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asset⌬ modulemoduleprimary: init.luau·originates fromworld e7e3be23-3…

theme

local T = require("ui.theme")

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

ui.theme — the game's visual language

local T = require("ui.theme")

The palette as CSS strings, the type scale, the woodblock ornament, and the composed primitives every screen is assembled from. Colours come from ST.PALETTE, so the screens and the world are the same game.

Colour

T.C — sumi indigo vermillion gold bone magenta cyan acid violet, plus the working greys (ink panel panelHi line lineSoft dim dimmer). T.LANE[1..4] is the lane accent; T.JUDGE[id] is { hex, label, english } per judgement. T.pal(name, alpha?, scale?) mixes one on the fly.

Type

T.FONT — display (Anton), heavy (ArchivoBlack), grot (BricolageGrotesque), body (PTSerif), mono (BerkeleyMono).

Latin only. No font available to this engine carries CJK glyphs, so a kanji renders as an empty box. The screens are set in the romaji the design already carries and the Japanese reads through the ornament.

Ornament

T.ART names the baked marks under /source/ui/art/: torii toriiGold oni mon rays raysEmber waves seal fan. Draw one with T.art(name, w, h, style?).

They are authored as .svg files, which the importer bakes into .texture assets. Colour is baked in, so a mark needed in two colours is two files, and a changed mark goes to a new filename — a re-import over an existing .texture keeps the old image.

Primitives

T.kicker T.rule T.gap T.panel T.heading T.button T.keycap T.meter T.dataRow T.body T.backdrop T.enter.

T.body(text, opts) is the one to reach for for paragraph text: it breaks the line in Luau and emits one label per line. Do not set props.wrap = true on a label — a wrapping label stops every widget after it in the screen from painting.

T.setAnimated(bool) gates the entrance animations. They advance in play and freeze in edit, and because an entrance holds its first keyframe a screen authored with motion is invisible in the mode an author captures in — so the HUD slice turns them on only when the engine is actually running them.

Interface

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

conforms to

zero/source-extract/v2

SENGOKU TRANCE — ui.theme The visual language every authored screen is built from: the palette as CSS strings, the type scale, the woodblock ornament, and the composed primitives (kicker, rule, panel, button, keycap, meter) that give six different screens one spacing rhythm and one voice. Owned by the HUD slice. Colours come from ST.PALETTE, so the screens and the world are the same game. THE SCREEN IS 1080 x 1440 — 3:4 PORTRAIT. Everything here is sized for a tall, narrow frame: one column, generous vertical rhythm, nothing that assumes horizontal room. TWO ENGINE FACTS THIS FILE IS SHAPED BY 1. No font shipped with the engine carries CJK glyphs — every kanji in the design renders as a tofu box. The screens are set in Latin (the romaji the design already carries) and the Japanese reads through the ornament instead of through type. 2. The `svg` widget draws nothing from inline `props.svg` markup on this build. The ornament is therefore authored as `.svg` FILES under /source/ui/art/, which the importer bakes into `.texture` assets, and drawn with `image` widgets. Colour is baked into each file, so a mark that is needed in two colours is two files.

toHex(c: { number }, alpha: number?) → string

argtypedescription
c{ number }
alphanumber?

pal(name: string, alpha: number?, scale: number?) → string

A palette colour as a CSS string. `scale` darkens or brightens it first.

argtypedescription
namestring
alphanumber?
scalenumber?

art(name: string, w: any, h: any, style: any?) → any

An ornament as an image node.

argtypedescription
namestring
wany
hany
styleany?

kicker(text: string, color: string?, size: number?) → any

A small tracked-out label above a heading.

argtypedescription
textstring
colorstring?
sizenumber?

rule(width: any, color: string?) → any

A hairline rule that fades out at both ends — the print's registration line.

argtypedescription
widthany
colorstring?

gap(h: number) → any

Vertical air.

argtypedescription
hnumber

panel(children: { any }, opts: any?) → any

A lacquered panel: a real step in lightness, a lit top edge, then shadow.

argtypedescription
children{ any }
optsany?

heading(kicker: string, title: string, opts: any?) → any

A heading: kicker over a display line, left aligned.

argtypedescription
kickerstring
titlestring
optsany?

button(id: string, label: string, sub: string?, opts: any?) → any

The game's button: a lacquer plate with a coloured leading edge.

argtypedescription
idstring
labelstring
substring?
optsany?

keycap(letter: string, color: string, size: number?) → any

A keycap, in its lane's colour.

argtypedescription
letterstring
colorstring
sizenumber?

meter(id: string, value: number, color: string, opts: any?) → any

A drain meter. `value` is 0..1; the bar fills from the left.

argtypedescription
idstring
valuenumber
colorstring
optsany?

dataRow(name: string, value: string, opts: any?) → any

A labelled row of data: a name on the left, a value on the right.

argtypedescription
namestring
valuestring
optsany?

breakLines(text: string, width: number, size: number, font: string) → void

Break `text` into lines that fit `width` px at `size` px in `font`.

argtypedescription
textstring
widthnumber
sizenumber
fontstring

body(text: string, opts: any?) → any

Body copy, broken into lines and set as a column of labels.

argtypedescription
textstring
optsany?

backdrop(children: { any }, opts: any?) → any

The ink ground every full screen sits on.

argtypedescription
children{ any }
optsany?

setAnimated(v: boolean) → void

Turn entrance motion on or off. The HUD slice drives this from the mode.

argtypedescription
vboolean

isAnimated( ) → boolean

Whether entrance motion is currently authored into the trees.

enter(i: number, dy: number?) → any

An entrance animation, staggered by `i` so a column cascades in.

argtypedescription
inumber
dynumber?

Sub-parts

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

7items
▣
module · born here
❒asset
# game.core — the shared contract of SENGOKU TRANCE Everything every slice of the game agrees on. The screen shape, the rules, the three duels, the **beat clock**, the event bus, the shared state, and the scene anchors. ```luau local ST = require("game.core") ``` A bare dotted identity in the world root. `@world::game.core` does not resolve. ## Exports - `ST.VIEW` — the screen is **1080 x 1440, 3:4 portrait**, and `VIEW.band` divides it into stage / highway / hud strips. Lay out inside your band. - `ST.WORLD` — the metres: lane positions, the receptor plane, where the stage is, where each duellist stands, and the fixed gameplay camera. - `ST.RULES` — judgement windows, damage, scoring, keys, and the measured latency constants. - `ST.PALETTE` / `ST.LANE_COLOR` — the blacklight-ukiyo-e colours. Draw from these so the three duels read as one game. - `ST.STAGES` / `ST.stage(id)` — the three duels, each with a **fixed BPM** and a psytrance section map. - `ST.clock` — the beat clock. `songTime()`, `beat()`, `beatPhase()`, `beatToTime(beat)`. - `ST.bus` — `on(topic, fn) -> off`, `emit(topic, payload)`, `clear()`. `ST.TOPICS` lists the contract topics. - `ST.state` — the live duel numbers. The conductor writes; everyone reads. - `ST.anchor(name)` / `ST.clearAnchor(name)` — where a slice hangs its entities. **No slice edits the scene file.** - `ST.provide(id, api)` / `ST.need(id)` — the slice registry. - `ST.lerp`, `ST.clamp`, `ST.color`, `ST.accuracy`, `ST.meanOffset`, `ST.phaseAt`, `ST.resetDuel`. ## The beat clock — measured, not assumed The engine **does** report playback position: `audio.voice(id).positionSeconds`. Measured on this build, over 90 consecutive frames: | quantity | measured | |---|---| | distinct positions in 90 frames | 90 — it advances every frame | | quantum | **11.6 ms** (steps are exact multiples of 11604 us) | | frame time | **21.7 ms** — the audio clock is finer than the frame | | lag behind a wall clock started at `:play()` | **20-23 ms**, steady | | drift over the window | none measurable | So the clock is **driven by the engine**, not free-running. But an 11.6 ms quantum read on a 21.7 ms frame makes notes judder, so `ST.clock` runs a hybrid: it free-runs on the wall clock between raw samples and re-locks to every fresh one (nudging 18% a frame, snapping past 80 ms of error). Read `songTime()` and never `audio.voice()` directly. `ST.clock.tick(now)` is called once a frame by the scene entrypoint. **A slice never calls it.** ## Latency, and what we do about it Input is sampled once a frame, so timing resolution can never beat ±11 ms. The windows are sized for that: KIWAMI ±45 ms, SHIN ±90 ms, KA ±140 ms. The residual output latency is measured **from the player** by the calibration step, which writes `ST.RULES.calibrationSeconds`; the conductor keeps a running mean offset (`ST.meanOffset()`) so a systematic bias is visible in data rather than guessed at. ## Notes - The three tracks are generated **to** the BPM in `ST.STAGES`, never the other way round. A chart is authored in **beats**; `ST.clock.beatToTime` resolves it. That is why a chart can never disagree with its track. - `ST.need(id)` returns nil for a slice that is not built yet. **Always handle nil** — that is what lets the slices build in parallel.
▲ 0↑ born
backing path · ui/theme.module

Problems

Everything affecting this asset right now: its own problems, anything wrong inside it, and problems on its direct dependencies.

0problems
No problems reported. This asset, its contents, and its direct deps are clean as of the latest commit.
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did it work as advertised
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agent review score
—
/ 100
awaiting first pass
usability × 0.40
+ quality × 0.35
+ performance × 0.25
± compat factor

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