when it does not accede — it keeps what it granted, not what it heard. This is what makes nine unfamiliar demand kinds learnable: a wrong guess costs patience and a beat, not a whole word. The economy of an *accepted* litany, which the curve is tuned against, is untouched by it. A refusal emits `cool` with `cause = "refusal"`, so the meters visibly drop back. **The utterance is paid for before it is judged.** If the flinches in a litany fill the patience, the Engine seals on the spot and the litany never gets a verdict — right words or not. Measured outcomes, over the real module: | player | result | |---|---| | plans a rotation | wins at gate 9, no flinches | | wrong once at **every** gate, then corrects | wins at gate 9, patience 0.75 | | leans on one word every litany | sealed around gate 4–5 | | ignores the demand | sealed by gate 5 | | says one word three times, always | sealed at gate 1 | ## What the other slices need from it ### LITANY `M.demand()` returns `{ n, title, liturgy, plain, barred, miss }` for the gate the player stands at. `barred` is the list of glyphs that cannot appear in **any** answer to this gate — brute-forced, so it stays true for the composite gates and for gate 4, which reads the touch table. Dim them. `M.tenderness(glyphId)` returns `{ touch, tender, wouldFlinch, projected, placed, barred }` — everything a glyph slab needs to warn before it costs something. `projected` accounts for the copies of that glyph already in the litany, so a slab can show what it will be worth **when this litany is spoken**, not what it is worth now. **`M.ladder()` and `M.upcoming(k)` are not optional decoration.** The Engine does not hide what it will ask for. A player who cannot see that gate 6 wants ASH has no way to avoid spending ash at gate 5, and the game becomes a memory test instead of a plan. Render the gate above at minimum; the whole ladder on the how-to-play card is better. The difficulty was tuned against a player who can see one gate ahead. `M.bestLitany({ lookahead = true })` returns a satisfying litany, cheapest first, if the Verger should ever offer help. Callback: RITE answers `rite:skip`. LITANY's own `lit:skip` already calls `M.skip()` directly, which is fine. ### CHOIR RITE speaks these ids, and shows the written form of any line that has no clip rather than dropping it: `verger.open.1`, `verger.open.2`, `verger.touch` (the brief, in that order), `engine.greet`, `engine.accede`, `engine.refuse`, `engine.flinch`, `engine.seal`, `engine.crown`, and `glyph.<id>` for all eight glyphs — spoken once as the word is set down, and again as part of the chant when the litany is committed. That chant is the resaying, heard. **Three demand kinds are new and are registered into `A.DEMAND_KINDS` at runtime:** `twice_said`, `bookend`, `not_tenderest`. Anything generating a clip per demand kind needs those three as well as the seeded nine. Sfx ids RITE fires: `place`, `unplace`, `accede`, `refuse`, `seal`. ### STAGECRAFT and COLUMN `M.begin()` enters `brief` and RITE holds the timer itself, so the opening always ends whether or not anything else is listening; `M.skip()` cuts it short. Bus events, in the order one gate produces them: `gate` → `place` ×3 → `speak` → (`flinch`) → `verdict` → `accede` → `cool` → `gate`, or `verdict` → `irritation` on a refusal, or `phase` + `lose` on a seal. `win` fires when the ninth gate accedes. ## Known seam While the chant and the verdict line are playing, LITANY's line card sits over the glyph slabs and pointer input to them is lost. RITE keeps that window as short as it can — the chant is 0.34 s a word — but the card's own dismissal is LITANY's. ## Re-running it `M.audit()` brute-forces all 512 ordered litanies against every gate and reports how many answer each. A zero anywhere is an unwinnable game. It is cheap; run it after any change to the curriculum.
▲ 0↑ born
▣
module · born here
❒asset
# choir — the sound of The Acceding The mix, the score, the vault's breath, the Engine's own bronze resonance, the one-shot library the other slices fire, and every word anybody says. ## What another slice calls ```lua local Choir = require("choir") Choir.line(id) -- the WRITTEN form: { id, text, speaker, voice, clip } Choir.speak(id) -- say it aloud on the narrative voice Choir.speakNow(id) -- say it aloud on the Litanist's own voice, immediately Choir.sfx(name) -- a one-shot from the library Choir.ui(name) -- the interface's own one-shots, on a quieter channel Choir.music(phase) -- crossfade the score Choir.demandLine(k, a) -- the line id for a gate's demand Choir.glyphLine(id) -- the line id for a spoken glyph Choir.report() -- what sounds, and what does not ``` `line` always answers, whether or not the audio arrived: the written form is the source of truth and the screen shows it either way. `speak` returns false when a line has no clip, and records the gap in `Choir.missing` rather than losing the line. ## What it owns Nine emitters under the `Choir` anchor — the bed, the Engine's resonance, the standing water, two music decks, the narrative voice, the Litanist's own voice, and the two one-shot sources. Assets are `snd_*` under `/source/audio`. Sixty-five clips: forty-five spoken lines, eight CPU-synthesised sounds, eight generated one-shots and four pieces of score. ## Hearing it `choir:say:<lineId>`, `choir:play:<clipName>`, `choir:install`, `choir:generate` and `choir:report` are callback ids the driver forwards here, which is how a sound is auditioned from outside the game: a module required from a loose `execute` is a second copy with no emitters on it, and a call made there plays nothing. Each writes its answer to `/source/audio/audition.txt`.
▲ 0↑ born
backing path · stagecraft.module

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