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asset⌬ modulemoduleprimary: init.luau·originates fromworld b4b0b413-9…

staging

Saltcrown has one camera and the player never touches it, so this slice is the whole of how the game is seen. It is the only code that moves `GameCamera`, and it owns everything under `StagingRoot`.

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

game.staging — the camera and the moments

Saltcrown has one camera and the player never touches it, so this slice is the whole of how the game is seen. It is the only code that moves GameCamera, and it owns everything under StagingRoot.

local Core = require("game.gamecore")   -- everything this slice reads

The four things it does

The climb. The everyday shot. It frames the live tower — from the waterline up to the top of what stands — and re-frames continuously as the stack grows and the water rises, so the two things the player is choosing between are always both on screen. A slow parallax swing keeps the frame from going dead.

The opening. Nineteen seconds on the empty pillar and the empty sea, before the first course is laid. Fires on phaseChanged → "play", holds the season clock still (Core.state.paused) while it runs, and hands over on exactly the pose the scene authored, so the cut to gameplay is a continuation rather than a jump. Authored in art.staging.scOpening.

The beat. A floor going under is the only irreversible thing in Saltcrown, so it is the one thing that takes the camera: the frame drops to the surface, pushes in on the water closing over the course, holds, and lets go. A ruled plate names what was lost. Fires on floorDrowned and floorSacrificed; only one beat runs at a time, so a season that takes two floors still gets one clean moment.

The ending. On runEnded, a sixteen-second crane off the waterline up the whole tower to the crown — which then holds. The last frame of a run is the thing the run built, with the end card over it.

Things worth knowing before changing it

  • The ledger owns the bottom of the screen. On a 1080×1440 portrait viewport the clear window the 3D plays in is only the top of the frame. BAND_CENTRE and BAND_HEIGHT are where that is compensated for, and both were set by capturing the running game. Retune them if the ledger's panel changes height. The beat's look points sit below the waterline for the same reason.
  • The opening does not take the camera. It borrows the cutscene system's letterbox, fades, subtitle band and skip key, but takeCamera = false; the shot list is evaluated with cutscene.evaluate and written onto GameCamera. So capture { source = "main" } always shows what a player sees, and no second camera ever enters the scene.
  • The overlay and the camera are two clocks. Ending the camera move does not end the letterbox; anything that takes the frame away from the opening has to stop the overlay too.
  • Entity refs are re-resolved by name every frame. A scene reload destroys and rebuilds everything, and this slice writes the camera on every frame, so a proxy held across a reload is a warning per frame until a reboot.

Asking for a shot

Other slices do not move the camera; they raise an event and this slice answers it. The bus events it listens on are phaseChanged, floorDrowned, floorSacrificed and runEnded. For anything an execute wants to drive directly:

local Staging = require("game.staging")
Staging.playOpening()
Staging.beat(Core.state.floors[4])
Staging.playEnding("crown")

What it spawns

art.staging.scSkiff — the settlers' boat, under StagingRoot. It floats, so it rides the tide up the tower for the whole run.

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

clamp(v: number, lo: number, hi: number) → number

argtypedescription
vnumber
lonumber
hinumber

smooth(t: number) → number

argtypedescription
tnumber

mix(a: number, b: number, t: number) → number

argtypedescription
anumber
bnumber
tnumber

mix3(a: { number }, b: { number }, t: number) → void

argtypedescription
a{ number }
b{ number }
tnumber

liveEntity(ref: any, name: string) → any

A scene reload destroys every entity and rebuilds them, so a proxy held from before the reload names something that no longer exists, and every touch of it raises for as long as it is held. Re-resolve by name rather than trusting the cached ref — this slice writes the camera EVERY frame, so a stale ref is a warning per frame until something reboots it.

argtypedescription
refany
namestring

baseFrame( ) → void

evalKeys(keys: any, t: number) → void

argtypedescription
keysany
tnumber

shotWeight(s: any) → number

argtypedescription
sany

plateFor(floor: any) → void

argtypedescription
floorany

beatTree(band: number, fade: number, floor: any) → any

argtypedescription
bandnumber
fadenumber
floorany

showBeatOverlay(t: number, floor: any) → void

argtypedescription
tnumber
floorany

endOpeningOverlay( ) → void

The opening's letterbox, fades and subtitle band run on the cutscene system's own clock, INDEPENDENT of the camera move — so a moment that takes the frame away from the opening has to end the overlay too, or the bands and the last subtitle ride over the beat (or the ending) that replaced it. Watched that happen; it looks exactly like a bug.

hideBeatOverlay( ) → void

ensureSkiff( ) → void

driveSkiff(dt: number) → void

argtypedescription
dtnumber

applyCamera(eye: { number }, look: { number }, fov: number) → void

argtypedescription
eye{ number }
look{ number }
fovnumber

playOpening( ) → void

Play the opening: nineteen seconds on the empty pillar and the sea before the first course is laid. Safe to call at any time.

beat(floor: any) → void

Give the camera to a floor the water has just taken.

argtypedescription
floorany

playEnding(_outcome: string?) → void

Frame the finished tower and stay there. Terminal: the frame is not handed back until the next run resets.

argtypedescription
_outcomestring?

install( ) → void

update(dt: number) → void

argtypedescription
dtnumber

Sub-parts

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

15items
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module · born here
❒asset
# gamecore <!-- 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
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# scOpening — the opening of Saltcrown A cutscene definition: four shots, nineteen seconds, over an ocean with one stone left in it. It runs before the first course is laid — no floors, no scaffolding, nothing built — and it establishes the three things the whole game is about: how much water there is, how little stone, and where the line between them is. 1. **The sea** — long and near still. Grey water to the horizon, the pillar small and off-centre. 2. **The approach** — the frame commits to the stone; the skiff crosses. 3. **The waterline** — down onto the surface, where the salt band on the granite says how far the water has already come. 4. **The shoulder** — a crane up and back that lands *exactly* on the pose `scenes/main.scene/build.luau` gave `GameCamera`, so the hand-over to gameplay is a continuation rather than a cut. ```lua cutscene.play("scOpening") ``` `takeCamera` is `false` on purpose. The `game.staging` slice drives `GameCamera` itself along these shots with `cutscene.evaluate`, so the game's own camera is the one moving and no second camera ever enters the scene. What the cutscene system contributes is the part that is genuinely hard: the letterbox, the fades at both boundaries, the subtitle band, the skip key, and a clock. ## Working on it ``` zero cutscene play scOpening -- put it on screen now zero cutscene seek 11 -- land on the shot you are working on zero cutscene rate 0.3 -- slow enough to read a move ``` Two constraints the shot list has to keep: - **The last key of shot 4 is the scene's authored camera pose.** If the scene's opening pose moves, this move has to land on the new one. - **Subtitles stay under about 38 characters.** The band is one line at a fixed size on a 1080-wide screen; a longer line runs off the right edge and is simply cut.
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module · born here
❒asset
# scSkiff — the settlers' skiff A clinker-built North Sea faering, seven metres on the waterline: the boat that carried the first people out to the pillar and never left. It is the one made thing in Saltcrown that is not the tower. It does three jobs at once. It is the opening's subject, before there is any city to look at. It is the human scale the granite is measured against — the tower reads as enormous because a boat is moored under it. And because it *floats*, it rides the tide up the side of the tower for the whole run: the one thing in frame that is glad the water is rising. ```lua local Skiff = require("art.staging.scSkiff") local boat = Skiff.build(parent, "sc_skiff") ``` `build(parent, name?)` returns the boat's root. Everything under it is `temporary`, so nothing it makes can be baked into the scene. Local space is +X to the bow, ±Z the beam, and **y = 0 is the waterline** — put the root on the water and the boat sits right. ## What it is made of A solid tarred shell with a cone at each end for the double-ended silhouette, three clinker strakes a side lapping outward over it, a gunwale rail, floor timbers, three thwarts, raked stem and stern posts, a furled sail lashed to its yard, two oars shipped inboard, the settlers' crates and cask, a coil of rope, an anchor — and a lantern in an open four-post cage with its own warm point light, which is the only warm thing in a cold grey frame. The `game.staging` slice drives its position: it holds station off the tower at the waterline, rolling and pitching on the swell, and comes in from open water during the opening.
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backing path · game/staging.module

Problems

Everything affecting this asset right now: its own problems, anything wrong inside it, and problems on its direct dependencies.

0problems
No problems reported. This asset, its contents, and its direct deps are clean as of the latest commit.
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