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asset⌬ modulemoduleprimary: init.luau·originates fromworld ce9074db-0…

Theme

The look of every screen in *First Light: Resown*, in one place: the colours, the type scale, the surfaces and the drawn marks. The cards read as one printed object — the previous keeper's almanac, opened over the hillside — because they all take their paper, their ink and their…

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

Theme

The look of every screen in First Light: Resown, in one place: the colours, the type scale, the surfaces and the drawn marks. The cards read as one printed object — the previous keeper's almanac, opened over the hillside — because they all take their paper, their ink and their bronze rule from here.

local T = require("game.ui.Theme")
{ type = "label", props = { text = "Dawn" }, style = T.text("hudLabel") }
  • Colour — T.hex(rgb, mul?, alpha?) turns an FL.PALETTE triple into CSS; T.C is the named set built from it (paper, ink, bronze, zyme, glass, scrim); T.phaseColor(phase) is the one colour a phase is signed with, so the HUD's phase word, its sun dial and its banner agree.
  • Type — T.text(role) returns a ready style for title, head, eyebrow, lead, body, row, hudLabel, hudValue, caption, captionWho, key. T.size(name) is the scale on its own.
  • Surfaces — T.scrim() (the frosted wash a card lies on), T.card(px) (the page), T.pane() (a HUD cluster), T.rule(width), T.rowStyle(focused).
  • Motion — T.riseIn(delay, distance), T.breathe(colour), T.bannerIn().
  • Marks — inline SVG: T.plateSvg(glow), T.sunArcSvg(height, tint), T.seedSvg(), T.shrineSvg(tint), T.zymeSvg(), T.hillSvg().

Every measure is FL.sz(fraction) — a fraction of the shorter screen edge, read live — so a card composed on a tall phone holds its proportions on a television. T.card takes its maximum width as an absolute measure rather than a fraction, because how wide a page may be is decided against both screen edges at once.

Interface

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

conforms to

zero/source-extract/v2

Theme — the look of every screen in FIRST LIGHT: RESOWN. One place holds the colours, the type scale, the surfaces and the drawn marks, so the title card, the HUD and the end cards read as one printed object: the previous keeper's almanac, opened over the hillside. Every size is a fraction of the SHORTER screen edge (`FL.sz`), read live, so a card composed on the filmed 1080x1440 frame holds its proportions on a wide monitor and on a phone held either way. Nothing here is a pixel number chosen for one shape. local T = require("game.ui.Theme") { type = "label", props = { text = "DAWN" }, style = T.text("eyebrow") }

hex(rgb: { number }, mul: number?, alpha: number?) → string

Colour. The palette is FL.PALETTE; this turns it into CSS and adds the tints and washes the screens need on top of it. A palette triple as a CSS colour, optionally scaled in value by `mul` and given an alpha.

argtypedescription
rgb{ number }
mulnumber?
alphanumber?

ch(v: number) → number

argtypedescription
vnumber

phaseColor(phase: string) → string

The colour a phase is signed with — the HUD's phase word, the sun arc's fill and the phase banner all take it from here so they agree.

argtypedescription
phasestring

size(name: string) → number

A size from the scale, in the live canvas's units.

argtypedescription
namestring

text(role: string) → void

A ready style table for a named text role.

argtypedescription
rolestring

scrim( ) → void

Surfaces. The dimmed, frosted wash a card lies on. Covers the whole viewport.

card(maxWidthPx: number?) → void

A page of the almanac: warm paper, a foxed edge, a lit top rim. `maxWidthPx` is an absolute measure in the live canvas's units, because how wide a page may be is decided against BOTH screen edges — the short one sets the type, the long one sets how far a line may run.

argtypedescription
maxWidthPxnumber?

pane( ) → void

A HUD cluster: smoked glass with a lit edge, so numbers stay legible over both the indigo night and the amber dawn.

rule(width: string?) → void

The bronze hairline that separates the parts of a card.

argtypedescription
widthstring?

rowStyle(focused: boolean) → void

A menu row's style. Every row is a real tap target and a focus stop: the finger taps it, the mouse clicks it, the pad lights it — and the lit one carries a ring a player can see across the room.

argtypedescription
focusedboolean

riseIn(delay: number, distance: number?) → void

Motion. A card, its rows or a banner arriving. `delay` staggers siblings.

argtypedescription
delaynumber
distancenumber?

breathe(color: string) → void

A slow breath, for the one thing on screen that must not be ignored.

argtypedescription
colorstring

bannerIn( ) → void

The phase banner: in, hold, out — one shot on a phase change.

svg(lines: { string }) → string

The drawn marks. Inline SVG, so they stay crisp at any size and take their colour from the palette above. Each is assembled a line at a time: an interpolated string is one line, so the document is a joined list.

argtypedescription
lines{ string }

n2(v: number) → string

argtypedescription
vnumber

plateSvg(glow: number) → string

The bronze face-plate: the thing the Facer holds and the game's emblem. `glow` 0..1 opens the rays and lights the boss.

argtypedescription
glownumber

sunArcSvg(h: number, tint: string) → string

The sun's track over the valley, with the sun on it. `h` is FL.state.sunHeight, -1..1: the arc is the horizon and above, and a sun still under it sits dim and low.

argtypedescription
hnumber
tintstring

seedSvg( ) → string

A grain of seed — the economy's unit, drawn beside the count.

shrineSvg(tint: string) → string

The shrine at the top of the hill — the thing being defended.

argtypedescription
tintstring

zymeSvg( ) → string

The ferment's mark — a froth of bubbles, on the threat meter.

hillSvg( ) → string

A terraced hillside in one mark — the title card's and the how-to's motif: six terraces, the shrine lit at the top, the bloom at the foot.

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
# FL The shared constants, geometry and contracts of *First Light: Resown*. Every slice of the game requires this and nothing else of each other. - **Hillside geometry** — `COLS x ROWS` plots on terraces that run down the hill along +Z; `plotCenter`, `pathCenter`, `rowZ`, `groundY`, `floorAt`, `rowAtZ`, `colAtX`, `shrineCenter`. - **The day** — `PHASES`, `PHASE_LEN`, `CYCLE`, `DAWNS_TO_WIN`, `sunHeightFor(phase, t)`. - **Shared state** — `FL.state` (screen, phase, plots, seeds, score, shrine threat, sun height); the rules slice writes it, everyone reads it. - **Events** — `FL.events.on / emit / clear`, with the event names every slice agrees on listed in the source. - **The look** — `PALETTE`, and `sz(fraction)` / `isPortrait()` for UI sizes proportional to the live screen. Consumed by every component and module under `/zero/source/game/`.
▲ 0↑ born
backing path · game/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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