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asset⌬ componentcomponentprimary: init.luau·originates fromworld 6bbe73d1-9…

Dawn

The lamp room of the lighthouse Lucina, and the hour it stands in.

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

Dawn

The lamp room of the lighthouse Lucina, and the hour it stands in.

Mounted once on mount_world by the scene entrypoint, it does two things.

It builds the place: game.world.art.room stands the round basalt wall, the embrasure cut through it for the seaward window with its sill, jambs, lintel, relieving arch and iron glazing bars, the flagged floor, the ribbed iron ceiling, the gallery deck and rail outside the glass, the sea fourteen metres below with black skerries standing out of it, and the things a keeper's apprentice works among — the open lead case, the speaking tube up from the watch room, the wall lamp, the log book, the rack of unexposed plates, oil cans and a pail.

And it drives the hour. Core.state.dawn runs 0 in deep night to 1 when first light crests the window; game.world.firstlight reads the whole environment off that one axis, and this component pushes it every frame into the directional light (the moon early, the sun once it clears the water, dropping from forty degrees to seven, always from the quarter the window faces), the ambient, the authored game.world.dawnsky material, the sea's own material, the height fog, the marched air the shafts come out of, and the two small lights in the room — the oil lamp on its bracket, and the soft light standing inside the aperture that makes the window the SOURCE of the night's blue.

At fixing it runs the sweep: a hairline of light travelling down the plate from the window end to the near end, carrying a light with it, while the hour is lifted the rest of the way to first light.

Fields

  • dawnOverride — pin the hour to a reading in [0, 1] for a shot or a capture. -1 follows Core.state.dawn.
  • sweepSeconds — how long first light takes to cross the plate.

Methods

  • :setHour(d) — pin the hour, or hand it back to the game with -1.
  • :runSweep() — run the sweep whatever phase the game is in.

Interface

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

conforms to

zero/source-extract/v2

Dawn — the lamp room of Lucina and the hour it stands in. Mounted once on `mount_world` by the scene entrypoint. It does two things. It BUILDS the place: `game.world.art.room` stands the round basalt wall, the embrasure and its iron, the flagged floor, the roof, the gallery outside the glass, the sea fourteen metres below with its skerries, and everything the keeper's apprentice works among. And it DRIVES the hour. `Core.state.dawn` runs 0 in deep night to 1 when first light crests the window; `game.world.firstlight` reads the whole environment off that one axis, and this component pushes it, every frame, into: * the directional light — the moon early, the sun once it clears the water, dropping from forty degrees to seven as the hour turns, always from the quarter the window faces, so the cold parallelogram on the floor behind the table slides forward, flattens, warms, and ends as a gold bar laid across the plate; * the ambient fill; * the authored sky material — its three gradient stops, the haze on the sea line, the stars, the moon, the glow over the seaward quarter, the sun's disc; * the sea's own material — body, reflection, the road the light lays on it, white water, and the air that takes the far water; * the height fog and the marched air the shafts through the window come out of; * the two small lights in the room — the oil lamp on the wall bracket, and the soft light standing inside the aperture that makes the window the SOURCE of the night's blue rather than a hole lit like everything else. And at `fixing` it runs the sweep: a hairline of light travelling down the plate from the window end to the near end, carrying a light with it, while the hour itself is lifted the rest of the way to first light. `dawnOverride` pins the hour for a capture or a shot: -1 follows the game. Owned by the world slice.

Skybox

installSky( ) → void

Resolving what the scene owns Take the scene's sky over with the authored one. `ProceduralSky` derives its whole look from the directional light's elevation, so it has no night to author: with the sun under the water there is nothing left to key against. `game.world.dawnsky` is keyed to the hour instead. The check runs every frame, so a scene reload that puts the procedural sky back gets corrected on the next one.

resolveLights( ) → void

reading( ) → number

The reading The hour the look is taken at. The clock, unless it is pinned; and while the plate is being fixed, carried the rest of the way to first light so the sweep always happens IN first light however early the plate was fixed.

push(d: number) → void

argtypedescription
dnumber

pushSweep( ) → void

The sweep

drive(dt: number) → void

The tick

argtypedescription
dtnumber

awake( ) → void

onModuleReload( ) → void

update(dt: ?) → void

argtypedescription
dt?

editorUpdate(dt: ?) → void

argtypedescription
dt?

setHour(d: number) → void

Pin the hour, or hand it back to the game with -1. The one call a shot, a capture or a check uses to see the room at an hour it is not standing in.

argtypedescription
dnumber

runSweep( ) → void

Run the sweep of first light down the plate from the top, whatever phase the game is in.

onDestroy( ) → void

⌬ Metadata
descriptionBuilds the lamp room of Lucina and drives the whole environment — key light, ambient, authored sky, sea, fog, marched air and the room's small lights — off Core.state.dawn, plus the sweep of first light down the plate.

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material · born here
❒asset
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module · born here
❒asset
# game.core The one table every slice of *First Light: Lucina* reads. ```luau local Core = require("game.core") ``` | What | Where | |---|---| | The plate grid, cell ↔ world conversions | `Core.GRID`, `Core.PLATE`, `Core.cellToWorld`, `Core.worldToCell`, `Core.cellIndex` | | The five piece shapes and the placement rules | `Core.SHAPES`, `Core.SHAPE_ORDER`, `Core.footprint`, `Core.canPlace`, `Core.pieceAt` | | The exposure and dose numbers | `Core.EXPOSURE`, `Core.DOSE` | | The phases and the level shape | `Core.PHASES`, `Core.LEVEL_COUNT`, the `Level` type | | The live game state, held across hot reloads | `Core.state` — the `State` type says which slice writes each field | | The signal bus | `Core.on(name, fn)`, `Core.off`, `Core.emit(name, ...)` — the signal list and its senders are in the source | | The three shorthands | `Core.request(action)`, `Core.sfx(name, opts?)`, `Core.say(lineId)` | | Which component mounts where | `Core.MOUNTS`, `Core.mount()` — the scene entrypoint calls it on every load | Subscribe in `awake`, subscribe again from `onModuleReload` (a duplicate is dropped), release in `onDestroy`. The rules of the game are stated in `design/spec.md`; this module carries the numbers and the shapes they share.
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module · born here
❒asset
# firstlight The hour in the lamp room of Lucina, written as a ramp. `FL.at(dawn)` reads the whole environment off one axis — `Core.state.dawn`, 0 in deep night and 1 when first light crests the window — and hands back the key light's direction, colour and strength, the ambient fill, every value the authored sky material carries (its three gradient stops, the starfield, the moon, the glow over the seaward quarter and the sun's disc), the sea's body, reflection, glint road and white water, the height fog and the marched air the shafts come out of, and how brightly the room's own oil lamp burns. Four keys, because the night before a dawn has four moments: **deep night** — a cold moon forty degrees up beyond the window; **first blush**; **bone** — the sky pale and cold above a warming rim, the sun at the waterline and not over it; and **first light**, apricot and seven degrees up, laid straight in through the glass. Two directions matter and they are not the same one. `skySunDir` and `skyMoonDir` point AT the sun and the moon as the sky draws them; `sunDirection` is the direction the KEY LIGHT travels — the moon's light early and the sun's once it clears the water. Keeping them apart is what lets the moon hang where a tilted camera can see it while its light still rakes the room from the quarter the window is in. `FL.keys()` hands back the keys themselves, for a tool that wants to render the ramp rather than fly through it.
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module · born here
❒asset
# room The lamp room of the lighthouse Lucina, as geometry: the round basalt wall in 32 coursed segments, the embrasure cut through it for the seaward window with its sill, jambs, lintel, relieving arch and iron glazing bars, the flagged floor, the riveted ring beam and the plate-iron roof cone, the gallery deck and rail outside the glass, the sea fourteen metres below with black skerries standing out of it, and the things a keeper's apprentice works among — the open lead case, the speaking tube up from the watch room, the wall lamp, the log book, the rack of unexposed plates, oil cans and a pail. `Room.build(parent)` stands all of it under one root and returns the handles the hour has to drive: the wall lamp's light, the light that stands for the sky coming through the aperture, the sweep that runs down the plate when the plate is fixed and the hairline of light at its leading edge, and the materials whose properties change with the hour. `Room.sweepZ(t)` says where that edge stands for a progress in [0, 1]. Every number in it was chosen against the camera's home station and the 3:4 frame the game is filmed at — the wall is only in shot for about thirty degrees either side of the window, so that is where the dressing is.
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backing path · game/world/Dawn.component

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