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asset⌬ componentcomponentprimary: init.luau·originates fromworld 52b50907-6…

ChaseCamera

The camera behavior on the PlayerPrototype's `CameraRig`, and the only thing in BLOCKBUSTER 767 that moves the camera. The Camera component instantiates it beside itself and hands it the avatar in `Camera.follow`.

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

ChaseCamera

The camera behavior on the PlayerPrototype's CameraRig, and the only thing in BLOCKBUSTER 767 that moves the camera. The Camera component instantiates it beside itself and hands it the avatar in Camera.follow.

It trails the toy from behind and above, so the plane flies AWAY from the viewer into the skyline and the tall axis of a 3:4 frame carries the composition: the aim point sits ahead of and below the nose, which puts the plane in the lower third with the towers rising above it.

Each frame, in order:

  1. solve the chase pose — the station the camera would take if nothing were staging a moment — and publish it as cam.chase;
  2. blend that toward cam.override, the pose the Director asked for;
  3. add the decaying impulses (shake, lens punch, distance kick) and a slow handheld sway, so the frame is never mechanically still;
  4. write the rig's transform and the Camera's fov.

The feel

Speed pushes the camera back and opens the lens; boost adds to both; a plane that has stopped is closed in on, because the wreck is the subject now. The offset is smoothed AS AN OFFSET FROM THE PLANE, never as a world position, so the lag never grows with speed.

The chase smooths on SIMULATED seconds, so a slow-motion beat slows the camera's own catch-up with the world it is filming. When the simulation clock is stopped altogether it smooths on real ones instead, so a staged move over a frozen scene still plays.

Spans, not metres

Every distance is a multiple of the toy's own longest dimension, measured once off whatever the plane-art slice built (framing 2.3 spans behind, height 0.85 above, lookAhead 1.8 ahead, lookDown 0.28 below). A camera holding absolute metres would frame a bigger or smaller 767 wrongly the moment that slice changed it. ChaseCamera:rig() reads back the measured span and the station it produces.

Every screen shape

Nothing here is a number chosen for a 1080x1440 frame. The lens opens on a screen taller than the filmed 3:4 and the camera stands further off (cam.fovForAspect, cam.distanceScale), and how far the plane rides below the aim point scales with how tall the screen is — all read from the live viewport every frame.

Measured at the parked launcher: 16:9 → 58° and the authored distance, with the aim 0.48 m higher so the plane centres a little; 3:4 → 58° and the authored distance; 9:16 → 66.5° and 1.5 m further back. The plane and the skyline are both in frame at every one.

Where the staging lives

Nothing in this file knows what a topple or a wreck is. It wakes, puts the Director on the scene's mount_director (retrying until the component type has registered), and from then on only reads game.camera.cam.

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

measureSpan(t: any) → void

argtypedescription
tany

target( ) → any

onFollowChanged(_new: any, _old: any) → void

The Camera calls this when its `follow` slot is written; the trail re-seeds next frame.

argtypedescription
_newany
_oldany

awake( ) → void

onModuleReload(_path: string) → void

`cam.module` re-ran under us. Its tables keep their identity, so the only thing to do is take the span reading again: a fresh module state starts at the default and this camera would otherwise never ask for it a second time.

argtypedescription
_pathstring

solveChase(t: any, dt: number) → Cam

Solve the pose the camera takes when nothing is being staged.

argtypedescription
tany
dtnumber

tick(dt: number) → void

argtypedescription
dtnumber

rig( ) → void

What the rig is currently solving with: the toy's measured span and the station that span produces. For tests and for tuning the framing.

update(dt: number) → void

argtypedescription
dtnumber

editorUpdate(dt: number) → void

argtypedescription
dtnumber

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module · born here
❒asset
# rules The cross-slice constants of BLOCKBUSTER 767 — read-only, and the contract between any two parts of the game that have to agree on a number. - `TABLE` — where the play surface is and where its edges are. - `LAUNCH` — the launcher's position, how far the heading and elevation trim, and the wind band: how long a notch takes, how many there are, and what the red zone past the last one costs. - `CITY` — the band of table the skyline stands in, its seed, and the landmarks. - `PHYS` — masses, speed caps, the debris governor, the settle threshold and the margin a measured joint break force is multiplied by. - `SCORE` — what a shoved block, a toppled tower and a block off the table pay, the chain window, the landmark and called-shot multipliers, and the star thresholds. - `SESSION` — three planes, the round clock, the rest and wreck beats. - `STATES` / `EVENTS` — the only state names and event names the game uses; a typo in either raises at the call rather than going quietly nowhere. - `LAYOUT` — the bands every screen anchors into, as shares of the viewport. Units are metres, kilograms and seconds. The table top is `y = 0`; `+Z` is downrange, so the plane launches at `LAUNCH.z` and flies toward the city. A number only one slice reads lives in that slice's own files, not here. Consumed by every slice.
▲ 0↑ born
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module · born here
❒asset
# game.camera.cam The shared state of BLOCKBUSTER 767's camera, and the seam between the two things that have an opinion about it. `ChaseCamera` is the **only** writer of the camera rig's transform. `Director` never moves the camera — it writes an override pose here, and ChaseCamera blends its own chase solution toward that pose by the override's weight. One writer, one place to look when a frame is wrong. Each frame runs in one direction: | order | who | does | |---|---|---| | 10 | `ChaseCamera` | solves the chase pose → `Cam.chase`, blends in `Cam.override`, adds the impulses, writes the rig and the fov, publishes `Cam.applied` | | 20 | `Director` | reads `Cam.chase`, decides which beat is running, writes `Cam.override` | Because the director can read the live chase pose, a staged move that has to LAND on the game camera — the opening flythrough — simply makes `Cam.chase` its last key and arrives exactly where the chase already is, with no seam. ## What is in here **The frame.** `Cam.chase` (the pure chase solution, before staging), `Cam.applied` (what actually reached the rig), `Cam.ready`. **The override.** `Cam.setOverride(pose, weight, snap?)` every frame a beat is running; `Cam.clearOverride()` to hand the frame back. `snap` means *this is a cut*: the pose is taken whole rather than blended. **The impulses**, which ChaseCamera decays on its own so a caller only ever has to kick them: `Cam.pushShake(amount)` (0.05 a tap, 1.0 the airframe folding), `Cam.pushFov(degrees)`, `Cam.pushDistance(metres)`, and `Cam.idleAmp`, the multiplier on the slow handheld sway. **The toy's size.** `Cam.span` is the plane's longest dimension, measured off whatever the plane-art slice built. Every distance in this slice is a multiple of it, so a bigger or smaller 767 re-frames itself instead of filling the shot or vanishing in it. **The shape of the screen.** Every fov in this slice is authored at the filmed 3:4 and carried to the player's screen by two rules: - `Cam.fovForAspect(v)` — a screen at least as wide as the filmed one keeps the vertical fov, so the composition down the tall axis is identical and the extra room arrives at the sides. A screen TALLER than filmed opens the lens partway back toward a constant horizontal view: `Cam.reclaim` (0.55) says how much of the lost width the lens takes. - `Cam.distanceScale()` — the rest of that loss, answered by standing further off. At 9:16 the pair give a 66.5° lens and 1.15× the distance; at 3:4, 16:9 and 1:1 they are both identities. `Cam.aspect()` asks the live viewport every frame, so a window resized mid-round re-frames on the next one. Set `Cam.aspectOverride` to a width/height ratio to make the whole rig frame as if the screen were that shape without resizing anything — set it, read `Cam.chase`, render that station at the matching image size, set it back to nil. Nothing in the game writes it. **Small maths** every beat wants: `lerp`, `smooth`, `bell`, `blend`, `pose`, and `readPoint`, which pulls a world point out of an event payload whichever shape it arrived in. **`Cam.ensureDirector()`** puts the `Director` component on the scene's bare `mount_director` entity. ChaseCamera calls it as it wakes and keeps asking until it takes; it answers `false` rather than raising while the scene has no mount or the type has not registered yet.
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▣
module · born here
❒asset
# game The shared memory of one BLOCKBUSTER 767 session, and the bus every slice talks over. `Game.session` holds what the run is: the state it is in, the score, which plane is loose, how many are left, the chain and its multiplier, the counts of blocks shoved and blocks off the table, and the star rating once the session ends. `Game.telemetry` holds what the airframe is doing this frame — speed, altitude, pitch, bank, boost and its remaining fuel, the winds the key is holding, which parts are still attached — written only by the flight slice and read by the HUD, the camera and the sound mix. `Game.on` / `Game.emit` are the bus. Handlers run in subscription order, which matters: more than one slice answers `roundStart`, and which of them the player ends up looking at cannot be left to the order a table happens to iterate in. `Game.set` moves the state machine through the names in `game.rules`, and `Game.reset` / `startRound` / `endRound` / `advance` are the session flow — a fresh city, a plane on the launcher, a wreck, and then either the next plane or the end card. Everything it remembers lives in `modules.state()`, so editing this file while the game is running does not drop the subscriptions the other slices hold. Consumed by every slice: `flight`, `city`, `camera`, `ui`, `set` and `audio`.
▲ 0↑ born
backing path · game/camera/ChaseCamera.component

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