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

TowerCamera

The gameplay camera of *First Light: Betocsin*.

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

TowerCamera

The gameplay camera of First Light: Betocsin.

Set as the CameraRig's Camera.behavior in the scene, so every joining player gets one of their own. It works out nothing: it asks game.camera.director where the camera is this frame and puts the rig there.

What it does own is the APPLICATION — the world position, the aim (through Transform.lookAt with an up hint, so a beat can roll the frame for a collapse), and the lens, which is written onto the Camera component only when the director actually changes it. It runs in edit mode as well as in play, so the framing can be looked at without starting a round.

Fields

FieldWhat it does
lensWhether to write the director's field of view onto the Camera each frame. Off leaves the authored lens alone and the beats lose their push-ins.

What it frames

The top of the tower, in the lower third of the frame, with sky above it for the dawn to happen in — and the whole width of the crane's swing, because the game is timing the drop off that swing. Both hold at every screen shape: the station is solved each frame from the live viewport by game.camera.framing, rather than being an offset that happens to work on one monitor.

The clock

Where several rigs exist — several peers in the world, or the prototype alongside a play-mode clone — only the first to register advances the director's clock, and all of them apply the pose it produces. Within one rig, update owns the clock and editorUpdate is the fallback: an editing session with the simulation running calls both on the same frame, and ticking on both runs every staged beat at exactly twice its authored length.

Interface

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

conforms to

zero/source-extract/v2

TowerCamera — the gameplay camera of First Light: Betocsin. Set as the CameraRig's `Camera.behavior` in scenes/main.scene/build.luau, so every joining player gets one of their own. It works out nothing: it asks `game.camera.director` where the camera is this frame and puts the rig there. The follow, the staged beats, the kick when a course seats and the shake when the tower goes are all summed in the director, which is what keeps two of them from fighting over one entity. What it does own is the APPLICATION: the world position, the aim (through `Transform.lookRotation`, so a beat can roll the frame), and the lens, which is written onto the `Camera` component only when the director actually changes it. It runs in edit mode as well as in play, so the framing can be looked at without starting a round.

onFollowChanged(_target: ?, _old: ?) → void

The Camera component reports its follow target here when a player binds. The tower is the subject of this camera, not the player's body, so there is nothing to re-point: the director frames the top course either way.

argtypedescription
_target?
_old?

apply(dt: number, live: boolean) → void

argtypedescription
dtnumber
liveboolean

awake( ) → void

onDestroy( ) → void

update(dt: ?) → void

argtypedescription
dt?

editorUpdate(dt: ?) → void

argtypedescription
dt?
⌬ Metadata
descriptionThe player's camera behaviour: puts the rig where the director says, keeping the top course and the whole crane swing framed at any screen shape.

Sub-parts

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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.director The one thing that decides where the camera is. ```luau local Director = require("game.camera.director") Director.play("opening", { onEnd = function() ... end }) Director.kick(1.2) -- a course seated badly Director.punch(2.0) -- a perfect seat: a snap on the lens Director.shake(1.05, 1.35) -- the tower went local p = Director.pose() -- what the rig should be this frame ``` `TowerCamera` applies what this hands back and `Staging` tells it what to play. Neither of them works out a pose. Everything that can move the view — the follow, a staged beat, the jolt when a course seats, the tremor on a tocsin beat, the shake when the tower goes, the breath under all of it — is summed here, in one place, so two of them can never fight over the same entity. ## One clock, however many rigs The camera rig is `OwnerOnly` on the player prototype, so every peer has one of their own and the editor sees the prototype's. All of them apply the SAME pose — a round is local to a peer and they are all watching one tower — but the clock must only advance once a frame, or a beat runs at N times speed with N players in the world. The first rig to register is the primary and is the only one that ticks; the rest read. `Staging` ticks it instead when no rig is alive at all, so a scene being authored with no player in it still finishes its beats. The same care applies to a single rig: an editing session with the simulation running calls both `update` and `editorUpdate` on the same frame, so `update` owns the clock wherever it runs and `editorUpdate` only takes over once a couple of frames have gone by without one. ## Holds `ring`, `won` and the two losses hold their last frame rather than handing the camera back — 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. A held beat keeps a slow drift, a few degrees of orbit and a couple of degrees of lens over six seconds, so the frame is alive without being a move. ## Freezing a frame ```luau Director.freeze("ring", 0.72) -- park exactly there -- ... capture ... Director.release() ``` `freeze` parks the camera on one frame of a beat and leaves it: the clock does not run and the held frame does not drift, so the pose is exactly `Shots.eval(name, t, ctx)` for as long as it is held. It is what makes a capture of a moment inside a move repeatable, instead of a race against the seconds between asking for the shot and the shutter. Authoring only — nothing in a round calls it. ## Reading it `Director.snapshot()` reports the beat and its clock, whether it is holding, how many rigs are registered, the damped top course, and the whole solved frame — aspect, lens, distance, aim, and how much of each slide axis reads as lateral movement at the current bearing.
▲ 0↑ born
backing path · game/camera/TowerCamera.component

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