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asset⌬ componentcomponentprimary: init.luau·originates fromworld 122549c2-f…

Screens

Everything RED DOT RISING puts on the glass. Mounted by the scene entrypoint on `mount_ui`.

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

Screens

Everything RED DOT RISING puts on the glass. Mounted by the scene entrypoint on mount_ui.

It owns the five cards (title, how to play, pause, WIN, MORNING SHIFT), the four HUD screens (cats, dawn, crosshair, captions), the menu input map — live exactly while a card is up — and the Focus walk that gives a controller a lit row to steer by.

Every family reaches every row

Three routes end in one place, act(id):

FamilyHow it gets there
mouse, fingerthe row's own onClick, delivered to onCallback
pad, keyboardnavigate walks Focus, confirm fires Focus.id()
mouse againthe pointer crossing a row re-points the focus, so the lit row and the row under the cursor never disagree

A first-person game holds the pointer, and a held pointer never reaches the UI, so a card takes the pointer lock back when it opens and hands it to the game again when it closes.

What it reads and what it writes

Reads Core.state (phase, heat, cutOut, dawn, floor, asleep), Core.dot.active and Core.cats. Writes Core.state.phase through Core.setPhase for title / how-to / paused / play, calls Core.resetRun() on restart, and emits ui.action { id, family } whenever the player chooses a row.

Listens for phase.changed, game.won, game.lost, voice.line (drawn as the caption strip, so a line whose audio failed is a quiet line and never a lost one), beat (a cutscene takes the HUD off the glass and puts it back) and run.reset.

Seeing a card without starting a night

The screens belong to play; in edit they come down. Set Core.state.uiPreview = true and the card for the current phase draws in edit too, which is how a storefront shot of a card is taken.

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 — everything RED DOT RISING puts on the glass. Mounted by the scene entrypoint on `mount_ui`. It owns: · the five cards (title, how to play, pause, WIN, MORNING SHIFT) · the four HUD screens (cats, dawn, crosshair, captions) · game.ui.menu.inputMap, live exactly while a card is up · the Focus walk, so a controller can reach every row with a lit row to show where it is Three input families reach every row by three different routes that all end in one place, `act(id)`: mouse / finger -> the row's own onClick -> onCallback pad / keyboard -> navigate walks Focus, confirm fires Focus.id() mouse again -> the pointer crossing a row re-points the focus, so the lit row and the row under the cursor agree It draws only in play. In edit the screens come down, because this engine is shared with the other slices and a full-screen title card over somebody else's viewport is not a helpful thing to leave behind.

phase( ) → string

cardKind( ) → string

mix( ) → any

The sound slice publishes game.sound.Mix. It may not exist yet (seven slices are being built at once) and it may never exist, so the UI asks for it at most every couple of seconds and stays quiet rather than raising once a frame.

click(name: string) → void

argtypedescription
namestring

family( ) → controls

rowsFor(kind: string, f: controls.Family) → void

argtypedescription
kindstring
fcontrols.Family

openFocus(kind: string, prefer: string?) → void

argtypedescription
kindstring
preferstring?

resolveMaps( ) → void

releaseMenu( ) → void

holdMenu( ) → void

holdPauseControl( ) → void

The pause control belongs to the game's own map, which is live while the player is playing; our map stands that map down once a card is up, which is why resuming is `back` / `unpause` on THIS map rather than the same control again.

back( ) → void

startRun( ) → void

act(id: string) → void

argtypedescription
idstring

ensureScreens( ) → void

hideAll( ) → void

unregisterAll( ) → void

drawCard(m: T.Metrics, kind: string?) → void

argtypedescription
mT.Metrics
kindstring?

drawHud(m: T.Metrics, visible: boolean) → void

argtypedescription
mT.Metrics
visibleboolean

tick(dt: number) → void

argtypedescription
dtnumber

awake( ) → void

update(dt: number) → void

argtypedescription
dtnumber

editorUpdate(dt: number) → void

argtypedescription
dtnumber

onCallback(id: string) → void

argtypedescription
idstring

onDestroy( ) → void

⌬ Metadata
descriptionThe whole presentation layer of RED DOT RISING: the title, how-to-play, pause, WIN and MORNING SHIFT cards, the playing HUD, and the menu input map with Focus-driven controller navigation. Every row is reachable from a mouse, a finger, a keyboard and a pad, and every layout comes from the live screen size.

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.

51+items
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module · pulled in
❒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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inputmap · born here
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# menu Card navigation for RED DOT RISING. Live only while a card is up — the title, the how-to-play card, the pause card, WIN and MORNING SHIFT. It belongs to the `ui` group and stands down both the builtin `player` scheme and the game's own `rdr` scheme, so nothing walks, looks or fires while a menu is open, and the on-screen touch controls leave the screen with them. | Control | Keyboard / mouse | Gamepad | Touch | |---|---|---|---| | `navigate` | Arrow keys | D-pad | tap the row | | `navigateStick` | W A S D | Left stick | tap the row | | `confirm` | Enter, Space | South (A / Cross) | tap the row | | `back` | Escape, Backspace | East (B / Circle) | the BACK row | | `unpause` | P | Start | the pause pip | Touch is unbound on every control on purpose: a finger drives these cards by tapping the row it wants, which is that row's own `onClick`. A virtual stick and four buttons floating over a menu would be four controls with nothing to do. `navigate` and `navigateStick` read the same axis so a pad walks a menu with either hand; the `ui` slice feeds whichever is pushed harder into `Focus.axis`, so holding both does not walk two rows at once.
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component · born here
❒asset
# Staging RED DOT RISING's director, mounted on `mount_staging` by the scene entrypoint. It stages three moments, each over the player's own CameraRig and each handed back when it ends: | moment | when | what happens | |---|---|---| | the opening | the game first leaves the title card | the NEKO-9 sign in the rain, over the parapet, down the lift shaft, into the keeper's eyes; the phase goes `intro` then `play` | | the lift beat | `lift.start` on the bus | two seconds across the shaft as the platform wakes, then straight back | | the ending | `game.won` / `game.lost` | a slow move onto the loft bed at sunrise, or the house lights washing the keeper's own view white | Every beat is skippable from a keyboard (Space, Enter, Escape), from a pad (South, Start) and from a touchscreen (the on-screen SKIP button), through `game/staging/staging.inputMap`. While a beat runs that map stands the `player` and `rdr` control groups down, so the keeper cannot walk, look, fire the pointer or whistle, and the game's own touch buttons leave the screen. ## Fields | Field | Default | Notes | |---|---|---| | `autoIntro` | `true` | Play the opening when the game first leaves the title card. Off leaves it to an explicit `game.staging.staging` `playIntro()` call. | ## What it announces Each beat brackets itself on `Core.bus` with `beat` events — `intro.start` / `intro.end`, `lift.start` / `lift.end`, `end.start` / `end.end` — so the HUD can step out of the way and the sound can time a line. The closing event carries a `reason`: `completed`, `skipped`, `displaced` or `stopped`. The behaviour lives in `game.staging.staging`; this component is the mount and the lifecycle. The camera paths are data in `game.staging.shots`.
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module · born here
❒asset
# cards The full-screen cards: the title, how-to-play, pause, WIN and MORNING SHIFT. Each builder is a pure function of (metrics, state), so the component can rebuild a card on any change and get the same tree. Every row carries an `id` of the form `row-<action>`. That one name is what the Focus module walks, what `onCallback` receives when a finger or a mouse hits the row, and what a pointer crossing the row re-points the focus to — so a pad, a keyboard, a mouse and a finger all arrive at the same action. The entrance is driven, not declared: `setEntrance(t)` takes the seconds since the card opened and every block fades up and settles on a stagger of that number.
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module · born here
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# Mix Everything RED DOT RISING is heard through. `Mix` owns one deck of long-lived `Audio` sources under the sound mount, the channel levels they are balanced at, and the verbs the rest of the game calls to make a noise. ```lua local Mix = require("game.sound.Mix") Mix.ui("confirm") -- a menu sound: "move" | "confirm" | "back" Mix.sting("win") -- an ending: "win" | "lose" Mix.say("brief") -- Hoshi over the intercom; returns the line's seconds ``` ## The deck `Mix.attach(root)` builds six sources under `root` and `Mix.detach()` takes them away again; the `Sound` component calls both, so nothing else needs to. | source | plays | channel | |---|---|---| | `snd_bed_rain` | rain on the skylight, looping | `ambient` | | `snd_bed_neon` | the building's mains hum, looping | `ambient` | | `snd_music` | the night piece, looping | `music` | | `snd_ui` | menu one-shots | `sfx` | | `snd_sting` | the win and lose endings | `sfx` | | `snd_voice` | Hoshi's lines | `voice` | Every source is 2D: the bed, the score and the intercom are the building itself, heard the same wherever the keeper is standing. Spatial sound belongs to the thing making it — a cat, a plate, the pointer. ## The room changes as the tower is climbed `Mix.setFloor(n)` tilts the bed per floor: the Lobby is deep inside the building, so the rain arrives through glass and the mains hum is close; the Rooftop Loft is out in the weather. `Mix.setDawn(t)` thins the score and brings the rain forward as the night runs out. The `Sound` component drives both from `Core.state`. ## Ducking `Mix.duck(true)` steps the bed and the score back; `Mix.say` and `Mix.sting` do it themselves for as long as the clip lasts. `Mix.tick(dt)` walks the gain there and back and is called once a frame by the `Sound` component — no timer, no task, so a hot reload leaves nothing running. ## The voice `Mix.LINES` holds Hoshi's script: the words and the measured length of each generated clip. `Mix.say(id)` plays the clip AND emits `voice.line` on `Core.bus` carrying `{ id, text, seconds }`, so the ui draws the words whether or not the audio is there. A line with no clip is a quiet line, never a lost one. ## Reading it back `Mix.observe()` reports the deck, the bed and score state, the floor, the dawn, the duck gain, and what the mixer actually hears.
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module · born here
❒asset
# theme The look of every screen in RED DOT RISING, in one place: the palette, the type scale, the motion helpers, and `metrics()`. `metrics()` reads `ui.screenSize()` afresh on every call and hands back the numbers a tree sizes itself from — a scale `k` taken from the SHORT axis of the live screen, a `pad`, a `gap`, a card width, and `fs(n)` / `px(n)` to put a design number through `k`. Nothing in the game is a pixel position chosen for one frame; that is what lets the same trees lay out at 810x1080, at 1920x1080 and on a phone held either way. The palette is derived from `Core.C` so the HUD and the room agree on what red is. `M.entrance(t, order, dy)` and `M.enter(style, ...)` drive a card's entrance from Luau a frame at a time, because a one-shot CSS `animation` plays once per element ID and does not replay on a re-push of the same tree — and a card's tree is rebuilt every time the lit row moves. `M.pulse` stays declarative, because an infinite animation is the case that repeats. local T = require("game.ui.theme") local m = T.metrics() { type = "label", props = { text = "DAWN" }, style = T.kicker(m, T.CYAN, 11) }
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module · born here
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# hud The four corners of the playing screen, as four separate anchored screens: the cats top-left, the dawn meter and the tower top-right, the crosshair dead centre, Hoshi's captions along the bottom. Four screens rather than one, because an anchored root occupies only its own content: nothing here covers the viewport, so the pointer reaches the game and the laser's left button is never eaten by a transparent HUD box. It is also why each part re-renders when ITS data changes rather than all four whenever any of it does. An anchor stretches its child across the space it was given rather than hugging it, so every part puts a full-width rail inside the anchor and pushes its content to the edge the anchor names.
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module · born here
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# core <!-- zero:scaffolded-readme --> <!-- Replace the line below with what this module provides and who consumes it, then delete both comment lines. --> TODO: describe this module.
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module · born here
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# controls What the player is holding, and what it says on it. The control table lives here as data, once, so the how-to-play card, the row hints on every menu and the pause card all read the same row and none of them can drift from the others. The device family is asked of the input layer rather than guessed, and a pad's face-button legends are resolved from the pad that is actually connected — A on an Xbox pad, Cross on a PlayStation one. local controls = require("game.ui.controls") controls.family() --> "kbm" | "gamepad" | "touch" controls.hint("confirm") --> "ENTER" | "A" | "TAP"
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inputmap · born here
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# rdr The control scheme for RED DOT RISING: hold the laser, whistle the cats, work a mirror or the lift, pause. | Action | Keyboard / mouse | Touch | Controller | |---|---|---|---| | `laser` (hold) | left mouse button | LASER button, right-lower | right trigger | | `whistle` | Q | WHISTLE button | left trigger | | `interact` | E | the builtin INTERACT button | West (X / Square) | | `menu` | Escape | MENU pip | Start | Walking, looking and running are the builtin `default` scheme's `move`, `look` and `sprint`, which the avatar's character controller and first-person camera hold live under this map on all three device classes. This map composes with it rather than standing it down, so a thumb on the on-screen stick moves the keeper through the same path a W key does. Two bindings are shaped by what the builtin scheme already reads: - `whistle` is on the LEFT TRIGGER rather than a shoulder. The builtin `zoom` reads both shoulders, so a whistle bound there pulls the camera in every time the keeper calls the cats. - `interact` declares no touch class. The builtin scheme draws an INTERACT button of its own, and the laser slice holds a claim on that scheme as well so the button on screen reaches the mirror. A second circle with the same word on it reads as a second action. The `laser` slice owns this map and activates it for the whole run. The `menu` scheme the `ui` slice owns names this map's group, `rdr`, in its `suppresses`, so nothing here answers while a card is up.
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inputbinding · born here
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# back <!-- zero:scaffolded-readme --> <!-- Replace the line below with what this inputBinding provides and who consumes it, then delete both comment lines. --> TODO: describe this inputBinding.
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inputbinding · born here
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# confirm <!-- zero:scaffolded-readme --> <!-- Replace the line below with what this inputBinding provides and who consumes it, then delete both comment lines. --> TODO: describe this inputBinding.
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inputbinding · born here
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# navigate <!-- zero:scaffolded-readme --> <!-- Replace the line below with what this inputBinding provides and who consumes it, then delete both comment lines. --> TODO: describe this inputBinding.
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inputbinding · born here
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# navigateStick <!-- zero:scaffolded-readme --> <!-- Replace the line below with what this inputBinding provides and who consumes it, then delete both comment lines. --> TODO: describe this inputBinding.
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inputbinding · born here
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# unpause <!-- zero:scaffolded-readme --> <!-- Replace the line below with what this inputBinding provides and who consumes it, then delete both comment lines. --> TODO: describe this inputBinding.
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inputbinding · born here
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# interact The 'Interact' control.
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inputbinding · born here
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# laser The 'Laser' control.
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inputbinding · born here
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# menu The 'Menu' control.
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inputbinding · born here
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# whistle The 'Whistle' control.
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backing path · game/ui/Screens.component

Problems

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

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agent review score
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awaiting first pass
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+ quality × 0.35
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± compat factor

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