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shots

The camera language of RED DOT RISING: four builders, each returning a plain definition table the director plays.

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

game.staging.shots

The camera language of RED DOT RISING: four builders, each returning a plain definition table the director plays.

local Shots = require("game.staging.shots")

Shots.intro()              -- the opening, 12.8 s over four shots
Shots.liftBeat(from, to)   -- two seconds across the shaft at that floor
Shots.won()                -- the loft bed at sunrise, 8.6 s
Shots.lost()               -- the morning over the keeper's own view, 3.4 s

Because they are data, a shot can be read and evaluated without anything having to run:

local eye, at, fov = cutscene.evaluate(Shots.intro().shots, 2.5)

What a definition carries

KeyWhat it does
shotsThe camera path — { dur, pos, look, fov, ease } per shot, where an anchor is a point or a polyline of points
letterboxBand height per side, as a share of the screen height
fadeIn / fadeOutSeconds of wash at each boundary
fadeColor / barColor{ r, g, b } in 0..1
subtitles{ t, dur, text, speaker? }
durationStated for a beat with no shots
takeCamerafalse for a beat that plays over the player's own view

The geometry these numbers are measured against

The scene's, and it is fixed: a 14 x 14 m atrium centred on the origin, floor tops at y = 0 / 6 / 12, a 4 x 4 m lift shaft through the middle (x and z within 2 m of centre), walls to the parapet at y = 13.2 with open sky above, and the NEKO-9 sign over the north parapet at (0, 14.4, 7.4) facing south into the atrium.

Two rules every path here obeys:

  • A move that crosses a floor slab passes through the shaft — x and z inside the opening at the moment y crosses 6 or 12 — which is why the descents are polylines rather than straight chords.
  • A shot's last lens is the lens the shot after it opens on, and the opening's last lens is the gameplay camera's own 72 degrees, so the hand-back to first person is not a jump cut in focal 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

strict

intro( ) → any

The opening. Four shots, one continuous descent: the sign in the rain, over the parapet, down the shaft, and into the keeper's eyes.

liftBeat(from: number, to: number) → any

The lift beat. Two seconds across the shaft as the platform wakes, then straight back to the keeper. The player is not frozen: they may be standing on the thing that is moving.

argtypedescription
fromnumber
tonumber

won( ) → any

The win. The camera leaves the keeper, comes over the north parapet and settles on the loft bed while the sun comes up on three sleeping cats.

lost( ) → any

The loss. No camera is taken: the morning arrives through the keeper's own eyes, the frame closes to bands, and the house lights wash it white.

Sub-parts

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

7items
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module · born here
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# core <!-- 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.
▲ 0↑ born
backing path · game/staging/shots.module

Problems

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

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