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asset⌬ componentcomponentprimary: init.luau·originates fromworld 52b50907-6…

Screens

Every authored screen of BLOCKBUSTER 767, on the glass and driven. One instance, on `mount_screens`; it needs nothing else on that entity.

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

Screens

Every authored screen of BLOCKBUSTER 767, on the glass and driven. One instance, on mount_screens; it needs nothing else on that entity.

What it puts up

ScreenLayerWhat it carries
bb_hud20The wind-up HUD, the flight HUD, and the reduced readout that stays up through the wreck beat.
bb_card800The title card, the how-to-play card, the pause card, the wreck tally and the end card.

The trees are built by game.ui.cards and game.ui.hud, styled from game.ui.theme, and drawn with game.ui.art. Only this component holds state: which card is up, which row is lit, which line is printed, and the moves of the state machine that belong to presentation.

The three moves it owns

  • title → howto → opening. The first roundStart of a session puts the title card up; WIND IT UP moves to opening and hands the game to the director.
  • end → title. BACK TO THE BOX starts a fresh session and lands on the title card; WIND IT UP AGAIN starts one and goes straight back to the table.
  • A watchdog on opening. The opening flythrough belongs to the camera-director slice. If nothing hands the launcher over inside openingWatchdog seconds, this component moves opening → wind itself, rather than leaving the player looking at a camera move that never lands.

Everything else is somebody else's: the flight slice moves wind → flight and calls Game.endRound, and the scene entrypoint advances out of wreck.

Driving a card

game.input.console is activated the instant a card goes up and released the instant the last one comes down, and it stands down the whole flight group while it is live — so a stick held on a menu never also steers the toy.

Move the focusConfirmBackRestartResume
Keyboardarrows, W / SEnter, SpaceBackspaceREscape
Padleft stick, d-padsoutheastnorthstart
Pointer / fingerhover, tapclick or tap the rowtap BACKthe pause card's rowtap the row

All four move the SAME focus (game.ui.Focus), so the lit row is always the one that acts. A pointer only moves the focus when it CROSSES a row, so a mouse left resting somewhere cannot stop a pad walking the menu.

No control on the console map carries a touch binding, deliberately: a card draws its rows as real targets, and an on-screen Confirm button would be a second way to do what the card already offers.

Captions

Every line the Kid speaks is printed as well. game.audio.caption holds the current line; this component subscribes to it with Caption.on and takes Caption.claim("bb_screens") for as long as ANY card is up. That stands the sound slice's own bottom band down and carries the line inside the card instead, so a line spoken over the title, the pause card, the tally or the end card is read there rather than behind it. The claim is released — and the band comes back — the moment the last card comes down.

What it costs a frame

The card layer is decided every frame, because a card has to go up on the frame the state moves. The HUD is not: it is pushed at most twenty times a second, and only when a deliberately coarse reading of the telemetry has changed. A pushed tree is relaid out by the engine and the flight HUD is thirty-odd widgets, so pushing it every frame of a flight was one frame in ten over budget and a flicker the player could see. Screens:report().pushes counts what this component has actually handed the engine.

Fields

FieldDefaultWhat it decides
consoleMapgame.input.consoleThe controls every card answers to.
captionSeconds12How long the most recent spoken line stays printed on a card.
openingWatchdog9Seconds the opening flythrough may hold the game before the launcher is handed over anyway.

Reading it back

Screens:report() returns which card is up, which row is lit, the rows that card walks, whether the console map has the input, which screens are shown, the live caption, the game state and whether it is paused — the reading a test asserts against.

Interface

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

conforms to

zero/source-extract/v2

strict

resolveNeighbours( ) → void

landmarkChips( ) → void

cityBounds( ) → any

pointerRow( ) → string

cardFor( ) → string

Which card belongs on screen right now. `nil` means the table is showing.

menuFor(card: string?) → void

The rows the current card walks, or nil when the card is not a menu.

argtypedescription
cardstring?

cardCaption( ) → string

The line to print on the current card: the most recent thing said, while it is still fresh enough to belong to this moment.

launchPrompt( ) → string

What a prompt should tell the player to press, in the language of the device they are actually holding.

restartSession(fromPause: boolean) → void

Start the session over. The pause card also has to lift the pause; the end card is not paused. Everything else about the two is the same move.

argtypedescription
fromPauseboolean

act(id: string?) → void

argtypedescription
idstring?

back( ) → void

Back out of whatever card is up: the how-to returns where it came from, a pause card resumes, and the title card has nowhere further back to go.

activateConsole( ) → void

deactivateConsole( ) → void

cardTree(m: Theme.Metrics, card: string) → any

argtypedescription
mTheme.Metrics
cardstring

hudView( ) → HudView

hudKey(m: Theme.Metrics, v: HudView) → string

What has to change before the HUD is worth pushing again. Every term is COARSE on purpose: a reading finer than the pixel it moves is a relayout of the whole tree for nothing.

argtypedescription
mTheme.Metrics
vHudView

hudTree(m: Theme.Metrics, v: HudView) → any

argtypedescription
mTheme.Metrics
vHudView

safeBuild(what: string, build: () → void

Build a tree, and let a builder that raises cost the frame nothing but the tree it would have replaced. One log line per kind of fault, re-armed the moment that kind builds again.

argtypedescription
whatstring
build(

refresh( ) → void

unsubscribeAll( ) → void

subscribe( ) → void

awake( ) → void

onDestroy( ) → void

onModuleReload(_path: string) → void

A module this component requires re-ran, which resets that module's own locals — a listener list registered into one is gone while this component keeps ticking and believes it is healthy. Everything registered elsewhere is registered again, and the caption claim is re-asserted by `refresh`.

argtypedescription
_pathstring

update(dt: number) → void

argtypedescription
dtnumber

editorUpdate(dt: number) → void

argtypedescription
dtnumber

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

argtypedescription
idstring
_dataany

report( ) → any

What is on the glass right now: which card, which row is lit, whether the console map has the input, and what line the Kid last said. The reading a test asserts against.

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.

38+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.
▲ 1↓ import
◇
component · born here
❒asset
# City The block skyline of BLOCKBUSTER 767 — the thing the plane is aimed at. Put it on an entity and it builds a whole tabletop city from a seed, joins every structure together, and then scores what the player knocks off it. ```luau local city = entity.find("mount_city").component.get("City") city:census() -- how much of it is still standing city:structures() -- every tower, its kind, height, tier and damage city:rebuild() -- lay it out again from the seed ``` ## What it builds `game.city.blocks` decides the shape: six archetypes — a tapering **skyscraper**, a banded **office slab**, a **water tower** on four legs, a thin **antenna mast**, a three-span **bridge**, and a **gate** with a lintel — dealt across four streets so every archetype appears at least once. Blocks are painted wood (`game/city/materials`) over a shared grain texture, each structure turned off the grid and each stack given a little per-block twist, so it reads hand-stacked. ## What holds it up Every structure is a tree of fixed joints in which each block carries at most **one** joint, because an entity carries one `Joint` component and a second would silently replace the first. The joints are created with no threshold at all; then, once the city has stood on its own for `settleFrames`, the component reads `Physics.jointReaction` on every joint over `sampleFrames` and sets breakForce = measured force × Rules.PHYS.jointBreakMargin breakTorque = measured torque × Rules.PHYS.jointBreakMargin with floors so a joint resting under nothing is not released by its own settling. Nothing here is a guessed number, and the grading falls out of the measurement: the joint under ten storeys ends up an order of magnitude stronger than the one under a spire, so a clipped top comes off while the tower below it stands. ## What it does every frame Every live block is watched. One that moved is clamped to `Rules.PHYS.debrisMaxSpeed` and `debrisMaxSpin` — the governor that stands in for CCD, which is forbidden on every body in this game — and scored: | what happened | event | score | |---|---|---| | a block left home by `Rules.SCORE.displaceDistance` | `blockDisplaced` | `perDisplacedKg` × its mass | | a block fell past the table edge | `blockOff` | `Rules.SCORE.offTable` | | a structure lost `toppleFraction` of itself | `towerToppled` (via `Game.recordTopple`) | `topplePerTier` × tier, and the chain multiplier goes up | A block that reaches the playroom floor is despawned, a few per frame, so a wave of debris landing together does not rebuild the solver's islands all at once. ## Fields | field | what it is | |---|---| | `seed` | the layout; the same seed builds the same city on every peer | | `settleFrames` | frames the city stands before its joints are measured | | `sampleFrames` | frames the resting load is sampled over; the largest reading wins | | `minBreakForce` | newtons no threshold falls below | | `torqueLeverScale` | scales the lever arm that floors the angular threshold | | `cullsPerFrame` | how many floor-bound blocks are despawned in one frame | It rebuilds itself on `sessionStart`, so a fresh session gets a fresh city. Everything it spawns lives under one temporary `city_root`: nothing is ever baked into the scene.
▲ 0↑ born
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module · born here
❒asset
# rules The cross-slice constants of BLOCKBUSTER 767 — read-only, and the contract between any two parts of the game that have to agree on a number. - `TABLE` — where the play surface is and where its edges are. - `LAUNCH` — the launcher's position, how far the heading and elevation trim, and the wind band: how long a notch takes, how many there are, and what the red zone past the last one costs. - `CITY` — the band of table the skyline stands in, its seed, and the landmarks. - `PHYS` — masses, speed caps, the debris governor, the settle threshold and the margin a measured joint break force is multiplied by. - `SCORE` — what a shoved block, a toppled tower and a block off the table pay, the chain window, the landmark and called-shot multipliers, and the star thresholds. - `SESSION` — three planes, the round clock, the rest and wreck beats. - `STATES` / `EVENTS` — the only state names and event names the game uses; a typo in either raises at the call rather than going quietly nowhere. - `LAYOUT` — the bands every screen anchors into, as shares of the viewport. Units are metres, kilograms and seconds. The table top is `y = 0`; `+Z` is downrange, so the plane launches at `LAUNCH.z` and flies toward the city. A number only one slice reads lives in that slice's own files, not here. Consumed by every slice.
▲ 0↑ born
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module · born here
❒asset
# theme The look of BLOCKBUSTER 767's screens, in one place: the palette, the typefaces, the metrics every screen sizes itself from, and the style fragments the cards share. ```lua local Theme = require("game.ui.theme") local m = Theme.metrics() { type = "label", style = { fontSize = m.fs.title, fontFamily = Theme.font.display, color = Theme.color.cream } } ``` ## The metrics rule Nothing is a pixel number chosen for one screen. `Theme.metrics()` reads the live `ui.screenSize()` and derives everything from it: - **Type and rhythm** are a share of the SHORTER side, so a phone held either way and a television read the same. - **Both are additionally capped against the HEIGHT.** A card is a column, and a wide screen is also a short one; without that cap the card that fits a 3:4 frame runs off the bottom of a 16:9 one. - **The two big pictures** — `hero` (the toy on a card) and `strip` (the skyline along its foot) — are budgeted straight out of the height they have to fit in. - `cardW` caps a card to a readable single column instead of letting it stretch across a wide monitor. `Theme.metricsFor(w, h)` computes the same table for a shape the engine is not currently running at — which is how a card is laid out and looked at for a screen other than the one in front of you. ## The palette Warm shadow, painted wood, poster paint on the toy, crayon accents, and the gold of a sticker star. `Theme.color` names them; `Theme.font` names the four voices (a poster face for the logo, a heavy face for headings, a plain face for reading, a mono for numbers, and the round childlike face the Kid speaks in). ## The fragments `cardBackdrop` (the playroom wash a card is printed on; its `see` argument is the share of the ROOM that shows through, and the scrim's opacity is `1 - see`), `panel` (a raised surface with a lit top rim), `row` (a menu row at rest or with the focus on it), `chip` (the small rounded plastic label a keycap, a pad glyph and a touch hint are all made of), `stat` (a number with its name under it), and the three motions: `enterDrop`, `enterRise`, `pulse`. **Nothing here animates for ever, and `pulse` breathes on opacity alone.** A keyframe that animates `transform: scale` re-measures the widget's box every frame, which relays out the whole tree it sits in; two HUD widgets each held one of those permanently and one frame in ten was over budget because of it. `pulse(iterations)` counts — eight breaths by default — so even the opacity animation ends. **No entrance starts from nothing.** An entrance holds its first keyframe until its delay elapses and the UI clock is the game clock, so a card opened while something is holding `engine.timeScale` down would sit on that first frame. They start dimmed and slightly displaced instead, so the worst a stalled clock can do is leave a card looking a shade soft.
▲ 0↑ born
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module · born here
❒asset
# hud The heads-up displays of BLOCKBUSTER 767. Pure builders, like `game.ui.cards`: metrics in, a view table in, a widget tree out. | Builder | What is on screen | |---|---| | `wind(m, view)` | Score and planes left, the heading-trim dial, and the LAUNCH prompt in the language of the device the player is actually holding. | | `flight(m, view)` | Score, the last award drifting up and fading, the chain chip while a chain is alive, the speed gauge with the boost and dive marks, and the airframe part by part — a part that has snapped off is struck through, which is the only place the damage model is visible while flying. | | `resting(m, view)` | What stays up through the wreck beat: the score and the planes, and nothing that reads a live airframe, because there is not one. | ## Where the HUD is allowed to be The on-screen touch controls are drawn by the engine from the flight map's live bindings, and they claim two regions: the stick takes the left 40% of the width below 40% of the height, and the buttons take the right edge below 45%. So every element here lives inside a top band of `0.38` of the live height, and nothing reaches into the lower screen. That rule is a share of the height, so it holds on a phone, a laptop and a television — measured at 1080x1440 the HUD's lowest pixel is at 510 against a stick zone starting at 576 and a button band starting at 648. ## Reading it over a sunlit playroom The band carries a wash that fades out down its height, and every readout also carries its own text shadow. Without both, cream type disappears the moment the camera swings onto the window wall. ## The score pop The most recent award drifts up and fades on a tween computed in Luau rather than on a keyframe animation: the pop has to restart on every award, and an immediate-mode tree gives a keyframe no restart edge to key off.
▲ 0↑ born
◇
component · born here
❒asset
# Plane767 The toy 767 the player IS. It sits on the `Pilot` prototype's `airframe` body, so every joining player gets one, and it owns the whole arc of a round: the launcher, the flight, the damage, and the moment the airframe stops. ## The three phases | State | The body | What the controls do | |---|---|---| | `wind` | kinematic, posed on the launcher | Steer **x** trims the heading (±`Rules.LAUNCH.headingRange`), steer **y** trims the launch elevation. `launch` is **held** to wind the key and released to throw. `boost` / `brake` step the called shot. | | `flight` | dynamic | The nose follows the stick, the velocity follows the nose, the wings carry most of gravity, `boost` adds speed and `brake` spoils the lift. | | `wreck` | dynamic, model stood down | Nothing is driven; the loose parts are still governed and culled. | Stick **forward** pushes the nose **down** and pull-back climbs, on the launcher and in the air, on every device at once. ## Winding the key Launch is held. Each `Rules.LAUNCH.windSeconds` of hold is one wind of the key, up to `LAUNCH.winds`; the last wind gets a window of its own, so a full throw is a release the player can aim for rather than an instant. Past that window the red zone runs for `LAUNCH.overwindSeconds`, and past THAT the spring lets go and the throw is a dud. With the numbers the rules carry today: | Hold | Winds | Throw | Boost fuel | Damage | |---|---|---|---|---| | 0 – 0.55 s | 0 | 6 m/s | 0 s | ×1 | | 0.55 – 1.10 s | 1 | 9 m/s | 1 s | ×1 | | 1.10 – 1.65 s | 2 | 12 m/s | 2 s | ×1 | | 1.65 – 2.20 s | 3 | 15 m/s | 3 s | ×1 | | 2.20 – 2.90 s | 3, **overwound** | 16 m/s | 5 s | ×`LAUNCH.overwindDamage` | | past 2.90 s | 0, the spring slipped | 6 m/s | 0 s | ×1 | The modelled key on the toy's back turns a full turn per wind and trembles in the red zone; the spring's slip spins it back to rest. `wind { winds, overwound }` lands on the bus at each notch and once as the red zone opens, and `launch { heading, winds, overwound, speed }` when the key is let go. Boost is what the wind BOUGHT: `Game.telemetry.boostFuel` is seconds of it, it drains only while Boost is actually thrusting, and an empty tank is a dead throttle for the rest of the round. ## The called shot On the launcher, `boost` steps forward and `brake` steps back through the landmarks `City:landmarks()` reports still standing, with "no call" as one of the stops, via `Game.callShot`. The city pays a called landmark's topple `Rules.SCORE.calledShot` times its landmark value. Missing costs nothing. The two buttons keep their flight meanings in the air, so the call needs no control of its own on any device. ## The flight model The airframe is driven with **force**, never with a velocity write, and the solver's own reading (`Physics.bodyState().linearVelocity`) is what the model reads back — so a block that hits the toy actually moves it, and the model sees that it did. - `targetSpeed` is script state, clamped to `Rules.PHYS.planeMaxSpeed` (`planeBoostSpeed` while Boost is held) *before* any force is spent, so the controller can never aim past the envelope. Anything above the cap — a collision, a fall — is taken straight back off the same frame. - The controller pulls the velocity onto the nose over `followTime` and hands back the share of gravity the wings carry, inside a budget of `maxControlAccel`. A harder hit than that budget still throws the toy. - Once the airframe has been scraping the table for `groundedSeconds`, the model stands down entirely and lets friction finish the round. - The round ends when the airframe has been below `settleSpeed` for `Rules.SESSION.restSeconds` **and** `City:atRest()` agrees, or when it has waited a further `SESSION.restCityGrace` for a city that will not settle. A toy that stops under a tower still coming down does not cut the tally off. - CCD is never enabled, here or on anything this component spawns. ## Damage Every frame in flight the airframe's contacts are read. A contact past `impactThreshold` raises `impact { force, position, other }` on the bus and adds to a damage pool; each whole point of damage sheds the part the hit landed nearest — the child the art slice built is hidden and a bounded loose copy is dropped in its place, with `partLost { part, position }` on the bus. Losing a wing costs lift, control authority and rolls the toy toward the hole it left; losing an engine costs half the thrust and the boost cap; losing the tail costs pitch authority and most of the turn coupling. `Game.telemetry.parts` and `.health` carry the state for the HUD. Loose parts are clamped every frame to `Rules.PHYS.debrisMaxSpeed` / `debrisMaxSpin`, culled below `Rules.TABLE.floorY`, and cleared when the next plane is armed. ## Pause `menu` toggles `Game.setPaused`. The airframe is frozen where it hangs — the body goes kinematic, its pose is held, and the model spends nothing — and resuming hands the same speed back along the nose. Scoped to this airframe on purpose: stopping the whole clock also stalls every `task.wait` in the world. ## Reading it - `Game.telemetry` — written here every frame: `speed, altitude, heading, pitch, bank, stick, boost, brake, health, parts, launched, elevation, winds, windCharge, winding, overwound, boostFuel, launchSpeed`. - `ref:status()` — the same telemetry table. - `ref:airframe()` — `{ lost, partsLeft, damage, hardestHit, loosePieces, heading, elevation, winding, windHold, winds, windCharge, overwound, sprung, keyAngle, boostFuel, launchSpeed, damageScale, called, landmarks }`, for a screen or a test that wants more than telemetry. ## Controls `game/input/flight.inputMap` — group `flight`, suppresses `player`, so the engine's walking scheme stands down while the toy is live. Every control carries keyboard, gamepad and touch; the on-screen controls are a stick in the left zone and one right-edge column, **Launch** (large, thumb-nearest), then **Boost**, **Dive**, **Menu**. The map's own README records what the overlay does with the margin it is given. The builtin walking map is also held live here, inside the suppression this map already declares. It never reaches anything — `flight` outranks it — and it is what stops the engine arming the editor's map as the keyboard floor, which would put a "Frame" button and a look-drag zone on a touch player's screen.
▲ 0↑ born
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module · born here
❒asset
# caption The written form of everything the Kid says, so a spoken line survives a muted player, a noisy room and a failed generation. `SoundDirector` writes; anything that draws reads. ```lua local Caption = require("game.audio.caption") local now = Caption.current() -- { id, text, remaining, duration } or nil local off = Caption.on(function(shown) ... end) -- every new line, and nil on clear ``` `SoundDirector` draws the words itself, in a band above the bottom control band, laid out from the live `ui.screenSize()`. A screen that would rather carry the line inside its own composed card takes the job: ```lua Caption.claim("bb_screens") -- SoundDirector's band stands down Caption.release() -- hand it back ``` Time is handed in rather than read: `Caption.tick(dt)` is called once a frame by `SoundDirector`, so a caption follows the game's clock and holds still while the game is paused.
▲ 0↑ born
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module · born here
❒asset
# cards Every full-screen card BLOCKBUSTER 767 puts between the player and the table. ```lua local Cards = require("game.ui.cards") ui.updateScreen("bb_card", Cards.title(Theme.metrics(), { focus = "bb_row_play", caption = nil })) ``` | Builder | The card | |---|---| | `title(m, view)` | The toy, the logo, the tagline, WIND IT UP and HOW TO PLAY. Printed on a SEE-THROUGH backdrop over the real launcher and the untouched city, so the drawn skyline emblem comes off. | | `howto(m, view)` | The brief and the control table — one row per action, carrying the keyboard caps, the connected pad's own legends (`Zin.gamepad.label`, so `A` on an Xbox pad and `Cross` on a PlayStation one) and the touch control's name, plus a legend saying which colour is which device. `view.showPlay` is false when the card was opened over a pause card, where the only sensible move is back. | | `pause(m, view)` | Score, plane and towers so far, and the four things a paused player might want. Printed on a SEE-THROUGH backdrop, so the toy is still visible where it was left. | | `tally(m, view)` | The wreck beat's panel: which plane went down and why, the round's towers / blocks / off-table, what it scored and the running total. Not a menu — it plays and passes on its own, and it sits low so the resting airframe stays in frame above it. | | `endCard(m, view)` | The verdict, the stars, the final score, what is still owed for the next one, the session's counts, and the way back to the table or to the title. Also see-through, over the camera's slow swing across the wreckage. A star not earned is drawn in a dark socket with a lit rim rather than at half opacity on a ground it could not be told from. | Every builder is PURE: metrics in, a plain view table in, a widget tree out. Nothing here registers a screen, reads the session, activates a map or moves the state machine — `Screens.component` does all of that and hands the answer in. That split is what lets a card be rebuilt every frame the focus moves without any of the game noticing. ## The shape rules - **One column, centred, capped to `m.cardW`** — so a 3:4 phone and a 21:9 monitor both get a readable measure rather than a stretched band. - **Every size comes from `Theme.metrics()`**, which reads the live screen. - **Prose wraps against a container, never against the label.** A label carrying both `wrap` and a width breaks to one glyph per line, and a column that CENTRES its children sizes them to their content, which leaves a label no definite width to wrap against and does the same. `paragraph` handles both. ## The rows `Cards.row(m, id, label, hint, lit, delay)` builds one focusable row, and its `id` is at once the widget id, the focus id and the callback id — so a pad's focus, a mouse's hover and a finger's tap can never disagree about which row they mean. The ids the component walks are `bb_row_play`, `bb_row_howto`, `bb_row_back`, `bb_row_resume`, `bb_row_restart`, `bb_row_title` and `bb_row_again`.
▲ 0↑ born
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module · born here
❒asset
# game The shared memory of one BLOCKBUSTER 767 session, and the bus every slice talks over. `Game.session` holds what the run is: the state it is in, the score, which plane is loose, how many are left, the chain and its multiplier, the counts of blocks shoved and blocks off the table, and the star rating once the session ends. `Game.telemetry` holds what the airframe is doing this frame — speed, altitude, pitch, bank, boost and its remaining fuel, the winds the key is holding, which parts are still attached — written only by the flight slice and read by the HUD, the camera and the sound mix. `Game.on` / `Game.emit` are the bus. Handlers run in subscription order, which matters: more than one slice answers `roundStart`, and which of them the player ends up looking at cannot be left to the order a table happens to iterate in. `Game.set` moves the state machine through the names in `game.rules`, and `Game.reset` / `startRound` / `endRound` / `advance` are the session flow — a fresh city, a plane on the launcher, a wreck, and then either the next plane or the end card. Everything it remembers lives in `modules.state()`, so editing this file while the game is running does not drop the subscriptions the other slices hold. Consumed by every slice: `flight`, `city`, `camera`, `ui`, `set` and `audio`.
▲ 0↑ born
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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⌬ZeroMind agent review · awaiting first pass
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