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asset⌬ componentcomponentprimary: init.luau·originates fromworld ebf056d2-4…

Screens

Everything HELSINKI LIFE puts on the glass, and the three ways a player drives it.

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

Screens

Everything HELSINKI LIFE puts on the glass, and the three ways a player drives it.

Mounted once, on mount_screens, by the scene entrypoint. It needs nothing else on that entity.

What it draws

ScreenLayerWhen
hl_hud20while a turn is being played, and in compact form under a board card
hl_card900title, setup, how-to-play, event, choice, pause, end

The trees come from game.screens.cards and game.screens.hud, which are pure builders: each takes the metrics table from game.screens.theme plus a small view model and returns a widget tree. This component owns the state those are built from, the registration, and the input.

Which card is up

HL.state() decides, except for the three cards this slice owns outright:

CardShown when
titleno game exists, or phase == title
setupthe player asked for it from the title
howtothe player asked for it from the title or from pause
choicephase == choice
eventphase == event
pausephase == paused
overphase == over

event, choice and pause sit ON the board, so the HUD stays under them in its compact form (banner and money column, nothing else) and a player choosing a home can still read what they can afford. title, setup, howto and over replace the board, so the HUD comes off.

The three input families

Every row and button carries an id that is BOTH its focus id and its onClick callback id, so all three families end at the same public:act(id).

  • Mouse and keyboard. Clicks land in onCallback. The pointer also moves the focus, but only when it actually moves: a cursor resting on a row would otherwise take the lit row back from the pad after every step.
  • Touch. The same ids are the tap targets, and nothing interactive is drawn smaller than the metrics table's tap. When the engine draws the board's own Spin / Pause / Map buttons from play.inputMap's touch class, the HUD steps its whole page out of that column so the two sets sit side by side.
  • Controller. This component owns game.input.menu, activates it the moment a card goes up and releases it when the last one comes down. navigate walks game.vendor.Focus, confirm fires whatever is lit, back closes the card. The lit row draws a gold ring. The neutral frame is fed back to Focus too, so one push of the stick is one step.

While a card is up the menu map stands play and player down, so nothing at the board answers underneath it.

Public surface

Field / methodWhat it is
menuMapthe inputMap a card answers to; game.input.menu
captionSecondshow long a spoken line stays in the caption strip
logLineshow many lines of the running log the ticker shows
:card()the card on the glass right now, or nil while the board is playing
:act(id)act on one id: the single path a click, a tap and confirm all take
:back()back out of whatever card is up
:say(text)put a line in the caption strip

It listens to the whole HL bus and rebuilds only when something changed, when the screen shape changed, or when a caption expired.

Shape

Nothing here is laid out at a pixel chosen for one screen. Every build reads ui.screenSize() through game.screens.theme, so the same tree lays out on a 3:4 phone, a laptop and a television: cards are a share of the screen capped at a readable measure, the player cards are a COLUMN at every aspect, and the action sits at the bottom where a thumb reaches it.

Card entrances animate while the clock runs and are skipped while it is held, so a paused or edit-mode frame shows the settled pose rather than the first keyframe.

Interface

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

conforms to

zero/source-extract/v2

Screens - everything HELSINKI LIFE puts on the glass, and the three ways a player drives it. Mounted once, on `mount_screens`, by the scene entrypoint. It needs nothing else on that entity. ## What it draws | Screen | Layer | When | |---|---|---| | `hl_hud` | 20 | while a turn is being played (no card up) | | `hl_card` | 900 | title, setup, how-to-play, event, choice, pause, end | The trees come from `game.screens.cards` and `game.screens.hud`, which are pure builders; this component owns the state they are built from, the registration, and the input. ## The three input families, all the way through * **Mouse / keyboard** - every row and button carries `onClick`, so a click lands in `onCallback`. The pointer also MOVES the focus: each frame the widget under the pointer is offered to `Focus.point`, so what is lit and what a click would hit never disagree. * **Touch** - the same `onClick` ids are the tap targets, and nothing interactive is drawn smaller than the metrics table's `tap`. The board's own big SPIN / PAUSE / MAP buttons come from `play.inputMap`'s touch class, which the rules and stage slices hold. * **Controller** - this component owns `game.input.menu`, activates it the moment a card goes up and releases it when the last one comes down. `navigate` walks `game.vendor.Focus`, `confirm` fires whatever is lit, `back` closes the card. The lit row draws a gold ring. Nothing here is laid out at a pixel chosen for one screen: every build reads `ui.screenSize()` through `game.screens.theme`, so the same tree lays out on a 3:4 phone, a laptop and a television.

mark( ) → void

currentCard( ) → void

computeRanking( ) → void

cardModel(name: ?) → void

argtypedescription
name?

buildCard(name: ?, vm: ?) → void

argtypedescription
name?
vm?

touchGutter(width: ?) → void

How wide a strip of the right edge the engine's own touch overlay is using. Zero on a keyboard or a pad, because the overlay draws nothing there.

argtypedescription
width?

hudModel( ) → void

focusList(name: ?) → void

argtypedescription
name?

activateMenu( ) → void

releaseMenu( ) → void

openFocus(name: ?) → void

argtypedescription
name?

syncCardInput(name: ?) → void

argtypedescription
name?

setMenu(name: ?, returnTo: ?) → void

argtypedescription
name?
returnTo?

startGame( ) → void

cycleName(i: ?) → void

argtypedescription
i?

act(id: ?) → void

Act on one id - the single path a click, a tap and the pad's confirm all take.

argtypedescription
id?A callback / focus id from a card or the HUD.

back( ) → void

Back out of whatever card is up - the pad's east button, Escape, and a card's own close.

card( ) →

The card this component has on the glass right now, or nil while the board is playing.

say(text: ?) → void

Put a line in the caption strip, as if the narrator had said it.

argtypedescription
text?The written form of the line.

render( ) → void

tick(dt: ?) → void

argtypedescription
dt?

listen(name: ?, fn: ?) → void

argtypedescription
name?
fn?

awake( ) → void

update(dt: ?) → void

argtypedescription
dt?

editorUpdate(dt: ?) → void

argtypedescription
dt?

onCallback(id: ?, data: ?) → void

argtypedescription
id?
data?

onDestroy( ) → void

Sub-parts

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

Showing up to 3 levels deep. Open a part to see what it holds further down.

22+items
▣
module · pulled in
❒asset
# Focus Menu focus navigation for the cards of GREASEPAINT. A controller has no pointer, so every menu carries an ordered ring of focusable ids and exactly one of them is lit; this module walks that ring. - `Focus.open(list, prefer)` — open a menu: the ids in stick order, and which starts lit. - `Focus.axis(v, dt)` — feed the `navigate` axis; one flick is one step, a held stick repeats. - `Focus.point(id)` — a mouse crossing a row or a finger tapping it moves the focus there. - `Focus.id()` / `Focus.isFocused(id)` — read it. - `Focus.close()` — nothing is focused until the next `open`. - `Focus.release()` — let go of a held direction, so a stick held through a transition does not keep walking. The ring is whatever the card offers, so an interval with three faces and a fourth row is a ring of four and needs nothing said about it here: `open` takes the list `screens.itemIds` returns for the phase. A held stick repeats on a delay measured in seconds AND in frames. On a machine running long frames a single flick can be one frame carrying half a second of `dt`, and a delay measured only in time turns that flick into two steps. Fed by `game/input/console.inputMap`; consumed by `game.ui.Screens`, which asks it which row to draw lit.
▲ 1↓ import
▣
module · born here
❒asset
# HL The shared spine of *Helsinki Life*: constants, the board graph (43 tiles with positions, kinds, districts and successors), landmark anchors, camera framing numbers, the game state container, the event bus the slices talk over, the `HL.actions` table the rules fill in, the pacing (`HL.TIMING`) and the sound names (`HL.SFX`). ```lua local HL = require("game.core.HL") HL.tile(6).next -- { 7, 101 }: the fork at Pasila station HL.pawnSlot(22, 2) -- where pawn 2 stands on the Cathedral tile HL.on("moveStep", function(ev) ... end) HL.emit("sfx", { name = "hop" }) HL.state().players[1].money ```
▲ 0↑ born
▣
module · born here
❒asset
# theme The printed look of HELSINKI LIFE, in one place. ```lua local T = require("game.screens.theme") local m = T.metrics() ``` ## metrics() Reads `ui.screenSize()` every time it is called and returns the numbers every builder lays out from, for THAT screen. Nothing downstream holds a pixel chosen for one frame. | Key | What it is | |---|---| | `w`, `h`, `aspect`, `portrait` | the live screen | | `s` | one scale for type and spacing, tied to the SHORT edge, clamped 0.52..1.5 | | `pad`, `gap` | page and stack spacing | | `tap` | the smallest a finger gets: at least 46 points | | `cardW`, `cardMaxH` | the modal card, a share of the screen capped at a readable measure | | `colW` | the HUD player column, a column at every aspect | | `t` | the type scale: `mega title head sub body small tiny num` | ## The look Cream paper, ink type, a green header band, a hairline double rule, and a halftone dot screen over the band: a 1950s HKL enamel sign. Display type is condensed, set in capitals with wide letter spacing, the way a tram destination board is. | | | |---|---| | `C` | the palette: paper, ink, HKL green, copper, sea, sun, brick, plum, rose | | `F` | the families: `anton` display, `archivoblack` heavy, `arimo` body, `jetbrainsmono` numbers | All four families are bundled, so the web build draws the same faces as the desktop one. ## Style builders `scrim` `card` `band` `display` `body` `rowStyle` `primaryStyle` `chipStyle` return style tables; `text` `rule` `spacer` return nodes. `enter(index, rise)`, `enterCard(rise, scale)` and `pulse()` return animation tables, and **nil while the clock is held** (`animating()` is the test). An entrance holds its first keyframe when time is not advancing, so a card built with one under a held clock would be invisible; skipping the animation there shows the settled pose instead.
▲ 0↑ born
▣
module · born here
❒asset
# cards Every screen HELSINKI LIFE puts BETWEEN the player and the board. ```lua local C = require("game.screens.cards") ui.registerScreen("hl_card", C.title(T.metrics(), { focus = Focus.id() }), 900) ``` Each builder is pure: it takes the metrics table from `game.screens.theme` and a small view model, and returns a widget tree. Nothing here registers a screen, reads a control or touches the game state; `Screens.component` does all three and hands the result in. | Builder | Card | View model | Focus ids | |---|---|---|---| | `title(m, vm)` | the title plate | `{ focus }` | `t_start`, `t_howto` | | `setup(m, vm)` | player count and names | `{ count, names, focus }` | `s_count2..4`, `s_name1..4`, `s_go`, `s_back` | | `howto(m, vm)` | how to play | `{ focus }` | `h_back` | | `event(m, vm)` | an event card | `{ card, player, focus }` | `e_ok` | | `choice(m, vm)` | a fork, a career, a home | `{ choice, player, focus }` | `c_opt1..n` | | `pause(m, vm)` | the pause card | `{ focus }` | `p_resume`, `p_howto`, `p_restart`, `p_title` | | `over(m, vm)` | the ranking | `{ ranking, focus }` | `o_again`, `o_title` | `focusOrder(name, vm)` returns the same ids in the order a stick walks them. Every row a player can act on carries an `id` that is BOTH its focus id, for the pad through `game.vendor.Focus`, and its `onClick` callback id, for the mouse and for a finger. The three input families therefore never disagree about what is selected or what a press does, and the lit row draws a gold ring. ## The shape of a card A card is a scrim, a paper plate, a green header band, a body, and a footer of actions. `T.metrics()` sizes all of it: the plate is a share of the screen capped at a readable measure, so it is nearly full width on a 3:4 phone and a centred panel on a television, and its height is capped so a long body scrolls rather than running off the screen. The setup card's name rows do double duty: tapping a row cycles the tram's name, which a finger and a pad can both do, and the field inside it takes typing for whoever has a keyboard.
▲ 0↑ born
▣
module · born here
❒asset
# hud What HELSINKI LIFE draws OVER the board while a turn is played. ```lua local H = require("game.screens.hud") ui.registerScreen("hl_hud", H.build(T.metrics(), vm), 20) ``` One pure builder. It takes the metrics table from `game.screens.theme` and a view model and returns the whole overlay. | Part | What it says | |---|---| | turn banner | whose turn it is, what the phase is doing, and the tile they stand on | | player column | one card per player: colour bar, name, money, onni, marks for a home, a degree, a marriage, children, and their career or district | | caption strip | the Konduktööri's line, in writing, under his name | | log ticker | the tail of the running log | | action | the one big button: SPIN on a turn, OK on a card, SKIP over the intro | | pips | pause and overview, as tap targets | ## The view model `{ players, current, player, phase, caption, log, actEnabled, spinValue, compact, touchGutter }` `compact` is the overlay UNDER a card: the banner and the money column stay, so a player choosing a home can still see what they can afford, and everything the card itself owns comes off so nothing competes with it for a tap. `touchGutter` is how much of the right edge the engine's own touch overlay is using for the board's Spin / Pause / Map buttons. The whole page steps out of that column, so the two sets of controls sit side by side rather than on top of each other. ## Shape At every aspect the player cards are a COLUMN pinned to the leading edge, never a bar across the top, which a 3:4 frame has no room for. The banner is a centred plate under the top edge and the action sits at the bottom where a thumb reaches it. On a wide screen the same rules hold and only the widths change, because every one of them is a share of the live `ui.screenSize()`. Every control here is a real tap target, and none is drawn smaller than the metrics table's `tap`.
▲ 0↑ born
backing path · game/screens/Screens.component

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