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asset⌬ componentcomponentprimary: init.luau·originates fromworld c27abf00-6…

Screens

The presentation slice of THE EIGHTH KETYL, on the `Interface` host entity. It owns every authored screen the game has — the title card, the how-to-play card, the heads-up display, the pause card and the two end cards — and it owns menu FOCUS: the ordered ring a controller walks,…

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

Screens

The presentation slice of THE EIGHTH KETYL, on the Interface host entity. It owns every authored screen the game has — the title card, the how-to-play card, the heads-up display, the pause card and the two end cards — and it owns menu FOCUS: the ordered ring a controller walks, the ring you can see, and the rule that a mouse crossing a row moves the focus there so the pad, the keyboard, the mouse and a finger never disagree about what is selected.

It never runs the game. A chosen item leaves here as Still.emit("uiIntent", name) — "start", "howto", "resume", "restart", "quitToTitle" — and the core slice decides what that means. The phase that comes back is what this component draws. The only game state it touches is Still.state, and only to read it.

Input. It activates /source/input/console.inputMap while a menu is open — group ui, which stands the whole player group down, so the ketyl does not drift across the plate behind a menu — and releases it the moment the last menu closes. navigate walks the focus, confirm acts on it, back leaves, and resume closes the pause card. The touch overlay's own Confirm / Back / Resume buttons come from those same bindings, which is why the menu screen draws BELOW them.

Layout. Every number comes from the live ui.screenSize() through ui.Kit. The filmed shape is 1080x1440 and the same screens land on a phone held either way, a laptop and a television.

Public fields

  • consoleMap: assetRef(inputMap) — the menu controls. Defaults to input.console.
  • previewInEdit: string — an author's window onto the screens while the engine sits in edit. Empty (the shipping value) means nothing of this slice paints until play runs, so a title card never covers another slice's scene work. Set it to "title", "howto", "pause", "sealed", "quenched" or "hud" to hold that card on the glass in edit.
  • ownCaptions: boolean — draw this slice's own caption band. Off, because the staging slice ships one (still-captions) and two bands anchored to the same edge would print every line twice. Turn it on if that band ever stops appearing: the words must be on screen whether or not the audio played.

Lifecycle

  • awake() — registers the Interface anchor, registers the three screens (ketyl_hud at 20, ketyl_caption at 40, ketyl_menu at 150), subscribes to line / lineEnd / phase, and drops any control subscription left behind by a previous instance.
  • update(dt) / editorUpdate(dt) — reads Still.state.phase, decides which card is on the glass, keeps the console map live exactly while one is, lets the pointer move the focus, and republishes the trees. The menus rebuild only when something they draw changed; the HUD is live data and rebuilds every frame.
  • onCallback(id) — every mi:<item> a row carries lands here.
  • onDestroy() — unsubscribes, deactivates the map, unregisters the screens.

Usage

It is placed by still.scene on the Interface entity and needs no setup.

local iface = require("Still").anchor("Interface")
iface.component.get("Screens").previewInEdit = "title"

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 Component — the "presentation" slice of THE EIGHTH KETYL. Every authored screen the game has: the title card, the how-to-play card, the heads-up display, the pause card and the two end cards — plus the caption band that prints every spoken line as text. It owns menu FOCUS: the ordered ring a controller walks, the ring you can see, and the rule that a mouse crossing an item moves the focus there so the pad, the keyboard, the mouse and a finger never disagree about what is selected. It never runs the game. A chosen item leaves here as Still.emit("uiIntent", name) and the core slice decides what that means; the phase that comes back is what this component draws. The only game state it touches is Still.state, and only to read it. Input: it activates /source/input/console.inputMap while a menu is open — group "ui", which stands the whole "player" group down, so the ketyl does not drift across the plate behind a menu — and stands it back down the moment the last menu closes. Layout: every number comes from Still.sz(), a fraction of the SHORTER screen edge, read live from ui.screenSize(). The filmed shape is 1080x1440, and the same screens have to land on a phone held either way, a laptop and a television.

padLegend(position: string) → string

argtypedescription
positionstring

padLegends( ) → void

setMenu(name: string?, prefer: string?) → void

argtypedescription
namestring?
preferstring?

buildMenu( ) → void

goBack( ) → void

WHAT A CHOSEN ITEM MEANS Presentation announces the intent; core decides. The only navigation this component performs on its own is between its OWN cards, because "how to play" is a screen rather than a phase of the run.

choose(id: string) → void

argtypedescription
idstring

onCallback(id: string, _data: any) → void

Fired by every onClick in every screen this component owns.

argtypedescription
idstringThe callback id the widget carried.
_dataany

dropSubscriptions( ) → void

THE CONTROLS

subscribe(map: any) → void

argtypedescription
mapany

current( ) → boolean

setMapLive(live: boolean) → void

argtypedescription
liveboolean

touchGutter( ) → number

How much of the right edge the on-screen control overlay is standing on, in pixels. The engine draws that overlay from whatever bindings are live, and it is anchored to the screen the HUD is anchored to, so the two collide on a phone: the wetness meter runs underneath the Discharge button and its percentage is unreadable. Rather than guess a number for one screen, ask the overlay where its leftmost control actually is.

pointerFollow( ) → void

publish( ) → void

THE FRAME

awake( ) → void

update(_dt: number) → void

argtypedescription
_dtnumber

editorUpdate(_dt: number) → void

argtypedescription
_dtnumber

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.

20items
▣
module · born here
❒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.
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module · born here
❒asset
# Still One-paragraph description of what this module provides and who consumes it. ## Exports - `M.exampleFn(arg) -> result` — what it does and when to call it. - `M.exampleValue: type` — what value it carries. ## Usage Replace `<identity>` with the string `asset.create` returned — this module's source path with `/` written as `.` and each segment's type suffix dropped, the way a module at `/source/lib/thing.module` is `lib.thing` and one at `/source/kit.package/thing.module` is `kit.thing`. ```luau local M = require("<identity>") M.exampleFn("foo") ``` ## Notes - Anything callers need to know about THIS module: required runtime ordering, state ownership, side effects.
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module · born here
❒asset
# Kit The design system every screen in THE EIGHTH KETYL is drawn with: one palette taken from `Still.palette`, one type ramp on two faces, one set of box recipes, and the drawn art the game's cards are built around. **Why it exists.** Six agents authored this world at once. A screen looks like part of the same object as the last one only if the colour, the type, the corner radius, the hairline and the panel recipe all come from one place. This is that place. **The unit.** Everything is measured in `Kit.sz(frac)` — a fraction of the SHORTER screen edge, read live. There is no pixel constant in any screen: the game is published to a phone held either way, a laptop, a wide monitor and a television at once, and the filmed shape is 1080x1440. `Kit.screen()` is the one accessor that answers "what shape is the frame", and `Kit.setPreviewSize(w, h)` makes it answer something else for a moment — how a portrait build gets checked against a television without a second engine. **The two faces mean different things.** `Kit.SERIF` (EBGaramond) is the laboratory's own voice — titles, the chemist, prose. `Kit.MONO` (JetBrainsMono) is the instrument's — readouts, numbers, labels. A UI label selects a face by the `.font` ASSET name; the shaper family name renders as the default sans. ## What it provides - `Kit.c`, `Kit.alpha(hex, a)`, `Kit.surface` — the palette and the dark-UI surfaces, which read from a step in lightness and a lit top edge rather than from a black shadow. - `Kit.serif(frac, color, extra)` / `Kit.mono(...)` — the type ramp. - `Kit.label` / `Kit.para` / `Kit.col` / `Kit.row` / `Kit.gap` / `Kit.svg` / `Kit.rule` — the box vocabulary. - `Kit.panelStyle(extra)` — the recessed instrument panel every card sits on. - `Kit.backdropStyle(tint, scrim)` / `Kit.vignette()` — the sealed interior a menu is drawn against; a scrim below 1 leaves the held game visible behind. - `Kit.columnArt(opts)` — the still in elevation: eight plates, brass rims, mucus on the glass, and the ketyl on the plate it is standing on. The title card, both end cards and the storefront all use it. - `Kit.ketylMark(tint)` / `Kit.blennomaMark(alive)` — the game's monogram and a single mucous lobe. - `Kit.keycap` / `Kit.padcap` / `Kit.touchcap` — a key, a pad button and a thumb, so a control is shown on all three device families rather than named on one. - `Kit.meter(opts)` — a labelled instrument meter with a segmented bar. ## Who consumes it `ui.Menus`, `ui.Hud` and the `Screens` component. Nothing outside the presentation slice depends on it, and it depends on nothing but `Still`.
▲ 0↑ born
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module · born here
❒asset
# Hud The readout THE EIGHTH KETYL runs behind, and the caption band that carries a spoken line as written text. **The screen is taller than it is wide, so the HUD reads DOWN it.** The plate rail hugs the left edge as a ladder of eight — the plates you have purged lit brass, the one you are standing on lit violet, the ones above still dark. The plate number and the growths left on it sit opposite. The two meters that decide whether the run continues sit across the bottom, where a thumb already is. Every cluster is anchored to a screen EDGE with a proportional inset, so a wide screen moves the same furniture apart rather than breaking the layout. **A HUD carries its own contrast.** It draws over whatever the scene happens to be, bright or black, so each cluster sits on its own dark plate rather than trusting the frame behind it to be dark. An unreached plate on the rail is dim but still legible: a tone dark enough to disappear on a black plate is the same as not drawing the rung at all. **Wetness is said twice.** The meter counts it, and past two thirds a wash pulses in at the edge of vision — faster the closer the run is to over — so the player feels it without reading a number. ## What it provides - `Hud.hud(state)` — the whole display: plate rail, plate number, growths remaining as a number AND as a strip of mucous pips, the charge and wetness meters, the danger wash, and the riser prompt, which names the key, the pad button and the touch control at once. - `Hud.plateRail(opts)` — the ladder of eight on its own. - `Hud.caption(opts)` — a speaker rule, the speaker's name and the line, set in the serif for the chemist and in the mono for the column, so the two voices read differently on the page as well as in the ear. Nothing here reads input or game logic. Hand it `Still.state` and it draws it. ## Who consumes it The `Screens` component, and nothing else.
▲ 0↑ born
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module · born here
❒asset
# Menus Every card THE EIGHTH KETYL puts between the player and the still: the title card, the how-to-play card, the pause card, and the two end cards — the still sealed, and the eighth quenched. **Every tree here is a pure function of state.** Hand it the game's state and the focused item and it returns a widget tree. Nothing in it reads input, runs the game or holds state of its own; the `Screens` component owns all of that and this module only knows how a card should look. **Layout.** Every number comes from the live screen through `Kit`: the content width is a fraction of the real frame and the type is a fraction of the shorter edge. There is no pixel constant. Two cards genuinely reflow rather than scale — the title card and the end cards put the drawn column beside the words on a wide frame and above them on a tall one, and the how-to card becomes two columns on a wide frame so its six controls and four steps fit a 16:9 television without being cut. A flex column that centres its children makes them hug their content, so a paragraph inside one collapses to a glyph per line. Everything here therefore sits in a column of a KNOWN width and centres its text with `textAlign`. ## What it provides - `Menus.title(opts)` — the column, the game's name, and the two ways in. - `Menus.howto(opts)` — what you are, what one plate asks of you, and every control on a keyboard, a pad and a touchscreen at once. It draws the pad legends the CONNECTED pad prints rather than assuming an Xbox one. - `Menus.pause(opts)` — laid over the held game rather than replacing it. - `Menus.sealed(opts)` / `Menus.quenched(opts)` — the win and the loss, each with the column drawn in its final state and the run's numbers. - `Menus.item(id, text, note, tone)` — one focusable row: the focus target, the click target and the touch target at once, with a ring you can see. - `Menus.eyebrow`, `Menus.itemList`, `Menus.familiesFooter`. ## Who consumes it The `Screens` component, and nothing else.
▲ 0↑ born
backing path · Screens.component

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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agent review score
—
/ 100
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+ quality × 0.35
+ performance × 0.25
± compat factor

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