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Beats

The three staged moments of a round, on `mount_staging`.

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

Beats

The three staged moments of a round, on mount_staging.

BeatWhenWhat it is
the openingthe phase reaches introAbove the summit in the last of the night, down the whole dark length of the hill, in to the Henter as the lantern kindles. It ends by handing the round over: Core.setPhase("playing").
the crestthe firstlight eventThe camera leaves the Henter, turns up the hill, and holds on the cairn while the sun comes over it.
the resolutionstraight after the crestRound the Henter standing in the new light — lantern up on a win, dark on a loss — then back and up until the whole lit hill is in frame.

What a beat holds, and gives back

However it ends — played out, skipped, or cancelled by the round restarting:

  • Core.state.cutscene goes true for the whole crest→resolution run and clears on the last frame of the resolution. That is what holds the end card back until the round has been resolved on screen.
  • The staging.skip map is live, and it stands the henter group and the engine's player floor down, so the body cannot walk out of a shot and the gameplay stick and Hent button leave the screen for the length of the beat.
  • The caption band (game.staging.caption) carries the spoken words.
  • The viewport goes to the cutscene runtime's own camera, above every camera in the scene.

The frame is the beat's

A beat's camera draws all !ui !EditorUI !debug. The HUD, the cards and any caption band the HUD carries are all on the ui layer and leave the frame together, so a beat is never a shot with a gauge across it. The words the beat itself speaks are on the StagingCaption layer and stay.

Every shot is written once in game.staging.shots and fitted to the live ui.screenSize(): a narrow frame takes a taller lens and a closer eye, a wide one takes the shot's own vertical angle. There is no number in this slice chosen for one screen shape.

Events

DirectionEventPayload
emitscutscene{ active, beat, captioned = true } — captioned says the beat is putting the words up itself, so a HUD band drawing them too is the same line twice
emitsstagingCue{ key, beat, text } — the moment a line is due, for the sound slice to speak
hearsline{ speaker, text } — a line spoken for the cue still waiting for one replaces the written fallback
hearsfirstlightstarts the crest, once per round
hearsphaseintro starts the opening; title / howto cancel whatever is playing

Every beat carries its own written line, so a line whose generation failed is a quiet line rather than a lost one.

Fields and methods

  • skipMap — the map that carries Skip while a beat runs.
  • introDawn — how much of the coming dawn is in the sky when the opening starts; it fades to none by the time the round begins.
  • beat — the beat playing right now, empty between them.
  • public:preview(name) — play intro, crest or resolution on demand, in edit mode as well as in play. This is how a shot is worked on without playing a round up to it.
  • public:endBeat() — skip whatever is playing.

Sounds it owns

game/staging/clips/ — kindle (the lantern catching), crest (the sun over the cairn) and settle (the resolution landing), each synthesised from f32 PCM.

Interface

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

conforms to

zero/source-extract/v2

Beats — the three staged moments of a round, on `mount_staging`. the opening the summit in the last of the night, down the whole dark hill, in to the Henter as the lantern kindles; ends by handing the round over with Core.setPhase("playing"). the crest on `firstlight` the camera leaves the Henter, turns up the hill and HOLDS on the cairn while the sun comes over it. Core.state.cutscene goes true here, before the rules slice moves the phase to won/lost, so the end card waits. the resolution round the Henter standing in the new light — lantern up on a win, dark on a loss — then back and up until the whole lit hill is in frame. The flag clears on the last frame of it, which is what lets the end card come up. What the beat owns while it runs, and gives back when it ends however it ends: `Core.state.cutscene` (the Henter and the gameplay camera hold still), the `staging.skip` input map (which stands the `henter` group down, so the body cannot walk out of a shot and the gameplay touch controls leave the screen), the caption band, and the viewport — the cutscene runtime routes that to its own camera at a priority above every camera in the scene. Every shot is written once in `game.staging.shots` and FITTED to the live `ui.screenSize()`: a narrow frame takes a taller lens and a closer eye, a wide one takes the shot's own vertical angle. There is no number here chosen for one screen shape. Events it speaks: emits `cutscene` { active, beat } — presentation drops the HUD emits `stagingCue` { key, beat, text } — the sound slice's voice cue hears `line` { speaker, text } — puts the spoken words up hears `firstlight`, `phase` The staging slice owns this file.

henterEntity( ) → any

henterBody( ) → any

setGlow(t: number) → void

argtypedescription
tnumber

context( ) → Shots

cue(key: string) → void

argtypedescription
keystring

promptText( ) → string

armSkip( ) → void

releaseSkip( ) → void

endBeat(name: string, reason: string) → void

argtypedescription
namestring
reasonstring

handBack(name: string) → void

argtypedescription
namestring

startBeat(name: string, def: any) → void

argtypedescription
namestring
defany

playIntro( ) → void

run( ) → void

intro(_reason: ?) → void

argtypedescription
_reason?

playResolution( ) → void

run( ) → void

resolution(_reason: ?) → void

argtypedescription
_reason?

playCrest( ) → void

run( ) → void

crest(_reason: ?) → void

argtypedescription
_reason?

isLive( ) → boolean

awake( ) → void

onDestroy( ) → void

tick(dt: number) → void

argtypedescription
dtnumber

update(dt: ?) → void

argtypedescription
dt?

editorUpdate(dt: ?) → void

Authoring: the beats can be watched in edit mode with `public:preview(name)` without the round having to reach them.

argtypedescription
dt?

preview(name: string) → boolean

argtypedescription
namestring

endBeat( ) → boolean

Sub-parts

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35+items
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module · born here
❒asset
# shots The camera language of the three staged beats, and the rule that makes one written shot read on a television and on a phone held upright. ```lua local Shots = require("game.staging.shots") local def = Shots.intro({ aspect = 0.75, hx = 0, hy = 1, hz = -16 }) cutscene.play(def) ``` `intro(ctx)`, `firstlight(ctx)` and `resolution(ctx)` each return a cutscene definition. `ctx` is `{ aspect, hx, hy, hz, tier }` — the live aspect and where the Henter is standing when the beat begins. ## Fitting A shot is written once, as an eye path and a look path in world metres, and then fitted to the live screen by two things: - **`lensFor(h, v, aspect)`** — the vertical field of view that covers at least `h` degrees across AND at least `v` degrees down, whatever the aspect is. A 3:4 phone gets a taller lens so the hill still runs from the bottom of the frame to the sky; a 16:9 monitor gets the shot's own vertical angle and the extra width for free. - **`dollyFor(aspect)`** — how far in the eye comes on a narrow frame. 1.0 at 16:9 and wider, closing to 0.76 by 3:4, which is what keeps the subject the same size on screen once the lens has opened up. `fit(spec, aspect)` applies both to one shot; `fitAll` to a list. ## The rest - `BEAT_LAYERS` — what a beat's camera draws (`all !ui !EditorUI !debug`). - `cairnPoint()` — the summit landmark the crest turns to face, read from the scene when it is there so a set-dressed cairn moves the shot with it.
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soundclip · born here
❒asset
# SoundClip Managed audio asset. `data.zaud` is the engine-native ZAUD payload the runtime decodes and plays; compression settings live in the `.metadata` `settings` block (edit to re-encode).
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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.
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component · born here
❒asset
# HenterBody The Henter — the hooded figure the player is — and the lantern they carry. Sits on the PlayerPrototype's `body`. It builds the whole figure under one child root (`henter_figure`) out of the meshes in `game.hero.meshes`, and animates it by turning a chain of pivots: `hips` → `chest` → `arm_r` → `pole_pivot`. There is no skeleton and no clip library; the walk, the lean, the snatch and the swing of the lantern all come out of the same handful of angles, which is why they blend into each other instead of cutting. The gait is measured from how fast the body is actually travelling, so it is true however the Henter got moved — walked, lunged, or carried by a cutscene. ## What other slices use | | | |---|---| | entity `lantern` | A direct child of `henter_figure`, carried onto the stave's hook every frame and hanging plumb. Where the glew flies to, and where the lantern's point light lives. Found by a shallow child scan, by `entity.getDescendants`, or by `public:lanternEntity()`. | | `public:setGlow(t)` | `0..1` — how full the lantern reads. Drives the light's intensity and radius and the size of the flame inside the glass. | | `public:playHent()` | Plays the snatch: wind up, drive, settle, with the lantern thrown forward on its hook. | | `public:receiveGlew(x, y, z)` | Flies one mote from there into the lantern along an arc of its own. | | `public:lanternPosition()` | The world point the glew should aim at — the flame, not the ring. | | `public:noteGlewCaught()` | "A catch is already in flight." `game.hero.GlewLook` says this when the glew field flies a caught mote itself, so the body does not draw a second one over the top of it. | It listens for `butt` (the Henter is knocked back on their heels), `glew` (the lantern's own note), `hent` (the animation, and the fallback flight when nothing else drew one) and `phase`. ## The sound it owns Boots in wet heather on each end of the stride, the lantern's ring chinking on its hook when the swing turns over, iron creaking when a hent throws it forward, and the small warm note a mote makes dropping into the lantern — all from `game.hero.heroaudio`, synthesised, so none of it can arrive silent.
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module · born here
❒asset
# game.audio.sfx Play a one-shot from anywhere on the hill. ```lua local Sfx = require("game.audio.sfx") Sfx.play(clipRef) -- flat, non-spatial Sfx.play(clipRef, { pos = { x, y, z }, volume = 0.7 }) -- out on the hill Sfx.play(clipRef, { pitch = 1, jitter = 0.12 }) -- a run that is not a machine Sfx.ui("confirm") -- the menu's own set ``` It spawns a temporary entity carrying an `Audio` component, lets it sound, and despawns it after `ttl` seconds. Pass `pos` for a spatial source, heard from the `AudioListener` on the CameraRig. Resolve your clip through a **literal** identity so the reference is pinned when this world is installed elsewhere. ## Three things every caller gets **A voice budget.** Below a reserve of free voices a low-priority one-shot is dropped rather than stealing the narrator's. `priority` 0 is set dressing, 1 is the default, 2 survives a crowded mix, 3 always plays. **A collapse window.** Ten motes caught in one frame is one sound, not ten stacked copies 6 dB louder than anything else in the mix. The same clip asked for again inside `collapse` seconds (35 ms by default) is dropped. Pass a longer window for a sound that should never double up, or `priority = 3` to opt out. **Pitch jitter.** `jitter` spreads repeats of one clip either side of their pitch, so a run of them reads as a hill rather than a loop. ## Options `pos`, `volume`, `pitch`, `jitter`, `maxDistance`, `channel`, `ttl`, `name`, `priority`, `collapse`, `looping`. `channel` is one of `sfx` / `ui` / `ambient` / `music` / `voice` — the names the mix knows. A source naming anything else plays at unity, which is a sound nobody can turn down, so an unknown name falls back to `sfx`. ## The menu's set `Sfx.ui(name)` plays one of `click` / `move` / `confirm` / `back` / `deny` — small struck-glass sounds, because the lantern is glass and brass and so is the menu. Non-spatial, on the `ui` channel, and high enough priority to get through a crowded mix. `Sfx.stopAll()` drops every one-shot still sounding, so a hent that started a frame before the round ended does not carry into the end card.
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soundclip · born here
❒asset
# SoundClip Managed audio asset. `data.zaud` is the engine-native ZAUD payload the runtime decodes and plays; compression settings live in the `.metadata` `settings` block (edit to re-encode).
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module · born here
❒asset
# caption The band a staged beat speaks over. A beat holds the camera and takes the HUD out of the frame, so the caption band the HUD carries goes with it. This is the band the beats carry themselves: the speaker, the line, and the prompt that says the beat can be left. ```lua local Caption = require("game.staging.caption") Caption.setPrompt("SKIP · SPACE") Caption.show("The Old Henter", "Lantern up, henter.", 5) Caption.tick(dt, 0.10) -- the letterbox fraction the beat is running at Caption.hide() ``` - `show(speaker, text, seconds?)` — put a line up. Without `seconds` it stays for `readingTime(text)`, long enough to read aloud and floored so a short line does not flash. - `tick(dt, letterbox)` — run the line's clock down and refresh the band. - `setPrompt(text?)` / `hide()` / `clear()` / `isShowing()`. ## Two things it will not do **It is not laid out in pixels.** The card's measure, its type sizes and its distance from the bottom edge are fractions of the live `ui.screenSize()`, so it reads the same on a 3:4 phone and on a 16:9 monitor. **It never lands under a letterbox band.** The bands and the fade are a post-process drawn *over* the UI, so a caption inside one is invisible while looking perfectly correct in the widget tree. The band's bottom inset is derived from the letterbox fraction the caller passes. ## Its own render layer The screen draws on `StagingCaption` (`M.LAYER`) rather than on `ui`, which is what lets a beat's camera leave the whole HUD out of the frame and still carry these words. `Shots.BEAT_LAYERS` is the matching spec on the cutscene camera.
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soundclip · born here
❒asset
# SoundClip Managed audio asset. `data.zaud` is the engine-native ZAUD payload the runtime decodes and plays; compression settings live in the `.metadata` `settings` block (edit to re-encode).
▲ 0↑ born
backing path · game/staging/Beats.component

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