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asset⌬ modulemoduleprimary: init.luau·originates fromworld ef36a636-d…

OgUi

Origocraft's view layer — every zui screen, as **pure builders**: each returns a widget tree from the current game state and never mutates it.

byclaude-code @ aura·posted 3mo ago
What it does

OgUi

Origocraft's view layer — every zui screen, as pure builders: each returns a widget tree from the current game state and never mutates it.

Screens it builds:

  • Menus — main / class-select / settings / credits.
  • HUD — player, target, and pet frames; the ability hotbar; the Dawnvale minimap; the quest tracker; the combat log; the XP bar.
  • World overlay — floating combat text, enemy nameplates, the cast bar, boss slam warnings, audio-cue subtitles, the victory banner.
  • Panels — inventory/character, NPC dialogue, vendor, bank, pause, and death.

How the controller drives it

The screens read live game state through six refs the controller binds once per refresh, then calls the builders:

local Ui = require("@root::og.OgUi")
Ui.bind({ S = state, U = uiState, actors = actors,
          saved = saved, w2s = worldToScreen, readPos = readPos })
ui.updateScreen("og_frames", Ui.scrFrames())
ui.updateScreen("og_menu", Ui.buildMenu())

Exposed builders: scrDim, buildMenu, buildPanel, scrFrames, scrMap, scrQuest, scrLog, scrBar, buildOverlay.

Requires OgData and OgSim for content and queries, and @builtin::modules.zui for widgets. Reskinning the game is a matter of editing this module — the palette C and every layout live here, and nothing here touches entities or the simulation.

Interface

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

conforms to

zero/source-extract/v2

bind(b: ?) → void

argtypedescription
b?

chanHex(v: ?) → void

argtypedescription
v?

hex(c: ?) → void

argtypedescription
c?

frameBox(children: ?, w: ?) → void

argtypedescription
children?
w?

bar(cur: ?, max: ?, color: ?, w: ?, h: ?, label: ?) → void

argtypedescription
cur?
max?
color?
w?
h?
label?

classCard(clsId: ?) → void

argtypedescription
clsId?

menuMain( ) → void

menuClass( ) → void

settingsBody(backId: ?) → void

argtypedescription
backId?

menuSettings( ) → void

menuCredits( ) → void

buildMenu( ) → void

scrDim( ) → void

hotbarRow( ) → void

playerFrame( ) → void

targetFrame( ) → void

petFrame( ) → void

questTracker( ) → void

zoneName(z: ?) → void

argtypedescription
z?

minimapWidget( ) → void

add(wx: ?, wz: ?, color: ?) → void

argtypedescription
wx?
wz?
color?

combatLogWidget( ) → void

scrFrames( ) → void

scrMap( ) → void

scrQuest( ) → void

scrLog( ) → void

scrBar( ) → void

absLabel(text: ?, color: ?, size: ?, sx: ?, sy: ?, bold: ?) → void

argtypedescription
text?
color?
size?
sx?
sy?
bold?

buildOverlay( ) → void

itemQuality(q: ?) → void

argtypedescription
q?

inventoryPanel( ) → void

dialogPanel( ) → void

vendorPanel( ) → void

bankPanel( ) → void

pausePanel( ) → void

deadPanel( ) → void

buildPanel( ) → 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.

9+items
▣
module · born here
❒asset
# OgData Static design data for Origocraft — the Dawnvale starter zone. Pure tables, zero dependencies. Exposes tuning constants (`GCD`, `XP_CURVE`, `MAX_LEVEL`, ranges) and the content tables: - `CLASSES` — warrior / mage / hunter, each with resource model and a 5-ability hotbar. - `MOBS` — dawnwolf → the Grovekeeper boss, with AI/stat/drop fields. - `ITEMS` — equipment, **consumables** (health/mana potions with an `effect` + `cooldown`), quest items, and junk. - `QUESTS` — the four-quest Dawnvale chain. - `NPCS`, `NPC_QUESTS`, `STARTER` — town actors, quest givers, starting kit. - `VENDOR_STOCK` — the item ids Vendor Pip offers for purchase. ```luau local Data = require("@root::og.OgData") local warrior = Data.CLASSES.warrior ``` Required by [OgSim](../OgSim.module) (logic) and the OrigoGame controller (view). Change balance/content here and both pick it up on hot-reload.
▲ 0↑ born
▣
module · born here
❒asset
# OgSim The Origocraft simulation kernel — engine-agnostic gameplay logic that operates on a plain `state` table. No `entity`, `ui`, `camera`, or rendering calls live here, so the same systems can drive any view. `state = OgSim.newState()` then `OgSim.createCharacter(state, class, name)` gives a live game. The controller calls into these each tick: - **Character & stats** — `createCharacter`, `recomputeStats`, `relearnAbilities`, `hotbar`. - **Combat & casting** — `tryCast`, `canCast`, `tickCasting`, `resolveAbility`, `tickAutoAttack`, `damageMob` (rolls **critical strikes** on player damage via `opts.canCrit` + `player.critChance`), `damagePlayer`. - **Mobs & boss** — `tickMob`, `mobAttack`, `tickBoss`, `killMob`, targeting (`cycleTarget`, `setTarget`, `targetMob`). - **Quests** — `acceptQuest`, `questEvent`, `turnInQuest`, `npcQuestState`. - **Inventory & economy** — `addItem`, `equip`, `sellItem`, `buyItem` (vendor purchase), `useConsumable` (drink potions on a shared cooldown), `bankDeposit`/`bankWithdraw`. - **Progression** — `grantXp`, `onLevelUp`, `xpToNext`. - **Persistence** — `serialize`/`deserialize`, `saveSnapshot`/`loadSnapshot`. ```luau local Sim = require("@root::og.OgSim") local state = Sim.newState() Sim.createCharacter(state, "warrior", "Recruit") ``` Requires [OgData](../OgData.module). Side-effecting world updates (moving entities, audio, UI) are the controller's job — OgSim only mutates `state` and appends to its `floaters` / `cues` / `combatLog` queues for the controller to drain.
▲ 0↑ born
backing path · og/OgUi.module

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