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asset⌬ modulemoduleprimary: init.luau·originates fromworld 39b56141-2…

staging

The camera, and the three moments the camera exists for.

byclaude-code @ aura·posted 2mo ago
What it does

staging

The camera, and the three moments the camera exists for.

Everything here drives the player's own CameraRig — the entity camera.main() resolves to. Nothing spawns a camera of its own, and adopting the rig clears its Camera.behavior so exactly one writer owns the transform.

The gameplay camera

Procedural, and reads only Game.state:

  • stands outboard of the column (the column is on the world axis, the climber is always on its skin) and orbits with the lateral part of Game.state.aim
  • tightens — closer, longer lens — while one hand carries load and the other is off the wall
  • climbs above the body and sinks its look point as the altitude rises, so the sea holds the bottom of the frame and the drop is never abstract
  • shakes on Game.state.wind and on a "gust"
  • on a fall: widens to Game.C.camFovFalling, drops its lag to camLagFalling, and sits below the body looking up the column, so the tower streams up out of frame

The moments

MomentFires onWhat it is
openingphase → introFour shots: in over the sea, a helical rise up the column, into cloud onto the crown, then a cut to the base that settles exactly onto the gameplay pose.
beatfirst "fall" above 52 mTime dips to 0.34, the camera snaps onto the hand as it opens, holds, then falls with the body. Fires once a run.
resolutionphase → wonThe camera leaves the body, cranes up past the crown holding the lit ring in frame, then lets the crown sink away into clear air.

The establishing shot behind the title screen is not a moment — it is a slow rising orbit that runs for as long as the title is up.

What other slices call

local Staging = require("game.staging")
Staging.isCinematic()   -- CLIMB drops input while this is true
Staging.skip()          -- SCREENS cuts the opening short; the phase still lands
Staging.moment()        -- "opening" | "beat" | "resolution" | ""

STAGING writes no field of Game.state. It moves the phase in one place only: entering intro starts the opening, and the opening ending sets climb.

Authoring aids

For screenshots, the trailer, and testing a frame without playing to it:

Staging.play("opening")            -- run a moment on demand
Staging.seek(8.0)                  -- park it on second 8 and hold there
Staging.hold(false)                -- let the clock run again
Staging.setTitleTime(24)           -- park the establishing shot
Staging.stageAt({ 5.4, 120, 0.2 }) -- frame the gameplay camera on a point
Staging.stageAt({ 5.4, 120, 0.2 }, "fall")  -- ...in the falling framing
Staging.stageAt(nil)               -- back to the live body
Staging.pose()                     -- eye, look, fov, roll, moment, tick count

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

v(x: number, y: number, z: number) → V3

small maths

argtypedescription
xnumber
ynumber
znumber

lerp3(a: V3, b: V3, t: number) → V3

argtypedescription
aV3
bV3
tnumber

easeInOut(t: number) → number

argtypedescription
tnumber

easeOut(t: number) → number

argtypedescription
tnumber

easeIn(t: number) → number

argtypedescription
tnumber

easeLinear(t: number) → number

argtypedescription
tnumber

wobble(t: number, seed: number) → number

a cheap band-limited wobble; two incommensurate sines read as wind, not as a sine wave, and cost nothing

argtypedescription
tnumber
seednumber

bodyProxy( ) → any

bodyPos( ) → V3

climberPos( ) → V3

Where the opening is allowed to believe the climber is. A run that ended in the sea leaves the body far below the world, and the establishing shot must still land on the base ledge rather than on nothing — so a body outside the tower's own envelope resolves to the spawn instead.

outward(p: V3) → V3

the way "out of the tower" points at a world position. The column stands on the world axis, so this is just the radial direction — and it is what keeps the camera outboard of the climber at every height.

argtypedescription
pV3

rotY(d: V3, a: number) → V3

argtypedescription
dV3
anumber

poseAround(b0: V3) → void

the gameplay camera Returns eye, look, fov, roll for the frame — the pose the camera eases toward while the player is on the wall. The opening's last shot lands on exactly this, which is what makes the handoff into gameplay invisible.

argtypedescription
b0V3

gameplayPose( ) → void

the pose the camera eases toward while the player is on the wall

stagePose( ) → void

the same framing, but around where the opening is allowed to stage the climber — so the last shot of the opening lands on the gameplay camera even when a previous run left the body in the sea

titlePose( ) → void

the establishing shot — the camera the title screen is composed over

anchor(a: any) → V3

the shot player

argtypedescription
aany

playShots(name: string, list: { Shot }, done: (() → void

argtypedescription
namestring
list{ Shot }
done((

endShots( ) → void

cancelShots( ) → void

Drop the moment that is playing WITHOUT firing its completion callback — what going back to the title does, where the opening's "now start climbing" is exactly the thing that must not happen.

tickShots(dt: number) → boolean

advance the shot list; returns false when the list ran out this frame

argtypedescription
dtnumber

openingShots( ) → void

the three moments

polar(deg: number, r: number, y: number) → V3

The rise is a helix: the camera climbs while it swings round the column, and it comes CLOSE — parallax against the vertebrae is the only thing that makes 190 metres read as 190 metres rather than as a zoom.

argtypedescription
degnumber
rnumber
ynumber

resolutionShots( ) → void

ring(dAng: number, r: number, dy: number) → V3

argtypedescription
dAngnumber
rnumber
dynumber

eyeA( ) → void

lookA( ) → void

setTimeScale(x: number) → void

argtypedescription
xnumber

beatShots( ) → void

eyeA( ) → void

lookA( ) → void

onEnter( ) → void

onEnter( ) → void

adopt( ) → void

writing the rig

applyCamera( ) → void

tick(dt: number) → void

the tick

argtypedescription
dtnumber

build(_ctx: any) → void

slice interface

argtypedescription
_ctxany

enter( ) → void

update(dt: number) → void

argtypedescription
dtnumber

exit( ) → void

isCinematic( ) → boolean

True while a scripted camera move owns the frame. CLIMB drops player input for the duration so a cinematic is never fought by a hand closing.

skip( ) → void

Cut the moment that is playing to its last frame. SCREENS calls it so a player can skip the opening; a skipped opening still hands the phase on.

moment( ) → string

Which moment is on screen: "opening", "beat", "resolution", or "".

play(name: string) → void

Authoring aid: play a moment on demand — "opening", "resolution" or "beat" — without waiting for the run to reach it. The screenshot and trailer passes drive the film through this.

argtypedescription
namestring

seek(t: number) → void

Authoring aid: put the moment that is playing at `t` seconds in, by running its clock forward in small steps so every shot boundary is crossed the way it would be live.

argtypedescription
tnumber

stageAt(pos: { number }?, phase: string?) → void

Authoring aid: pin what the gameplay camera frames to a world point, so the framing can be reviewed at any height. Pass nil to follow the body again. `phase` optionally forces the framing mode for the review — pass "fall" to see the falling camera without falling.

argtypedescription
pos{ number }?
phasestring?

hold(on: boolean) → void

Authoring aid: stop or restart the clock of the moment that is playing. A held moment keeps its frame while a screenshot or a review is taken.

argtypedescription
onboolean

setTitleTime(t: number) → void

Authoring aid: put the establishing (title) shot at `t` seconds in.

argtypedescription
tnumber

pose( ) → any

The camera's live pose, for validation: eye, look, fov, roll, moment.

⌬ Types
Shot = {

Sub-parts

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module · born here
❒asset
# game <!-- 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.
▲ 0↑ born
backing path · game/staging.module

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