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frontend

Every authored screen in *The Hernsew Lingster*, and the one thing that decides which of them is on the glass. It goes on the scene's `Screens` anchor.

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

screens.frontend

Every authored screen in The Hernsew Lingster, and the one thing that decides which of them is on the glass. It goes on the scene's Screens anchor.

The trees live in screens.cards (title, how-to, pause, both endings) and screens.hud (the tide gauge, the yowe tally, the station ladder, the phrasebook, the encounter panel, the caption band). This component owns registration, visibility, and the callbacks the buttons raise.

Everything is laid out for 1080 × 1440 — a portrait frame. The tide gauge is a column up the left edge, the ladder is a stack at the top right, and anything that needs width is a band at the foot. There is no row of buttons anywhere.

What it reads

Off the game.rules blackboard, all of it optional — a slice that has not landed is a missing number, never a crash:

PHASE · TIDE_T · YOWES · STATION · LEARNED · ENCOUNTER

and, when they exist, tongue.book (the encounter model and the phrasebook records, which carry each glyph's own drawing) and sound.voice (through the caption signal below).

Until something writes PHASE, this component drives its own copy, so the game opens on a title card rather than cold on gameplay. It stops the moment the real owner writes the key.

What it raises

Rules.SIGNAL.UI_CLICK(kind) on every press — begin, open, close, resume, pause, answer — so the sound slice can answer a button.

Plus the five the run slice can act on:

signalwhen
hernsew:uiBeginBEGIN THE CROSSING on the title
hernsew:uiPause / hernsew:uiResumethe run was held, or let go
hernsew:uiRestartCROSS AGAIN on an end card
hernsew:uiQuitthe crossing was abandoned

Answering a hernsew goes through tongue.book.answer(optionId); the panel then holds for a beat with the right option lit and the literal reading of the call under it, and closes itself.

Subtitles

screens.captions is the surface. Any slice with a spoken line calls Captions.say(text, who, seconds) or emits hernsew:say — sound.voice already does the latter for every line it speaks and every line it fails to speak, so a failed generation is a quiet line rather than a lost one.

Looking at a screen before its slice has landed

local c = entity.find("Screens").component.get("frontend")
c:setPhase("won")
c:previewEncounter(require("tongue.book").open("drownway"))

The run slice's own PHASE wins again the moment it writes one.

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.frontend — every authored screen in The Hernsew Lingster, and the one thing that decides which of them is on the glass. The component owns registration, visibility and callbacks; the trees themselves are built in `screens.hud` and `screens.cards`, and the written form of every spoken line comes through `screens.captions`. Nothing here reads another slice's entities: the numbers come off the `game.rules` blackboard, and what this slice wants FROM the rest of the game it says with a signal. Signals this slice RAISES, beyond `Rules.SIGNAL.UI_CLICK` on every press: hernsew:uiBegin — the player pressed BEGIN on the title card hernsew:uiPause — the player held the run hernsew:uiResume — the player let it go again hernsew:uiRestart — the player wants another crossing hernsew:uiQuit — the player abandoned the crossing The run slice owns `PHASE`. Until something writes it, this component drives its own copy so the game still opens on a title card rather than cold on gameplay, and it stops the moment the real owner writes the key.

press(kind: string) → void

argtypedescription
kindstring

phase( ) → string

The phase the game is in. The run slice owns it; until it writes one, this slice's own copy stands in so the game opens on a title card.

requestPhase(p: string) → void

Ask for a phase, and say so on the blackboard. A button on a screen is the player asking the game to move, so this writes the key rather than waiting to be allowed to: BEGIN starts a run whether or not the run slice is listening yet, and a run that is publishing its own phase every frame takes the key straight back on the next one. The signal beside each press (`hernsew:uiBegin`, `hernsew:uiRestart`, `hernsew:uiQuit`) is what the run acts on; this key is only so the SCREENS agree in the meantime.

argtypedescription
pstring

book(now: number) → any

`tongue.book`, once it exists. Re-probed every second so a slice that lands after this one is picked up without a reload.

argtypedescription
nownumber

gather(now: number) → void

argtypedescription
nownumber

encounterOf(now: number, v: ?) → any

The encounter to draw, or nil. `tongue.book` is the model; the blackboard's ENCOUNTER key is the second route, for a run that publishes a station id without the book having landed.

argtypedescription
nownumber
v?

setShown(name: string, want: boolean) → void

argtypedescription
namestring
wantboolean

register(name: string, tree: ?) → void

argtypedescription
namestring
tree?

awake( ) → void

listen(sig: string, fn: ?) → void

argtypedescription
sigstring
fn?

onDestroy( ) → void

signature(v: ?, e: ?, ph: string) → string

The signature of what is on screen. A tree is only rebuilt when this moves, which keeps a 1080x1440 composition off the per-frame path.

argtypedescription
v?
e?
phstring

tick(dt: number) → void

argtypedescription
dtnumber

update(dt: number) → void

argtypedescription
dtnumber

editorUpdate(dt: number) → void

The screens are authored in edit as well as played in play: without this a capture in edit shows nothing, and every layout would have to be judged from a running game.

argtypedescription
dtnumber

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

argtypedescription
idstring
dataany

previewEncounter(e: any) → void

Draw a made-up encounter, so the panel can be composed and captured before the tongue slice publishes a real one. Pass nil to take it down.

argtypedescription
eanyThe encounter to draw, or nil.

examples

screens:previewEncounter({ speaker = "Oster", options = {} })

setPhase(p: string) → void

Put the game in a phase, so a card the run has not reached yet can be looked at. The run slice's own PHASE still wins once it writes one.

argtypedescription
pstringOne of `Rules.RUN.PHASES`.

examples

screens:setPhase("won")

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.

23+items
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module · born here
❒asset
# rules <!-- 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
❒asset
# screens.hud The screens the game wears while it is being played, as pure functions of a view table: the tide gauge, the yowe tally, the station ladder, the phrasebook, the encounter panel and the caption band. Nothing here reads world state or registers a screen — `screens.frontend` does both. ## The geometry, and why it is these numbers The frame is 1080 × 1440. The one thing that cannot be solved by stacking is a full-height meter and a full-width panel wanting the same pixels, so the layout is fixed rather than discovered: | | | |---|---| | x 20 – 104 | the tide column, top to bottom, never covered by anything | | x 124 – 1050 | everything else, in bands down the screen | | y 34 – 130 | the yowe tally (left) and the station ladder (right) | | y 610 – 1410 | the encounter panel, when a hernsew is speaking | | foot | the phrasebook, when one is not | The phrasebook moves **into** the encounter panel while a bird is being answered, because reading the new glyphs against the earned ones is the whole move the game asks for, and hiding the book at that moment would take the game away. Every absolute box is placed by `top` plus an explicit `height`, never by `bottom`: a bottom-anchored box whose height comes out of its own wrapped content lands at the wrong y here, and the caption band and the phrasebook both ran off the foot of the frame that way. ## The encounter panel Driven by `tongue.book`. It draws the call as glyphs and as the Lingster's romanised transcription, the bird's own hint under it, the phrasebook to read them against, and the answers as full-width stacked plates — three side by side do not fit in 1080 and never will. After the answer it holds: the right option lit, the wrong choice marked, and the literal word-for-word reading in place of the hint, so a player who guessed can see why the right answer was right. ## The caption band `H.caption(line, progress, placement)` — `low` over gameplay, `aboveEncounter` while a bird is being answered, `overCard` over a title or an ending, where the card's own type owns the foot of the frame. The bar under the text is the line's own progress: proof on screen that a voice is still speaking, whether or not a clip was ever generated for it.
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module · born here
❒asset
# tongue.book — Hernsew, and the phrasebook that grows `require("tongue.book")` Hernsew is the tongue the herons of Yowe Fen speak, and this module is all of it: twelve glyphs, one rule of grammar, five calls built out of them, and the phrasebook the Lingster fills in as the run goes on. It is a **model**. It draws nothing. `screens` renders what is in here. ## The tongue Twelve morphemes. Six are **roots** — things. Six are **affixes** that hang on a root and change it. A word is built by one rule: ``` [prefix-] root [-suffix] ``` and a phrase is words in the order they are meant. | | | | |---|---|---| | `kraa` | water | the tide, the sea coming in | | `sinn` | bird | a hernsew; a bird says it of itself | | `wold` | walker | the two-legs. You. | | `mell` | flock | the many | | `thrup` | stands | a standing-place, a stage-post | | `gis` | shelter | a fold of stone; the high ground | | `-eth` | rises | that thing rises, comes, grows | | `-ok` | falls | the mirror of `-eth` | | `-un` | not | alone, with nothing to hang on: *no* | | `-ar` | ? | makes a question of the phrase | | `ha-` | my | belonging to the speaker | | `ne-` | your | belonging to the one spoken to | So `ha-kraa-eth` is *my-water-rises*, and it can be read by anyone who has met `ha-`, `kraa` and `-eth` separately. That is the whole design: **meaning composes, so a fifth glyph can be reasoned about from four.** The Lingster begins the run knowing `kraa`, `sinn`, `wold` and `-eth`. The rest are earned at the posts. ## The five posts | post | call | teaches | |---|---|---| | The Reedgate | `Sinn thrup. Kraa-eth.` | `thrup` | | The Sluice | `Mell-ok. Kraa-eth.` | `mell`, `-ok` | | The Drownway | `Ha-thrup. Ne-mell-ok.` | `ha-`, `ne-` | | The Eelbank | `Ha-kraa-eth. Ne-thrup-ok.` | **nothing new** | | The Last Post | `Wold. Kraa-eth. Ha-gis ne-gis-ar?` | `gis`, `-ar` | The Eelbank is the point of the game. Every scrap of that call was earned at the three posts before it, so the reading is *deducible* rather than remembered — and a player who gets it can say why. ## The glyphs are marks, not letters Roots are pictographic — `kraa` is two running waves, `wold` is two legs under a head, `gis` is a roof over a base, `sinn` is a bill, an S-neck, a body and two legs. Affixes are single strokes: a rise, a fall, a cross, a hook, a stem with one dot or two. Every glyph record carries the mark two ways: - **`svg`** — a complete SVG document, already stroked in the phrasebook's ink. Hand it straight to an `svg` widget: `{ type = "svg", props = { svg = g.svg } }`. It carries only a `viewBox` (120 × 150), so it scales to whatever box it is dropped into. In a gloss, an **unearned** glyph's `svg` comes back dimmed — it is on the page, and it is the thing the player cannot read yet. - **`path`** — the bare path data in a 0–100 box, for restyling. It is meant to be **stroked**, never filled. `Book.glyphSvg(id, { stroke, width, size, opacity })` builds the document with your own ink. An open encounter carries `glyphs` — the marks of the call, in order, as full glyph records — and `glyphIds`, the same list as bare ids. ## The interface ```lua local Book = require("tongue.book") Book.open(stationId) -- open the beat at a post -> Encounter? Book.answer(optionId) -- give a reading -> boolean (true = right) Book.close() -- drop the open encounter Book.current() -- what is open, or nil Book.gloss(enc?) -- word by word, with `?` where a glyph is unearned Book.learned() -- the phrasebook, in the order earned Book.alphabet() -- every glyph, `known` flagged Book.glyph(id) -- one glyph Book.glyphSvg(id, o) -- one mark as a ready-to-draw SVG document Book.knows(id) -- boolean Book.encounters() -- all five, unopened, for the voice bake Book.state() -- { encounter, learned, attempts, total } Book.reset() -- back to the starting phrasebook ``` A **right** answer teaches that post's glyphs, closes the beat and raises `ANSWERED(stationId, true)`. A **wrong** one raises `ANSWERED(stationId, false)`, marks the option tried and **leaves the post open** — the bird is still in the way, and the tide has just cost you. After two wrong readings the encounter's `hint` is worth putting on screen. `Book.gloss()` is what a screen draws: one entry per word, each carrying its glyph parts, their marks, and `meaning = nil` where the player has not earned the glyph yet. That hole is the puzzle. ## What it writes `Rules.state[Rules.KEY.ENCOUNTER]` — the open station id, or nil. `Rules.state[Rules.KEY.LEARNED]` — how many glyphs are in the phrasebook.
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module · born here
❒asset
# screens.captions The written form of every line anybody speaks. This game is voiced, and a spoken line ships with its text on screen at the same time: it is how the line survives a failed generation, a muted player and a noisy room. local Captions = require("screens.captions") Captions.say("The tide's early. It's always early.", "The Lingster") Three routes reach the same queue, so a slice that cannot require this module still gets its line on screen: 1. `Captions.say(text, who, seconds?)` — the direct call. 2. `Rules.emit("hernsew:say", text, who, seconds?)` — the signal, no require. `sound.voice` already raises this for every line it speaks **and** every line it fails to speak. 3. `Rules.state["hernsew.caption"] = { text = …, who = … }` — the blackboard. `who` is the speaker's name as it should read on screen ("The Lingster", "Skerr"). Pass `seconds` when the clip's real length is known — `audio.info(bytes).durationMs / 1000` is the right number — so the text is up for exactly as long as the voice is. Left out, it is estimated from the line's length, which is close enough for a line nobody voiced. A line arriving while another is up waits its turn rather than stamping over it; past three waiting it is dropped, because a caption nobody can read in time is not a caption. `screens.frontend` calls `Captions.tick` once a frame and draws whatever it returns.
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module · born here
❒asset
# screens.cards The screens that stop the game: the title, the how-to-play sheet, the pause card and the two endings. Each is a whole 1080 × 1440 composition rather than a dialog dropped in the middle — the fen fills the top of the frame, the type stacks down the tall axis, and the controls are a column of full-width plates at the foot. - `C.title(v)` — the causeway at dusk with a hernsew standing on the near post, the title in Garamond, the pitch, and two stacked plates. - `C.howto(v)` — a page out of the Lingster's own field notes: aged paper, ink, a drawn mark in the margin beside each of the five rules, and a sketch of the fen at the foot. - `C.pause(v)` — the lantern, a held run, three stacked plates. - `C.ending(v)` — both endings in one shape. `v.won`, `v.yowes`. Six yowes drawn as a tally, the ones the water took as empty outlines; the bird's wing is open on a win and the picture is desaturated on a loss. There is no row of buttons in this file, because a row of buttons does not fit in 1080 and pretending otherwise is how a portrait screen breaks.
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backing path · screens/frontend.component

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