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moments

What the forest floor does when something happens in *First Light: Goura*.

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

game.staging.moments

What the forest floor does when something happens in First Light: Goura.

local Moments = require("game.staging.moments")
Moments.boom({ x = 0, y = 0, z = -40 })

FloorCam.component subscribes to the FL bus and calls these; nothing else needs to.

CallEventWhat is on the floor
boomFL.EVENTS.boomA close, pale ring that runs out fast and is gone. This is the one that fires most, so it is the smallest.
answeredFL.EVENTS.answeredA wide gold ring under her, and a second under the caller at the lane's edge a beat later — so the answer reads as having carried.
failanceFL.EVENTS.failanceOne ember ring, low and slow, dying where it started. The failance has a shape too.
flurryFL.EVENTS.flurryThe scuff a flurry kicks off the litter, scaled by how much she gathered.
caughtFL.EVENTS.caughtA pair of builtin bursts standing in for the body feathers and the down, fl_feather_burst beside them, over a fast maroon ring where she was standing.
roostFL.EVENTS.roostA slow, wide gold ring at the foot of the roost tree.

The rings are @builtin::systems.effects.combat.shockwaveRing, recoloured from FL.PALETTE and laid flat on the floor plane. The scuff and the throw are the builtin impact on its dirt surface. The feather burst is this slice's own effect asset, fl_feather_burst.effect, resolved once and cached.

That asset lives at the root of /source rather than beside these files, and it is currently drawn by nothing — two engine defects, both recorded in its own README and filed as OrigoZero/zero#11944 and #10047. caught therefore throws a pair of builtin bursts to carry the moment and plays the authored one beside them, so the real feather burst appears of its own accord the day the runtime steps it.

Everything is played through the pooled effects runtime, so firing them repeatedly costs what the first one did and nothing survives the play they were fired in.

Reading them back

Particles advance on the play clock: in edit mode a play holds live particles and submits nothing, which is why these read as silent there and not as broken. effects.observe() answers what is live, leased and silent, and handle:whySilent() names the reason from a closed set.

A ring runs out in about a third of a second, which is shorter than the gap between two tool calls — so to see one, slow the clock rather than trying to time the shutter:

engine.timeScale = 0.12          -- the ring now takes ~3 s of wall time
FL.emit(FL.EVENTS.boom, { position = p })
-- capture
engine.timeScale = 1

Interface

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

conforms to

zero/source-extract/v2

game.staging.moments — what the floor does when something happens. `local Moments = require("game.staging.moments")` The boom pushes a ring of sound out across the leaf litter. An answered call lights a second ring under the caller at the lane's edge, so the answer is visibly a thing that travelled. A flurry scuffs the floor. Being taken throws feathers. Every one of these is an `effect` asset played through the pooled runtime, so firing them repeatedly costs what the first one did and nothing survives the play they were fired in. Particles advance on the play clock: in edit mode a play holds live particles and submits nothing, which is why these read as silent there and not as broken.

feathers( ) → any

`fl_feather_burst.effect` is this slice's own asset, and two things about it are worth knowing before you touch it. It lives at the SOURCE ROOT rather than beside these files, which is the one place in the slice that breaks the folder rule. It has to: an effect authored under a subfolder resolves, describes and lists correctly and then refuses to play — the runtime asks for its definition at a module identity that only exists for an effect sitting at the root. And it is currently DRAWN BY NOTHING. Played, its handle reports `state = "playing"`, leases its two emitters and holds their bytes, and `whySilent()` answers `backendSilent / simulationNeverStepped` for the whole of its life — while a builtin emitter effect played in the same frame of the same engine simulates normally. A minimal authored effect that leases one emitter and nothing else behaves the same way, so it is the world-authored path rather than this definition. `builtinThrow` below is what actually carries the moment; this is played beside it and costs a pooled re-seat, so the authored burst appears of its own accord the day the runtime steps it.

floorPoint(p: any) → void

argtypedescription
pany

boom(position: any) → void

Her boom: a close, pale ring that runs out fast and is gone. This is the one that fires most, so it is the smallest.

argtypedescription
positionany

answered(position: any, callerPosition: any?) → void

An answer that landed: a wide gold ring under her, and a second one under the caller at the lane's edge a beat later, so the answer reads as having carried.

argtypedescription
positionany
callerPositionany?

failance(position: any) → void

A window closed with no answer: one ember ring, low and slow, dying where it started. The failance has a shape too.

argtypedescription
positionany

flurry(position: any, power: number?) → void

The scuff a flurry kicks off the litter as she goes.

argtypedescription
positionany
powernumber?

builtinThrow(at: { number }) → void

The throw that carries the moment: two builtin bursts on the `dirt` profile, one fast and one slow, standing in for the body feathers and the down. It is coarser than `fl_feather_burst` and it has one virtue that matters more — it is the one that is currently drawn (see `feathers()` below).

argtypedescription
at{ number }

caught(position: any) → void

Taken: feathers, and a dark ring where she was standing.

argtypedescription
positionany

roost(position: any) → void

She is home: a slow, wide gold ring at the foot of the roost tree.

argtypedescription
positionany
⌬ Metadata
descriptionWhat the forest floor does when something happens: the boom's ring, the answered call's gold, the failance's ember, the flurry's scuff, the feather burst and the homecoming.

Sub-parts

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

12items
▣
module · born here
❒asset
# fl <!-- 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
·
effect · born here
❒asset
# fl_feather_burst What is left of a crowned pigeon the instant something takes her off the floor. Authored for *First Light: Goura*; played by `game.staging.moments` on `FL.EVENTS.caught`. ```luau effects.play("fl_feather_burst", { position = { 0, 0.35, -40 } }) ``` Two emitters, thrown from one point: - **Body feathers** leave fast in a 74° cone, spinning hard, and lose almost all of that speed inside half a second — a feather has no mass and a great deal of drag, which is the whole reason it reads as a feather rather than as debris. They run from the slate of a Victoria crowned pigeon's back into the maroon of her breast, so the burst carries the bird's own two colours. - **Down** is barely thrown at all, falls at a quarter of the weight, and is still hanging in the air when the rest has landed. That is the part that says a bird was here a second ago. ## Parameters | Name | Default | What it changes | |---|---|---| | `count` | 30 | Body feathers thrown. The down is 55% of this, so one number sets the weight of the whole burst. | | `scale` | 1.0 | Feather size, as a multiple of a crowned pigeon's own. | | `speed` | 4.6 | Metres per second the fastest body feathers leave at. | | `plumeColor` | slate | The back and the wing coverts. | | `breastColor` | maroon | The colour the feathers end on. | | `downColor` | bone | The crest lace and the down. | | `lifetime` | 1.0 | Stretches both falls together; the down always outlasts the plumes. | ## Why it is at the root of /source Everything else this slice owns lives under `/source/game/staging/`. This does not, and cannot: an effect authored in a **subfolder** lists in `effects.list()`, answers `describe()` with its full declaration, and then refuses to play — `could not load its definition from '@local.<identity>': module not found`. The same three files at the source root load and play. Filed as OrigoZero/zero#11944. The `fl_` prefix keeps it from colliding with anything else that ends up at the root. ## What it costs, and what it currently draws `0.01 ms` GPU and no bytes of its own at the declared defaults — the figures in `effect.yaml`'s `cost` block. It leases two pooled emitters and no geometry, material or decal, so what it holds is the pool's and firing it again re-seats the same slots. The span sits below the resolution of `profiler.gpuFrame()` on the machine it was measured on, so `0.01` is the bound that instrument supports rather than a resolved figure. **It is currently drawn by nothing.** Played, the handle reports `state = "playing"`, leases its two emitters, reports 30 plumes and 17 down emitted, and answers `whySilent()` with `backendSilent / simulationNeverStepped` for the whole of its life — while a builtin emitter effect played in the same frame of the same engine simulates normally, and a minimal authored effect leasing one emitter behaves the way this one does. Evidence is on OrigoZero/zero#10047. `game.staging.moments` therefore throws a pair of builtin bursts to carry the moment and plays this one beside them, so the authored burst appears of its own accord the day the runtime steps it.
▲ 0↑ born
backing path · game/staging/moments.module

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