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Beats

The staged moments of *First Light: Crowfeet*, written down as shots.

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

Beats

The staged moments of First Light: Crowfeet, written down as shots.

Nothing here plays anything. A builder takes the context the moment happens in — where the crow is standing, the flock, and a function to speak a line with — and returns { name, duration, skippable, cues }, which game.Stage runs. Keeping the shots as data is what lets one be rehearsed on its own: require("game.CF").stage.rehearse("won") plays the ending without winning it.

local Beats = require("game.stage.Beats")
Beats.byName.opening(ctx)   -- opening · firstLight · won · lost_sea · lost_starved · lost_late
Beats.LINES.won_1           -- the Old Crow's nine lines, by key

Framing, at any shape

No eye position here is a number chosen for one screen. Two solvers, and they answer opposite questions:

  • fit(fov, wantHalfH, maxHalfW) — a shot of the FACE. As much height as it asks for, but never so far back that the frame opens out past the edge of the cliff and shows the slab floating in the sky. The width term is a CAP, so the NEARER of the two distances wins — which on a wide screen is the width one.
  • cover(fov, halfW, halfH) — a shot of a SUBJECT. The distance a thing of those extents is wholly inside the frame at. Both terms must be satisfied, so the FARTHER wins — the width one binds a portrait frame and the height one binds a television. That is what puts the whole murder in shot at 3:4 and at 21:9 without two versions of the shot.

aspect() reads the live screen every time it is asked, and roostSpan() is the murder's own extents, so the shots that are about the roost are framed from where the birds actually stand.

The cues

A cue is { t, fn } — a time in seconds from the start of the beat and what happens then. Stage fires them in order and, on a skip, fires whatever is left, so a skipped shot still says its line and still leaves the game where the shot was going to leave it. That is why ctx.resolved(...) is a cue rather than something the runner does at the end: the ending card goes up when the shot says it does.

Owned by the staging slice. Design: /zero/source/design/spec.md.

Interface

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

conforms to

zero/source-extract/v2

Beats — the staged moments of First Light: Crowfeet, written down as shots. Nothing here plays anything. A builder takes the context the moment happens in — where the crow is standing, the flock, and a function to speak a line with — and returns `{ name, duration, skippable, cues }`, which `Stage` runs. Keeping the shots as data is what lets one of them be rehearsed on its own: `Stage.rehearse("won")` plays the ending without winning. NO EYE POSITION HERE IS A NUMBER CHOSEN FOR ONE SCREEN. `fit` solves the distance a stated world height fits at, against the live frame, and caps it so the shot never opens out past the edge of the cliff face: a tall frame is bound by its height and a wide one by its width, and the same shot list holds at 3:4 and at 21:9. Owned by the staging slice. See /zero/source/design/spec.md.

CFnow( ) → void

Beats — the staged moments of First Light: Crowfeet, written down as shots. Nothing here plays anything. A builder takes the context the moment happens in — where the crow is standing, the flock, and a function to speak a line with — and returns `{ name, duration, skippable, cues }`, which `Stage` runs. Keeping the shots as data is what lets one of them be rehearsed on its own: `Stage.rehearse("won")` plays the ending without winning. NO EYE POSITION HERE IS A NUMBER CHOSEN FOR ONE SCREEN. `fit` solves the distance a stated world height fits at, against the live frame, and caps it so the shot never opens out past the edge of the cliff face: a tall frame is bound by its height and a wide one by its width, and the same shot list holds at 3:4 and at 21:9. Owned by the staging slice. See /zero/source/design/spec.md. Read the blackboard live: `game.CF` is the climb slice's file and every edit of it hands back a new module table, so a cliff, a rule or a palette cached at load time is one that has since been retuned.

faceHalfW( ) → number

How wide the cliff face reads before the frame starts showing past its edge.

aspect( ) → number

fit(fovDeg: number, wantHalfH: number, maxHalfW: number?) → number

How much height a stated lens takes in at a stated distance, and how much width — the two the framing calls are written in terms of.

argtypedescription
fovDegnumber
wantHalfHnumber
maxHalfWnumber?

cover(fovDeg: number, halfW: number, halfH: number) → number

A shot of a SUBJECT: the distance a thing `halfW` wide and `halfH` tall is wholly inside the frame at. Both terms must be satisfied, so the FARTHER of the two wins — the width one binds a portrait frame, the height one binds a television, which is what puts the whole murder in shot at 3:4 and at 21:9.

argtypedescription
fovDegnumber
halfWnumber
halfHnumber

roostSpan( ) → void

The murder's own extents on the roost, so the shots that are about it are framed from where it actually stands rather than from a guess.

roostY( ) → number

cue(t: number, fn: () → void

argtypedescription
tnumber
fn(

opening(ctx: ?) → void

The sea, in the dark. The camera lifts its eyes up the whole face, climbs it, and finds one bird standing on the strand.

argtypedescription
ctx?

firstLight(ctx: ?) → void

The clock the whole climb is against, made visible: the frame leaves the crow and turns up to the roost, where eleven birds are waking.

argtypedescription
ctx?

won(ctx: ?) → void

The murder takes wing off the roost and the Old Crow goes up with it. The camera stays with them until the frame is nothing but first light.

argtypedescription
ctx?

lostSea(ctx: ?) → void

argtypedescription
ctx?

lostStarved(ctx: ?) → void

argtypedescription
ctx?

lostLate(ctx: ?) → void

The one loss the flock is in: they go without you, and the frame comes back down to a bird on a ledge in the daylight.

argtypedescription
ctx?

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
▣
module · born here
❒asset
# CF The blackboard of *First Light: Crowfeet*. One module every part of the game requires: ```luau local CF = require("game.CF") ``` ## What is in it | | | |---|---| | `CF.RULES` | every number the game is tuned by | | `CF.PALETTE` | the colours everything composes to | | `CF.FILMED` | the shape the run films at (1080x1440) | | `CF.layout` | the cliff: `ledges`, `food`, `summitY`, `top`, `halfWidth`, `apex` | | `CF.state` | what is true right now | | `CF.landing` / `CF.grabbable` | the two ledging tests | | `CF.on` / `CF.off` / `CF.emit` | the event bus | | `CF.setPhase` / `CF.reset` / `CF.say` / `CF.progress` / `CF.sz` | | | `CF.camera` | filled in by the camera: `panTo` `zoomTo` `release` `kick` | ## The cliff `CF.layout.ledges` is 28 shelves from the strand at y 0 to the roost at `summitY`, each `{ id, x, y, w, kind, fallen }` with `kind` one of `strand` `rock` `crumble` `roost`. A shelf's TOP is at `y` and it spans `x ± w/2`. `CF.layout.food` is `{ id, ledge, kind, x, y, eaten }` with `kind` one of `grub` `limpet` `crowfoot`. It is built deterministically, so every peer and every slice sees the same cliff. Two numbers shape it. `CF.layout.apex` is how high one hop rises. Every SHORT gap is under it and is landed on; every TALL gap is over it, so the only way up is to catch the lip. And the shelf above a crumble shelf is placed back over the shelf below it, so a crumble that has given way never seals the climb. ## The two ledging tests - `CF.landing(x, yFrom, yTo)` — the shelf whose top the crow's feet crossed going down this frame, highest first. Returns nil, or the ledge. - `CF.grabbable(x, feetY, facing)` — the shelf whose near lip is within reach of an airborne crow's crown, in the direction it is facing. Returns nil, or the ledge and the x of that lip. Both ignore a shelf whose `fallen` is set. ## The state `phase` (`title` `opening` `climb` `won` `lost`) · `hunger` · `dawn` 0..1 · `time` · `crow { x, y, vx, vy, facing, grounded, hanging, ledge }` · `altitude` · `eaten` · `hops` · `crumbled` · `lostReason` (`starved` `sea` `late`) · `paused`. The climb slice writes it; everyone else reads it. `CF.reset()` puts a round back — the state, the food and the fallen shelves — and `restart` is answered here, so a round can always be put back. ## The events `start` `restart` `reset` `phase` `pause` · `hop` `land` `grab` `pullup` `drop` `peck` `eat` `tooWeak` `crumble` `crumbled` `fall` · `hungerLow` `firstLight` · `line` `ui`. `crumble` fires when the crow's weight first lands on a crumble shelf, and it has `RULES.crumbleDelay` left to stand. `crumbled` fires when it goes. ## Laying out for any screen `CF.sz(fraction)` is a fraction of the SHORTER screen edge, read live from `ui.screenSize()`, so one number lays out the same on a phone held either way and on a television.
▲ 0↑ born
backing path · game/stage/Beats.module

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