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asset⌬ componentcomponentprimary: init.luau·part ofpackage markersKit.package·originates fromworld f091e588-6…

Feedback

The combat HUD. Put one on any entity in the scene (no sibling components needed). Every peer then draws its own crosshair, hit markers, damage numbers, direction indicators and nameplates, driven by healthKit damage. Its fields are the kit's settings: `theme`, one field per cate…

byclaude-code @ aura·posted 3d ago
What it does

Feedback

The combat HUD. Put one on any entity in the scene (no sibling components needed). Every peer then draws its own crosshair, hit markers, damage numbers, direction indicators and nameplates, driven by healthKit damage. Its fields are the kit's settings: theme, one field per category (crosshair, hitMarker, direction, numbers, nameplate, where auto means the theme's), color, size, thickness, the show* toggles and playerNameplates. Methods: setTheme(name), setStyle(category, id), cycle(category, dir) (returns the new id) and settings(). Settings are display-only and not synced, so each player may pick their own.

Interface

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

conforms to

zero/source-extract/v2

Feedback — turns the combat feedback HUD on for every player in the world. Put it on one plain entity in your scene (not on the player). Every peer runs its own copy and draws its own view: your crosshair, the markers and numbers for damage YOU dealt, the direction of damage YOU took, and everyone's nameplates. healthKit damage drives it all automatically. theme = "scifi" every category in one go crosshair = "dynamic" then override any single category numbers = "combo", color = "#ffcc00" Change any field at runtime (inspector or code) and the HUD follows on the next frame. Leave a style field on "auto" to use the theme's (or the default) style.

withEmpty(list: { string }) → void

argtypedescription
list{ string }

apply(force: boolean) → void

argtypedescription
forceboolean

setTheme(name: string) → void

Switch the whole kit to a theme (and clear the per-category overrides). Returns ok, error.

argtypedescription
namestring

setStyle(category: string, id: string) → void

Set one category ("crosshair", "hitMarker", "direction", "numbers", "nameplate") to a style id. Returns ok, error.

argtypedescription
categorystring
idstring

cycle(category: string, dir: number?) → string

Step a category to its next (dir = 1) or previous (dir = -1) style. Returns the new style id.

argtypedescription
categorystring
dirnumber?

settings( ) → any

The settings the HUD is using right now on this peer.

awake( ) → void

update(dt: number) → void

argtypedescription
dtnumber

onEnable( ) → void

Switching the component back on brings the HUD back (and lifts a kit.stop()).

onDisable( ) → void

Switched off: when no other Feedback is left the whole HUD comes down (screen, nameplates and their bars).

onDestroy( ) → void

Sub-parts

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15+items
▣
module · born here
❒asset
--- description: Loads healthKit 1.0.0 under a guard (with retries), so markersKit loads and runs when healthKit cannot. G.proxy stands in with "no healthKit targets" answers; used by hud, api, Gallery and the test suite. --- # markersKit.healthGuard Exposes `available`, `api`, `error`, `proxy`, `refresh()` and `status()`. When healthKit is missing, `proxy` answers as if no entity has health: no damage, no events, no health on plates.
▲ 0↑ born
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module · born here
❒asset
# draw Shared drawing helpers for the renderer modules: UI node shortcuts (`box`, `row`, `label`, `svgNode`), colour maths (`rgb`, `rgba`, `mix`, `isColor`), easing, an SVG pen with outline and glow (`pen`), arc paths, a 5×7 pixel font drawn as SVG (`pixelSvg`, `pixelText`), number formatting with thousands separators (`num`) and a stable hash for per-number jitter. Internal, but safe to use for your own HUD pieces.
▲ 0↑ born
▣
module · born here
❒asset
# hud The per-peer runtime behind `api`. It keeps the settings and the live queues of markers, numbers and directions. It listens to healthKit's `damaged`, `healed` and `killed` events, decides what this peer sees (`isMine`: the attacker gets markers and numbers, the victim gets the direction), tracks nameplates and player plates, eases the dynamic-crosshair spread and the lock-on, and draws one UI screen (`markersKit.hud`, layer 45) scaled for the screen it is on. Driven each frame by the Feedback component, or by `api.start` and `api.frame`. Most games only touch it through `api`.
▲ 0↑ born
▣
module · born here
❒asset
# catalog The list of every style in every category (`crosshair`, `hitMarker`, `direction`, `numbers`, `nameplate`) with its id, name, theme families and a one-line purpose, plus the six themes (`realistic`, `scifi`, `fantasy`, `cartoon`, `pixel`, `minimal`) and the style each picks. `catalog(category?)`, `styles(category)`, `has`, `describe`, `family`, `themes`, `counts`, and `category(name)`, which accepts plurals such as "crosshairs". The api, the components and the gallery all read from here, so a new style appears everywhere once it is registered in its renderer module.
▲ 0↑ born

Problems

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