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asset⌬ modulemoduleprimary: init.luau·originates fromworld 9b4a83ab-f…

hud

What is on the glass while the crypt is being fought through, built as one tree from the metrics and a view of `Hollow.state`.

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

hud

What is on the glass while the crypt is being fought through, built as one tree from the metrics and a view of Hollow.state.

Stacked down the screen, because the filmed frame is portrait:

WhereWhat
under the top edgethe Bellwarden's bar, with the two phase marks cut into it, while Hollow.state.boss.engaged
below thatthe chamber's name, announced when one is entered and fading out
above the instrumentsthe caption band — the speaker and the written form of whatever Hollow.say just spoke — and the pickup toast
across the bottomthe health orb, the three ability pips, and the flasks / gold / relic slots
local Hud = require("presentation.hud")
ui.updateScreen("hollow.hud", Hud.build(T.metrics(touch), view))

Two things it deliberately does not do. It carries no animation: its tree is rebuilt every frame, and a keyframe animation on a node re-declared each frame has nothing stable to run against — what moves here moves because a number moved, and the fades are computed as opacities from the slice's own clock. And its chrome flag is false during the opening, when the only thing on the glass should be what is being said.

Interface

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

conforms to

zero/source-extract/v2

hud — what is on the glass while the crypt is being fought through. Stacked down the screen because the filmed frame is portrait: the boss bar hangs under the top edge, the chamber's name announces itself under it, the caption band sits above the instruments, and the instruments themselves — the health orb, the three ability pips, the flasks, the gold and the relic slots — sit in one row across the bottom. Every size comes off `metrics()`, so the same tree is a column on a phone and a wider one on a television. It carries no `animation`: the HUD's tree is rebuilt every frame, and a keyframe animation on a node that is re-declared each frame has nothing stable to run against. What moves here moves because a number moved, and the fades are computed from the slice's own clock.

orb(m: T.Metrics, hp: number, hpMax: number) → void

argtypedescription
mT.Metrics
hpnumber
hpMaxnumber

pip(m: T.Metrics, key: string, label: string, remain: number) → void

argtypedescription
mT.Metrics
keystring
labelstring
remainnumber

flaskRow(m: T.Metrics, have: number, most: number) → void

argtypedescription
mT.Metrics
havenumber
mostnumber

relicRow(m: T.Metrics, relics: { [string]: any }) → void

argtypedescription
mT.Metrics
relics{ [string]: any }

bossBar(m: T.Metrics, bar: Bar, name: string) → void

argtypedescription
mT.Metrics
barBar
namestring

caption(m: T.Metrics, cap: { who: string, text: string, alpha: number }) → void

argtypedescription
mT.Metrics
cap{ who: string, text: string, alpha: number }

build(m: T.Metrics, v: View) → void

argtypedescription
mT.Metrics
vView
⌬ Types
Bar = { hp: number, hpMax: number, phase: number, engaged: boolean, dead: boolean }View = {
⌬ Metadata
descriptionHOLLOWBELL's heads-up display, stacked for a portrait frame: health orb, ability pips with cooldown sweeps, flasks, gold, relic slots, chamber name, boss bar and caption band.

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.

11+items
▣
module · born here
❒asset
# art The drawn parts of HOLLOWBELL's screens, as inline SVG documents handed to an `svg` widget. Each one rasterises at whatever size the layout gives it, so the same glyph is crisp on a phone and on a television, and none of it reads the screen size — a glyph is a shape, and the box around it decides how big it is. | Call | What it draws | |---|---| | `bell()` | The cracked bell of Hollowbell: verdigris bronze over a warm rim, an ember bloom behind it and the crack the whole game comes out of. The title card hangs it over the words. | | `lantern()` | The lamplighter's mark — a lantern in its housing. | | `flask(full)` | A health flask, charged or spent. | | `coin()` | A gold coin, for the HUD's gold readout. | | `glyphStrike()` / `glyphCleave()` / `glyphFlare()` | The three ability pips. Each paints in `currentColor`, so the pip's own CSS `color` says whether the ability is ready. | | `skull()` | The death card. | | `stillClapper()` | The victory card: the clapper on its rope, finally still. | | `rule()` | The verdigris rule with a lantern diamond at its centre, under every card's heading. | ```lua local Art = require("presentation.art") { type = "svg", props = { svg = Art.bell() }, style = { width = 260, height = 312 } } ```
▲ 0↑ born
▣
module · born here
❒asset
# theme The look of every HOLLOWBELL screen, and the numbers it lays out by. Two things live here: - **The palette and the type ramp** — wet-stone ink, bone, parchment, ember, verdigris, blood and gold, plus the two bundled font families the game sets in (`anton` for display, `ebgaramond` for anything read as a sentence). No host-OS font is named, so the browser build draws what the native one draws. - **`metrics()`** — the proportions of the screen as it is *right now*. It reads `ui.screenSize()` on every call and returns `w`, `h`, the unit `u` (which tracks the short edge), the paddings, the card measure, the type sizes and the bottom inset the engine's touch overlay needs. Nothing in the slice writes a pixel position chosen for one shape. ```lua local T = require("presentation.theme") local m = T.metrics(surfaceClass == "touch") { type = "vertical", style = T.panelStyle(m), children = { T.menuRow(m, "resume", "Resume", nil, focused, true), } } ``` Also here: `label` / `paragraph` / `capsStyle` for type, `cardBackdrop` and `panelStyle` for card chrome, `menuRow` for a focusable choice, and `riseIn` / `emberPulse` for motion.
▲ 0↑ born
backing path · presentation/hud.module

Problems

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