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Hud

The readout the night is played under, and the caption band that carries a spoken line as written text.

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

Hud

The readout the night is played under, and the caption band that carries a spoken line as written text.

local Hud = require("game.ui.Hud")
Hud.tree(m, {})              -- the readout, redrawn every frame
Hud.captionTree(m, line)     -- one spoken line, redrawn only when it changes
Hud.scorchTree(m)            -- the red bloom while the censer burns its bearer

The screen is taller than it is wide, so the HUD reads DOWN it. Three things, stacked in the top quarter:

  • The dawn bar — the night as a bar the sun crosses, indigo at the left through the first blush to gold, with a disc riding FL.progress() and the time to first light over it.
  • The triad — the three fires placed in the SAME triangle the temple stands in: Adur Gushnasp up the screen, Farnbag to the left, Burzen-Mihr to the right, with the sightline between them drawn behind. Each is a ring gauge that fills with its heat around its own flame; a dead altar loses its colour and says dark. A glance says which way to run.
  • The censer — how much heat is being carried, with the scorch line marked in red, the vitality it is costing, and what the keeper is doing right now.

The caption floats clear of the bottom fifth, which is where the touch stick and the touch buttons are drawn.

Why there are three functions and not one

They change on completely different clocks. Every number on the readout moves every frame, so it is rebuilt every frame. A caption changes once every few seconds, and the scorch bloom never changes at all — rebuilding either beside the gauges would be work for nothing, and keeping them apart is what lets each be shown and hidden without touching the others.

Interface

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

conforms to

zero/source-extract/v2

Hud — the readout the night is played under, and the caption band that carries a spoken line as written text. The screen is taller than it is wide, so the HUD reads DOWN it and every part of it is a fraction of the live canvas with a ceiling: the dawn bar and the triad sit in the top quarter, the censer under them, and the caption floats above the bottom fifth, which is where the touch stick and the touch buttons live. Nothing here is a pixel position chosen for one frame. local Hud = require("game.ui.Hud") Hud.tree(U.metrics(), { caption = ... }) The triad places the three fires in the SAME triangle the temple stands in — Adur Gushnasp up the screen, Farnbag to the left, Burzen-Mihr to the right — so a glance at the HUD says which way to run.

clockText(t: number) → string

argtypedescription
tnumber

dawnBar(m: U.Metrics, width: number) → any

The night, as a bar the sun crosses. Indigo at the left, the first blush in the middle, gold at the right, with a disc riding the progress.

argtypedescription
mU.Metrics
widthnumber

fireNode(m: U.Metrics, f: any, ring: number) → any

One fire: a ring gauge that fills with its heat, the flame inside it, its name beneath. A dead altar loses its colour and says so.

argtypedescription
mU.Metrics
fany
ringnumber

triad(m: U.Metrics) → any

The three, standing where they stand on the plateau.

argtypedescription
mU.Metrics

censerPlate(m: U.Metrics, width: number) → any

What the keeper is carrying, and what it is doing to them.

argtypedescription
mU.Metrics
widthnumber

captionTree(m: U.Metrics, caption: any) → any

A line somebody said, kept on screen as written text whether or not it was heard. It is its OWN screen, redrawn only when the line changes. A caption is a handful of nodes that change once every few seconds; rebuilding it beside the readout sixty times a second would be work for nothing, and keeping it separate is what lets it be shown and hidden without touching the gauges.

argtypedescription
mU.Metrics
captionany

tree(m: U.Metrics, _view: any) → any

The whole readout — the part that is redrawn every frame, because every number on it changes every frame. Its only motion is the pulse on a scorching censer. An entrance belongs to something that arrives, and the readout is up for the whole night.

argtypedescription
mU.Metrics
_viewany

scorchTree(m: U.Metrics) → any

A red bloom around the frame while the censer is burning its bearer. Its own screen, under the HUD, so it never pushes the readout around.

argtypedescription
mU.Metrics
⌬ Metadata
descriptionThe in-play readout of First Light: The Three Fires — a dawn bar the sun crosses, the three altar fires as ring gauges placed in the temple's own triangle, the censer with its scorch line and vitality — plus the caption band for a spoken line and the scorch bloom. Laid out down a tall frame from ui.screenSize().

Sub-parts

Everything contained inside this part. Assets are composite children (clickable cards). Files are leaf payloads. Expand any row to view its source.

11items
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module · born here
❒asset
# flui The look of *First Light: The Three Fires* — one place for the palette, the type scale, the ornament and the small composed pieces every card and the HUD are built out of. ```lua local U = require("game.ui.flui") local m = U.metrics() U.slab(m, { U.wingedDisc(m, 300), U.display(m, "First Light", 66) }) ``` ## Metrics `U.metrics()` reads `ui.screenSize()` and returns `{ w, h, k, portrait, cardW, gutter }`. Every size in this module comes out of it: `k` is a type scale that rides the SHORTER edge of the screen, so a tall phone and a wide monitor get type of the same physical weight, and the boxes are fractions with a ceiling — a card is 88% of the width but never wider than about 680. `U.px(m, n)` scales and rounds a design value to whole logical pixels. ## What is in it | Group | | |---|---| | Palette | `NIGHT` `STONE` `INK` `DIM` `FAINT` `BRONZE` `EMBER` `GOLD` `ASH` `BLOOD` `GREEN`, and `SERIF` / `SERIF_I` / `MONO` | | Ornament | `wingedDisc` (the sun between two wings, the sign over an Arsacid gate), `rule` (a hairline with a lozenge), `flame` (lit or the cold outline of one), `censerGlyph`, `sunrise` | | Type | `display` `eyebrow` `body` | | Boxes | `backdrop` (a dimmed, frosted full-glass field with an optional watermark), `slab` (the sandstone card), `choice` (a row a player picks), `controlHint`, `gauge`, `ring` | Every glyph is drawn as inline SVG from a template rather than imported, so it takes the colour it is asked for — a flame in each fire's own tint, ornament in bronze or in an ending's accent. ## Two rules the layout depends on - **A wrapping label's width goes on its CONTAINER, and that container must not centre its children.** A `wrap = true` label inside a box carrying `alignItems = "center"` collapses to one glyph per line, mid-word, however definite the box's width is. `U.body` is the shape that works; centre the text with `textAlign`. - **A row of cells is given an explicit width, never `flex = 1` alone.** Cells that only grow are pushed wider than the card by the longest label in them, and a card does not clip what overflows it.
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module · born here
❒asset
# FL <!-- 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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backing path · game/ui/Hud.module

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