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asset⌬ componentcomponentprimary: init.luau·originates fromworld 7cfd8e17-0…

Staging

Mounted on `mount_staging` by the scene's entrypoint. It owns no camera of its own: it drives `luteway.camera.FollowCam` through that component's shot API, so there is exactly one thing posing the lens and a moment can never fight the follow.

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

Staging — the three moments the camera takes off the player

Mounted on mount_staging by the scene's entrypoint. It owns no camera of its own: it drives luteway.camera.FollowCam through that component's shot API, so there is exactly one thing posing the lens and a moment can never fight the follow.

The moments

BeatCueWhat the frame does
The openingphase openingHolds on the dark rookery crest — the place the run is for — then cranes the whole length of the Luteway down to the penguin on the beach. LW.state.stagingBusy holds the loop until it lands.
First light, in playfirstLight, or LW.state.dawn.lightY crossing the penguinA short push of the LENS only, and back. A breath, not a cut: the follow keeps the frame and the player never loses control.
First light, the winphase wonPushes in on the penguin at the crest, holds while the sun clears the sea, then cranes up into the light with a drift on the held frame.
The seaphase lostA kick as the wave lands, then a slow pull back until the whole drowned Luteway is in frame.

Everything is in world units and seconds. Nothing here reads the screen, so every beat plays the same on a phone held either way and on a television; what changes with the shape is only how much cliff stands beside the climb, which is the follow camera's business.

Skip

The crane holds the loop for about seven seconds. A player seeing the Luteway for the first time wants that; a player on their ninth run does not, so the crane is skippable from every device family, through luteway.camera.stage.inputMap:

Mouse + keyboardSpace, Enter, Escape
ControllerSouth (A / Cross), East (B / Circle)
Toucha Skip button, added to the far end of the touch band so the penguin's own buttons keep the positions a thumb already knows

The map is live only while a beat is holding the loop, and it suppresses nothing — the Skip button simply joins the climb controls for those few seconds and leaves again. :skip() does the same thing from code.

Rehearsing without play mode

The sequencer ticks in edit mode as well as in play, so a beat can be watched without entering play and locking the VFS for the other slices:

entity.find("mount_staging").component.get("Staging"):rehearse("opening")

"opening" | "firstLight" | "won" | "lost" | "release". :current() names the beat that owns the frame, or "" when the penguin has it.

Fields

Field
craneSecondshow long the opening crane takes to fall the length of the Luteway
stageMomentsoff leaves the follow camera alone for the whole run
inputMapthe map carrying Skip

A beat that somehow overruns cannot wedge the loop: stagingBusy is released after 30 seconds whatever happens, with a warning, and Game has a budget of its own on top of that.

Owned by the camera slice. Lenses and timings live in LW.CAMERA in luteway.game.

Interface

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

conforms to

zero/source-extract/v2

Staging — the three moments the camera takes off the player. Owned by the CAMERA slice, mounted on `mount_staging` by the scene's entrypoint. It owns no camera of its own: it drives `luteway.camera.FollowCam` through the shot API that component publishes (`panTo` / `zoomTo` / `driveTo` / `setDrift` / `kick` / `release`), so there is exactly one thing posing the lens and a moment can never fight the follow. ## The moments | Beat | Cue | What the frame does | |---|---|---| | THE OPENING | phase `opening` | holds on the dark rookery crest, then cranes the whole length of the Luteway down to the penguin on the beach. `LW.state.stagingBusy` holds the loop until it lands. | | FIRST LIGHT (in play) | `firstLight`, or the light line crossing the penguin | a short push of the LENS only — a breath, not a cut. The player never loses control. | | FIRST LIGHT (the win) | phase `won` | pushes in on the penguin at the crest, holds, then cranes up into the light as the sun clears the sea. | | THE SEA | phase `lost` | a kick as the wave lands, then a slow pull back until the whole drowned Luteway is in frame. | Everything is in WORLD UNITS and in seconds. Nothing here reads the screen, so every beat plays the same on a phone held upright and on a television — what changes with the shape is only how much cliff sits either side, which is the follow camera's business. ## Rehearsing without play mode The sequencer ticks in edit mode as well as in play, so a beat can be watched without entering play and locking the VFS for the other slices: entity.find("mount_staging").component.get("Staging"):rehearse("opening") `"opening" | "firstLight" | "won" | "lost" | "release"`.

followCamOn(e: any) → any

The scene's PlayerPrototype is CLONED for the player who joins, so in play there are two entities named CameraRig — the prototype and the clone that is actually on screen — and both carry a FollowCam. A staged beat must drive the one being rendered, which is `camera.main()`; a plain `entity.find` picks whichever comes first and the shot then plays to an audience of nobody. Resolved fresh at the head of every beat, because the clone is a different entity after each respawn. `camera.main()` and `camera.active()` answer with an entity ID, not a ref.

argtypedescription
eany

cam( ) → any

disarmSkip( ) → void

armSkip(onSkip: () → void

argtypedescription
onSkip(

stop( ) → void

play(name: string, list: { Cue }) → void

argtypedescription
namestring
list{ Cue }

tick(dt: number) → void

argtypedescription
dtnumber

beatOpening( ) → void

THE OPENING. The frame starts high and dark over the rookery crest — the place the run is FOR — and falls the whole length of the Luteway to find the penguin standing on the beach with the sea behind it.

land( ) → void

Landing the crane is one thing, whether it arrives or is cut short: the frame goes back to the penguin and the loop is let go.

beatFirstLightInPlay( ) → void

FIRST LIGHT, mid-run. The light line has reached the penguin. A breath, not a cut: the LENS pushes a little and comes back, and the follow keeps the frame the whole time, so nothing is taken out of the player's hands.

beatWon( ) → void

THE WIN. The penguin is on the rookery ledge. Push in on it, hold while the sun clears the sea, then crane up into the light.

beatLost( ) → void

THE SEA. The wave lands, then the frame pulls back until the whole drowned Luteway is in it — the run, seen from outside, finishing without you.

beatRelease( ) → void

onPhase(new: string, _old: string) → void

argtypedescription
newstring
_oldstring

rehearse(name: string) → void

Play one staged beat by hand, in edit mode or in play — the way to watch a moment without starting a run. @param name string One of opening, firstLight, won, lost, release. @example entity.find("mount_staging").component.get("Staging"):rehearse("opening")

argtypedescription
namestring

skip( ) → boolean

Cut the staged moment that is holding the loop and hand the frame straight back to the penguin. The Skip control calls this; so may a screen. Answers true when there was something to cut. @example entity.find("mount_staging").component.get("Staging"):skip()

current( ) → string

The beat that owns the frame right now, or "" when the penguin has it. @example entity.find("mount_staging").component.get("Staging"):current()

subscribe( ) → void

watchLightLine( ) → void

awake( ) → void

update(dt: number) → void

argtypedescription
dtnumber

editorUpdate(dt: number) → void

argtypedescription
dtnumber

onDestroy( ) → void

⌬ Metadata
descriptionThe staged camera moments of First Light: Luteway — an opening crane down the cliff that holds the game loop, a lens push when the first light reaches the climber, a push-in and held frame on the win, and a slow pull back as the sea closes. Drives a follow camera's shot API rather than posing a camera itself, ticks in edit mode so a beat can be rehearsed without entering play, and offers a Skip control on keyboard, pad and touch.

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◇
component · born here
❒asset
# FollowCam — the camera of the Luteway The one camera in *First Light: Luteway*, and the lens every staged moment borrows. Orthographic, side-on, never rotating, never leaving the `LW.CAMERA.z` plane. It sits on the scene's `CameraRig` as the `Camera` component's `behavior`. ## The frame The lens fixes the **height**: `LW.CAMERA.orthoHeight` world units, at every aspect. So a phone held upright sees a narrow tall slice of cliff and a wide monitor sees the same height with more cliff either side, and the climb reads the same on both. Nothing here is a pixel — the only thing the screen's shape decides is how much cliff stands beside the climb, which is recomputed from the live `ui.screenSize()` every frame. Two rules keep that honest at the extremes: * **Narrow.** When the frame is narrower than the cliff it clamps to the level and the horizontal deadzone starts doing work; when it is wider, the climb is centred and the frame stops moving sideways at all. * **Wide.** A frame wide enough to see past the dressed cliff (`LW.CAMERA.dressHalfWidth`, ±15 units — the contract with the cliff slice) closes the lens until it cannot, down to `LW.CAMERA.minHeight`. A 21:9 screen therefore sees 30 units across and 12.8 up, not 15 units of nothing. ## The follow It tracks `LW.state.player` — the blackboard, not an entity, because the climb slice runs its own 2D sim. A horizontal deadzone the penguin moves inside freely, a lead in the direction it is sidling, an upward lead so the next ledge is always in shot, a look further ahead into a long fall, and a softer vertical time constant so a landing reads as weight. A landing puts its weight into the frame: the shot **dips** in proportion to the speed it landed at and eases back, and past `LW.CAMERA.kickAt` it **kicks** as well. `landingWeight` scales both; 0 turns them off. The frame never looks under the water. The sea line may sit at most `LW.CAMERA.seaFloor` units above the bottom of the frame, so as the tide takes the beach the shot is pushed up ahead of it and the penguin sinks toward the bottom of the screen — which is the picture that moment wants. Where it ended up is published into `LW.state.camera` — `x`, `y`, `orthoHeight`, `halfWidth`, and `staged` (true while a moment holds the frame). ## The shot API | Call | What it does | |---|---| | `:panTo(x, y, seconds, ease)` | a TIMED move along an eased curve; `:isPanning()` says when it arrives | | `:zoomTo(height, seconds, ease)` | a TIMED change of lens. 16 is the playing frame, 9.5 a push, 26 the cliff opening out | | `:driveTo(x, y)` | the untimed, damped drive | | `:snapTo(x, y)` | a cut | | `:setDrift(vx, vy)` | a slow creep added to a driven shot — a held frame that drifts is alive | | `:kick(amount)` / `:settle(amount)` | the shake, and the weight of a landing | | `:release()` | hand the shot back to the penguin | | `:pose()` / `:lens()` / `:frame()` | where the shot is, how much it covers, and the world rectangle it covers | | `:frameAt(aspect)` | the rectangle it *would* settle to on a screen of that shape | Ease names: `linear` `inQuad` `outQuad` `inOutQuad` `outCubic` `inOutCubic` `inOutSine` `outExpo`. `Staging.component` is the only thing that drives these in the finished game. `:frameAt()` is how any slice asks what a phone, a laptop and a television each see of the same moment without changing the screen. ## In edit mode It poses in edit as well as in play, so authoring against the scene shows the game's frame, and a staged moment can be rehearsed without entering play and locking the VFS for the other slices. ## Usage ```lua rig.component.add("Camera", { projection = "orthographic", orthoHeight = LW.CAMERA.orthoHeight, behavior = asset.resolve("luteway.camera.FollowCam", "component"), }) ``` Owned by the camera slice. Tuning lives in `LW.CAMERA` in `luteway.game`.
▲ 0↑ born
▣
module · born here
❒asset
# game <!-- 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 · luteway/camera/Staging.component

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usability × 0.40
+ quality × 0.35
+ performance × 0.25
± compat factor

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