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asset⌬ modulemoduleprimary: init.luau·originates fromworld fd4f2c09-2…

framing

Where the camera has to stand, for this screen, right now.

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

game.camera.framing

Where the camera has to stand, for this screen, right now.

local Framing = require("game.camera.framing")

local f = Framing.solve(Core.state.topY)   -- reads the live viewport
local px, py, pz = Framing.station(f)      -- where the camera goes
local ax, ay, az = Framing.target(f)       -- what it looks at

Nothing here reads the world or holds state. Hand it a top-course height — and, if you like, a screen shape other than the one the engine is running at — and it hands back a Frame: a distance, a height, an aim, a lens, and the numbers it worked them out from. That is what lets the follow camera, every staged beat and an off-line capture all agree about where "the camera" is.

Why it is a solve and not an offset

The game is played on a screen of unknown shape. The crane swings a course SLIDE_REACH metres either side of the tower and the whole point of the game is timing the drop off that swing, so the swing has to be on screen or there is nothing to play. A fixed camera offset that frames it on a widescreen monitor loses both ends of it on a phone held upright — the tall frame is barely half as wide at the same lens.

So the station is solved each frame from three requirements:

RequirementWhat sets it
The whole swing across the frameSLIDE_REACH and the slab's own width, projected onto the camera's right vector
The top course at a fixed height up the frameANCHOR — 0.36, the same on every screen
Sky above it for the dawnHEAD_ROOM

The camera takes whichever distance satisfies all three. Where even the far end of the range cannot — an ultra-tall phone — the lens widens instead of the camera retreating out of the world.

Measured at the stations it produces, the top course sits at 0.364 of the frame height and the swing's worst corner at 0.89 of the half-width, unchanged from an aspect of 0.46 to one of 2.37.

The near corner

Framing.corners reduces the swing to the sixteen corners the shot has to hold, and each one to two numbers: how far ACROSS the frame it sits, and how far TOWARD the lens. The second is the one that is easy to leave out. A slab at the near end of a slide stands metres closer to the camera than the tower does, and a perspective frame magnifies it by exactly that ratio — solving the distance against the tower axis alone frames the swing on paper and pushes its near corner off the edge of a widescreen frame, which is a corner of stone leaving the picture every second course.

Where the camera stands

BEARING puts it near +Z rather than out on the +X diagonal. Courses alternate which lozenge edge they slide along, and Framing.lateral() measures how much of each slide reads as movement across the frame: near +Z the two axes read at 0.72 and 0.94, while out on the diagonal a U-slide reads at 0.05 — almost pure depth, so half of all courses would swing straight at the lens and appear not to move at all. The number is computed from the lozenge's own edge vectors, so it stays true if the lozenge is retuned.

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

lerp(a: number, b: number, t: number) → number

Small pure helpers every beat uses too.

argtypedescription
anumber
bnumber
tnumber

smooth(t: number) → number

Smoothstep: a move that leaves and arrives at rest.

argtypedescription
tnumber

smoother(t: number) → number

Smootherstep: the same, with the acceleration eased as well. Long moves read better under it because the middle is where the speed lives.

argtypedescription
tnumber

seg(t: number, a: number, b: number) → number

Remap t from [a, b] onto a smoothed 0..1, held flat outside the window.

argtypedescription
tnumber
anumber
bnumber

bump(t: number, at: number, half: number) → number

A 0..1 bump centred on `at`, `half` wide — one beat of an impulse.

argtypedescription
tnumber
atnumber
halfnumber

shape( ) → void

The live screen. `getViewportSize` is the engine's own reading; the filmed shape stands in only if the call is unavailable, which it never is in a drawn frame.

right(bearing: number) → void

The camera's right vector in the ground plane at a bearing, as {x, z}. It is `cross(forward, +Y)` for a camera standing at `bearing` and looking at the tower axis, so a positive projection onto it is movement to the RIGHT of the frame.

argtypedescription
bearingnumber

toward(bearing: number) → void

The direction from the tower axis toward the camera, as {x, z}: a point with a positive projection onto it stands CLOSER to the lens than the axis does.

argtypedescription
bearingnumber

corners(bearing: number, edge: number, reach: number) → void

argtypedescription
bearingnumber
edgenumber
reachnumber

lateral(bearing: number) → void

How much of a slide along each lozenge edge reads as movement ACROSS the frame rather than into it, at a given bearing. Both near 1 is what makes the alternating U/V courses read as the same game.

argtypedescription
bearingnumber

solve(topY: number, opts: SolveOpts?) → Frame

Where the camera has to stand to hold the top course and the whole swing.

argtypedescription
topYnumber
optsSolveOpts?

distFor(hh: number) → number

argtypedescription
hhnumber

station(f: Frame) → void

The station a solved frame puts the camera on, in world space.

argtypedescription
fFrame

target(f: Frame) → void

The point it looks at — the tower axis, above the top course.

argtypedescription
fFrame

orbit(f: Frame, turn: number, scale: number, lift: number) → void

A station on the same solve, moved: `turn` radians around the tower, `scale` on the radius, `lift` metres of height. Every beat is written in these terms so it stays framed at any screen shape.

argtypedescription
fFrame
turnnumber
scalenumber
liftnumber
⌬ Types
Frame = {Corner = { l: number, d: number } -- metres across the frame, metres toward the lensSolveOpts = {
⌬ Metadata
descriptionSolves where the camera has to stand for the top course and the whole crane swing to be in frame at any screen shape, perspective at the near corner included.

Sub-parts

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module · born here
❒asset
# core One-paragraph description of what this module provides and who consumes it. ## Exports - `M.exampleFn(arg) -> result` — what it does and when to call it. - `M.exampleValue: type` — what value it carries. ## Usage Replace `<identity>` with the string `asset.create` returned — this module's source path with `/` written as `.` and each segment's type suffix dropped, the way a module at `/source/lib/thing.module` is `lib.thing` and one at `/source/kit.package/thing.module` is `kit.thing`. ```luau local M = require("<identity>") M.exampleFn("foo") ``` ## Notes - Anything callers need to know about THIS module: required runtime ordering, state ownership, side effects.
▲ 0↑ born
backing path · game/camera/framing.module

Problems

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0problems
No problems reported. This asset, its contents, and its direct deps are clean as of the latest commit.
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