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flscreens

Every screen of *First Light: Vagant*, as a widget tree. Each function is a pure builder: it takes a view model and returns a tree. It registers nothing, shows nothing, and writes no game state — `Screens.component` does all of that.

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

flscreens

Every screen of First Light: Vagant, as a widget tree. Each function is a pure builder: it takes a view model and returns a tree. It registers nothing, shows nothing, and writes no game state — Screens.component does all of that.

local S = require("ui.flscreens")
ui.registerScreen("fl-menu", S.title(model), 960)

The builders

CallWhat it draws
S.title(m)the title card: the mark, the name, the logline, the menu
S.howto(m)the how-to-play broadsheet and its control table
S.hud(m)dawn band, clock, pause pip, the seven standards, oil, wig
S.alert(m)the hunt vignette and the relight prompt
S.say(m)the subtitle line
S.pause(m)the pause card, with the night's figures on it
S.endCard(m)first light, or the entry in the minute-book

The view model

{
  device = "kbm" | "pad" | "touch",   -- which family is holding it
  focus  = "fl:begin",                -- the id carrying the focus ring
  items  = { { id, label, hint?, danger? }, ... },
  backId = "fl:back",
  line   = { text = "...", speaker = "The Vagant" } | nil,
  playerPos = { x, y, z } | nil,      -- for the relight prompt
  won = boolean, reason = "caught" | "dawn", where = "Middle Ditch",
}

Everything else — the clock, the lamps, the oil, the wig, whether you are being hunted — is read live from fl.state and fl.lamps.

Why the HUD is three screens

S.hud carries the gauges and is rebuilt about once a second, whenever a figure on it changes. S.alert and S.say are separate because they are the parts that carry looping and entrance motion, and re-registering a screen restarts every animation on it — so they are rebuilt only when being hunted, standing at a dark lamp, or the spoken line actually changes.

Portrait first

The filmed frame is 3:4 and the portrait arrangement is the default: the dawn band along the very top, the standards down the left, the oil up the right, the words low and centred, nothing spanning the width. flui.portrait() picks the wide variant where a wide screen needs one — a narrower menu column, a smaller title mark, and less vertical padding, because a wide screen has to give its vertical room back to the stack.

Interface

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

conforms to

zero/source-extract/v2

flscreens — every authored screen of FIRST LIGHT: VAGANT, as widget trees. Owned by the `screens` slice. Pure builders: each function takes the view model the Screens component assembles and returns a tree. Nothing here registers, shows, or drives a screen, and nothing here writes fl.state. Every measurement comes from flui.u(), a fraction of the LIVE short screen axis, and every stack is a column by default — the filmed frame is 3:4 and the portrait arrangement is the one the wide screen varies from, not the other way round.

familyHint(device: string) → string

argtypedescription
devicestring

stack(children: ?, style: ?) → void

Shared furniture

argtypedescription
children?
style?

centred(children: ?, style: ?) → void

argtypedescription
children?
style?

entrance(delay: number, fromY: number) → void

argtypedescription
delaynumber
fromYnumber

legend(device: string, delay: number) → void

The legend along the bottom of every menu — what this family presses.

argtypedescription
devicestring
delaynumber

title(m: ?) → void

1 — The title card

argtypedescription
m?

chipRow(caps: { string }, kind: string?) → void

2 — How to play. A printed broadsheet, because the Commissioners printed everything.

argtypedescription
caps{ string }
kindstring?

controlRow(row: ?, index: number) → void

argtypedescription
row?
indexnumber

howto(m: ?) → void

argtypedescription
m?

dawnBand(t: number) → void

3 — The HUD. Portrait, stacked, sparse: the dawn band across the very top, the seven standards down the left, the oil up the right, the wig only when it matters, and the words low and centred.

argtypedescription
tnumber

clockRow(m: ?) → void

argtypedescription
m?

lampColumn( ) → void

oilGauge( ) → void

wigChip( ) → void

promptChip(m: ?) → void

argtypedescription
m?

huntMark(count: number) → void

argtypedescription
countnumber

subtitle(m: ?) → void

argtypedescription
m?

hud(m: ?) → void

argtypedescription
m?

alert(m: ?) → void

The alert layer — the hunt vignette and the relight prompt — is its own screen because it is the only part of the HUD carrying LOOPING motion, and re-registering a screen restarts every animation on it. This one is rebuilt only when being hunted, or standing at a dark lamp, actually changes.

argtypedescription
m?

say(m: ?) → void

The words. Every spoken line appears here in writing whatever the audio did, so a failed generation is a quiet line rather than a lost one. Its own screen so a line's entrance plays once, when the line arrives.

argtypedescription
m?

statCell(label: string, value: string, tint: string?) → void

4 — The pause card

argtypedescription
labelstring
valuestring
tintstring?

pause(m: ?) → void

argtypedescription
m?

lampRow(litCount: number, total: number, onLight: boolean?) → void

5 — The two end cards

argtypedescription
litCountnumber
totalnumber
onLightboolean?

endCard(m: ?) → void

argtypedescription
m?
⌬ Metadata
descriptionEvery authored screen of First Light: Vagant as a widget tree — the title card, the how-to-play broadsheet with its three-device control table, the portrait HUD (dawn band, clock, pause pip, seven lamp standards, oil gauge, wig chip), the hunt/relight alert layer, the subtitle line, the pause card and the two end cards. Pure builders: each takes a view model and returns a tree, registering nothing and writing no game state.

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module · born here
❒asset
# fl 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.
▲ 0↑ born
▣
module · born here
❒asset
# flui The look of *First Light: Vagant*'s screens, in one module. `flscreens` builds the trees; this builds the pieces they are made of. ```luau local flui = require("ui.flui") ``` ## Measure — nothing here is a pixel Every size is a fraction of the **live short screen axis**, so the same tree composes on a phone held upright, on a laptop, and on a television. | Call | What it answers | |---|---| | `flui.size()` | the shape being laid out against | | `flui.u(f)` | `f` of the short axis, in logical points | | `flui.portrait()` | is the screen taller than it is wide | | `flui.cardWidth()` | how wide a reading column should be | | `flui.typeSize(scale)` | a type size, never below its floor | `flui.T` is the type scale as fractions; `flui.TMIN` is the floor in logical points beside it, because a reader's eye does not shrink with the screen — on a 390-point phone the fractions alone would land body text at 9 points. `flui.TAP` (48) is the smallest a thing a finger presses may be. `flui.previewSize` lays a build out against a **stated** shape instead of the live one. Set it, build a tree, read the numbers back, clear it: that is how screens authored in a tall frame are proved to hold in a wide one. ```luau flui.previewSize = { width = 1920, height = 1080 } local tree = require("ui.flscreens").title(model) flui.previewSize = nil ``` ## Colour `flui.C` carries `fl.PAL`'s four UI hexes plus this slice's own, derived from the same palette the fen and the lantern are painted from: `ink` `paper` `brass` `blood`, the panel steps `soot` `slate` `iron` `fog`, the light `flame` `lamp` `dawn`, `jasey` white, `water`, and the parchment set `vellum` / `vellumEdge` / `vellumInk`. ## Pieces - **Type** — `flui.text(str, scale, style)`, `flui.para(str, scale, style)` (a paragraph always ships inside a full-width box of its own; a wrapping label that carries its own width collapses to one glyph per line), and `flui.eyebrow(str, color)` for the letterspaced cap line over a heading. - **Ornament** — `flui.rule(opts)` (a hairline with a diamond set in it), `flui.diamond(size, color)`, `flui.svg(str, w, h, style)`. - **Surfaces** — `flui.plate(children, style)` for a panel on the dark page, `flui.vellum(children, style)` for a printed card, `flui.scrim(children, style)` for the ground a card sits on. - **Controls** — `flui.item(opts)` is the one menu line: a plate at thumb size carrying its own handler, with a brass ring, a lit edge marker and a diamond when `focused`. `flui.cap(str, kind)` draws a keycap, a pad button or a touch target as the thing it is. - **Glyphs** — `flui.lampGlyph(lit, height, onLight)`, `flui.wigGlyph(color, height)`, `flui.pauseGlyph(color, size)`, `flui.sunGlyph(color, size)`.
▲ 0↑ born
backing path · ui/flscreens.module

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