Beam
The lamp's beam, and the ship it is lit for. `game.Staging` stands it up on a child of its own mount; nothing else attaches it.
Beam
The lamp's beam, and the ship it is lit for. game.Staging stands it up on a
child of its own mount; nothing else attaches it.
It builds, once, everything the ending needs and nothing the climb needs: the shaft of light that leaves the lamp room, the ship aground on the rocks a long way out, the black water she is in, and the lights that make each of them read. Everything but the lamp's own glow is parked five kilometres under the world while the ending is not running, because the sea reaches far enough to cut straight through the shaft the player is climbing.
It renders game.Stage.beam and decides nothing:
| field | meaning |
|---|---|
lit | 0..1, the lamp's burn; drives the ignition glow and the beam's brightness |
sweep | 0..1 along the beam's arc; 1 is dead on the ship |
shipLit | 0..1, how much of the ship the beam has found |
visible | whether the beam and the sea beyond the tower exist at all |
and publishes aimX/aimY/aimZ, where the beam's far end is standing, so a shot
can follow it.
Public fields
None. public.aimPoint(sweep) answers where the beam points at that much of
its arc, and public.report() answers what it stood up.
Scoped to this part · feeds back into the world's score.