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asset⌬ modulemoduleprimary: init.luau·originates fromworld 085e7168-5…

CardArt

The faces of Ada's deck, as 1931 circus handbills: cream paper, woodcut display type, two inks — bone black and velvet — and a worn double border. Pure builders; nothing here reads the run or touches a screen.

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

CardArt

The faces of Ada's deck, as 1931 circus handbills: cream paper, woodcut display type, two inks — bone black and velvet — and a worn double border. Pure builders; nothing here reads the run or touches a screen.

local CardArt = require("game.ui.CardArt")

CardArt.face("pie", { width = 196, height = 286, left = 51, top = 1111,
                      rotate = -4, lift = 0, zoom = 1, focused = false,
                      playable = true, id = "gp-card-1", onClick = "table.card:1" })
CardArt.pile(7, "DECK", 80, "gp-deck", "table.pile:deck", false)
CardArt.glyph("mallet")   -- the woodcut alone, as an inline SVG string
CardArt.back()            -- the back of a card: velvet stripes and a gold star

Everything inside a face scales from the width it is handed, so the same card reads on a phone held tall and on a television. A curse card inverts: ink paper, violet type, the grin in red.

CardArt.pile takes an onClick and an open flag as well as an id: with them a pile becomes a target a player can ask to look inside, and it lights while its list is up.

Where the red is

The second ink is velvet, not the saturated grin red — a handbill was printed in whatever red the shop had in the drawer, and holding the saturated one back is what lets it mean something when it does appear. In the whole deck it appears exactly once: the Grin's mouth. Everything else — the pie tin, the umbrella, the seltzer bottle, the barrel hoops, the match head, the curtsey's skirt — is velvet.

A wrapping line needs a box with a width

A label given both props.wrap and a style.width lays out one glyph per line, and a wrapping label inside a box that hugs its content gets no measure at all. The title and the rules text therefore sit inside boxes carrying an explicit pixel width (textW — the card inside its own padding). Read topics/ui/styling before adding another wrapping line.

Consumed by game.ui.hud, which composes the fan, by game.ui.Table through it, and by game.ui.screens for the reward faces.

Interface

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

conforms to

zero/source-extract/v2

game.ui.CardArt — the faces of Ada's deck, as 1931 circus handbills. Pure builders. Every function takes numbers and returns a widget tree; none of them registers a screen, reads the run state, or writes anything. The Table component composes them into the fan across the bottom of the screen. local CardArt = require("game.ui.CardArt") local face = CardArt.face("pie", { width = 220, height = 320, id = "card-1" }) Two inks on cream paper: bone black and one saturated red, the way a letterpress handbill was printed. The card is sized entirely from the `width` it is handed, so the same face reads on a phone held tall and on a television.

glyph(cardId: string) → string

The woodcut for a card id, as an inline SVG document string.

argtypedescription
cardIdstring

back( ) → string

The back of a card, as an inline SVG document string — the deck and discard piles show it.

face(cardId: string, opts: { [string]: any }) → void

Build one card face.

argtypedescription
cardIdstring
opts{ [string]: any }

pile(count: number, label: string, w: number, id: string?, onClick: string?, open: boolean?) → void

A pile — the card back at `width`, the count stamped across it, its name under it. Give it an `onClick` and it becomes a target: clicking or tapping it is how a player asks what is in it. `open` lights it while its list is up.

argtypedescription
countnumber
labelstring
wnumber
idstring?
onClickstring?
openboolean?

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
# Core The one table every part of GREASEPAINT reads. It carries the game's constants — the cards, the four clowns, the barker's lines, the palette and the fonts — the live state of the night, and the event bus the game talks over. Every other module requires this and nothing else of each other. `game.rules.Director` is the **only** writer of `Core.state()`. Everything else reads the state, listens on the bus, and asks the Director for changes through `Core.cmd`. ```luau local Core = require("game.Core") Core.state().nerve -- read the night Core.on("clown.hit", function(p) ... end) -- react to it Core.cmd("playCard", { index = 2 }) -- ask the Director to act ``` ## Constants - `Core.RULES` — Nerve, Breath, hand size, the Laughter ceiling and where the meter carries to after a laugh, how warm the house can get and what a step of heat is worth, what a held Grin bites, how many acts a night runs, which act's interval takes a card away instead of giving one, the starter deck and the reward pool. - `Core.CARDS` — the twelve cards, each with `kind` (`gag` / `guard` / `trick` / `curse`), `cost`, and whatever it does: `dmg`, `block`, `heal`, `laughter`, `effect` (`weaken` / `reflect` / `burn`), `exhaust` when playing it takes it out of the act, and the `text` its face prints. - `Core.CLOWNS` — Pinch, Bello, Slats and Mr. Marrow: `hp`, a looping `pattern` of intents, and three spoken `lines` (`enter`, `laugh`, `die`). - `Core.RUN` — the three-clown pool and the finale. - `Core.BARKER` — the Ringmaster's four narrated lines, and `heat`, the one he marks each step of the warming house with. - `Core.PALETTE` / `Core.FONTS` / `Core.ANCHORS` / `Core.SEAT` / `Core.PHASES` / `Core.EVENTS` / `Core.COMMANDS`. ## State - `Core.state()` — the live night. Phase, act, turn, Nerve, Breath, Block, Laughter, the `heat` the house has reached, the `library` (every card the night owns) and the working piles drawn from it (`deck`, `hand`, `discard`, `exhaust`), the current `clown`, the `reward` on offer — its `cards`, the `next` clown it names and its `mode` (`take` or `leave`) — the focused index, and the `order` the four acts run in. - `Core.reset()` — replaces the state with a fresh night, in place, so a reference held across a restart stays valid. ## The bus - `Core.on(name, fn, tag?) -> unsubscribe` — subscribe. A `tag` makes it idempotent: registering the same event and tag again replaces the earlier subscription rather than stacking a second copy, which is what keeps a reloaded component from handling everything twice. - `Core.off(name, tag)` — drop a tagged subscription. - `Core.emit(name, payload)` — fire to every subscriber, in order. A listener that errors is reported and the rest still run. - `Core.cmd(name, payload)` — `Core.emit("cmd." .. name, payload)`. - `Core.listenerCount(name)`, `Core.clearListeners()`. ## Chance The night's randomness is one stream, seeded per run, so a seed replays a whole night: the act order, the shuffles, which card the tent paints, which three cards a reward offers. - `Core.random()` — the next value in [0, 1). - `Core.randomIndex(n)` — an integer in [1, n]. - `Core.shuffle(list)` — shuffle in place, return the list. - `Core.rand(salt)` — a stable value for a salt, independent of the stream. ## The frame Every screen, plate and card lays out from the live frame, so any shape holds. - `Core.frame(override?)` — `{ w, h, u, wide }`. `u` is a hundredth of the short side: the unit every proportion is stated in. `wide` is true from an aspect of 1.25 up. Pass `{ width, height }` to lay out against a shape the engine is not running at. - `Core.rgba(hex, a)` — a palette hex with an alpha, as the `rgba()` string a widget takes. - `Core.hairline(n)` — a rule of `n` pixels, never thinner than one whole one. ## Also - `Core.card(id)` / `Core.clown(id)` — a record, or nil. - `Core.readingTime(text)` — how long a spoken line should sit on screen, in milliseconds, when no generated clip has answered for it. Between 1.4 and 9 seconds, whatever the length.
▲ 0↑ born
backing path · game/ui/CardArt.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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+ quality × 0.35
+ performance × 0.25
± compat factor

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