Dawn
The lamp room of the lighthouse Lucina, and the hour it stands in.
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.-1followsCore.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.
Scoped to this part · feeds back into the world's score.