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asset⌬ modulemoduleprimary: init.luau·originates fromworld d3e65a2f-9…

hud

The instruments CINNAMON is driven by.

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

hud

The instruments CINNAMON is driven by.

local Hud = require("game.screens.hud")
ui.registerScreen("ns_hud", Hud.build(St.metrics(), rules.ledger(), true, caption), 20)

Two rails flank the play area, because the run is vertical and so is the screen it is filmed on:

  • LIGHT, on the left, is where the rover stands against the dawn line — hot at the bottom, cold at the top, the copper band bracketed between them, with the rover's marker riding it. Its gradient stops are cut at the same distances NS.bandAt cuts the bands, so the marker and the colour under it always agree.
  • ROUTE, on the right, is how far up the corridor the rover has come, with Peary Station's dome at the top of it.

The middle of the frame is left to the game. Under it sit the two things that can end a run: the cargo's temperature, filled left from centre in frost and right in ember, and the xylidine, with the number of hops it still buys. A caption sits above them, and a band alarm washes the frame's edge when the cargo is cooking or freezing.

build(m, ledger, live, caption, bare) takes the metrics, a rules ledger (an empty table is fine — the instruments read STANDBY), whether a run is under way, the narration line on screen, and bare, which draws the caption alone for the opening, when the frame belongs to the camera.

Every meter is laid out with flex weights rather than positions, so the same tree reads at 1080x1440, on a phone, and across a television. The bottom block clears the bottom tenth of the frame, where a cutscene's letterbox bar and a phone's home indicator land.

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

clamp01(v: number) → number

argtypedescription
vnumber

overlayInset(m: any) → void

The engine draws the touch overlay from whatever input map is live, on top of this HUD, and it draws it where the map's zones ask — which on a tall frame is exactly where the bottom instruments sit. A player then reads the xylidine figure through a HOP button. So the instruments give way to the controls rather than the other way round: the block insets by however much the overlay actually occupies beside it, measured from the live layout. Reading the real buttons rather than assuming a set means the rule holds for any map, any button count and any screen shape, and costs nothing at all on a desktop, where the overlay draws no buttons and the inset is zero.

argtypedescription
many

clock(seconds: number) → string

mm:ss for the run clock.

argtypedescription
secondsnumber

lightSpan( ) → void

lightT(dz: number) → number

Where a `dz = roverZ - terminatorZ` sits on the LIGHT rail, 0 at the hot bottom and 1 at the cold top.

argtypedescription
dznumber

lightGradient( ) → string

icon(svg: string, size: number, id: string?) → any

Pieces.

argtypedescription
svgstring
sizenumber
idstring?

bar(m: St.Metrics, id: string, segments: { { w: number, color: string } }, height: number) → any

A horizontal meter: a recessed well filled by weights, so it needs no width.

argtypedescription
mSt.Metrics
idstring
segments{ { w: number, color: string } }
heightnumber

lightRail(m: St.Metrics, led: Ledger, live: boolean) → any

The two rails.

argtypedescription
mSt.Metrics
ledLedger
liveboolean

routeRail(m: St.Metrics, led: Ledger, live: boolean) → any

argtypedescription
mSt.Metrics
ledLedger
liveboolean

build(m: St.Metrics, led: Ledger, live: boolean, caption: string?, bare: boolean?) → any

Build the HUD tree from a rules ledger. `live` is false before a run starts, and the instruments read STANDBY.

argtypedescription
mSt.MetricsMetrics from St.metrics().
ledLedgerThe rules ledger, or an empty table when the rules slice has not published one.
livebooleanWhether a run is under way.
captionstring?The narration line currently on screen, or nil.
bareboolean?Draw the caption alone, with no instruments — what the opening wants, since the frame belongs to the camera then.
⌬ Types
Ledger = {
⌬ Metadata
descriptionA portrait-first driving HUD built as flex weights rather than positions: two vertical rails flanking the play area for the light band and the route, cargo-temperature and fuel instruments under the frame, a caption line and an edge alarm.

Sub-parts

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

15items
▣
module · born here
❒asset
# art The drawn parts of the screens of *First Light: Nearside* — inline SVG documents the `svg` widget rasterizes at whatever size the layout gives them, so one string serves a phone and a television. ```lua local Art = require("game.screens.art") { type = "svg", props = { svg = Art.hero(), fit = "slice" }, style = { width = "100%", height = 288 } } ``` | | | |---|---| | `hero()` | The title card's key art: Earth over the lunar plain, the dawn line lying across the regolith as a copper band, and CINNAMON on it with the sun's glare at the bottom edge. | | `mark()` | The game's mark — a sun's first sliver over a curved horizon. | | `earth()` | A half-lit Earth on its own. | | `dome()` | Peary Station: the lit greenhouse dome with its beacon, the landmark the route points at. | | `can()` | A xylidine drum. | | `hop()` | A lunar arc off a crater lip with the nozzle lit. | | `bandGlyph()` | The strip of light the cargo lives in, with the line through it. | | `rover()` | The rover in profile, small enough for a row icon. | | `chevron(color, dir)` | A meter's travelling marker. | | `stars()` | A hairline star field. | The palette is the game's: cinnamon sun from the south, indigo earthlight from the north, black between them.
▲ 0↑ born
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module · born here
❒asset
# ns The shared contract of *First Light: Nearside*. Every slice of the game requires this module and nothing else of each other's. ```luau local NS = require("game.ns") ``` ## What it carries - **Constants** — `NS.ROUTE` (the corridor: `startZ`, `finishZ`, `halfWidth`), `NS.DAWN` (the terminator's start, speed and the hot/cold distances), `NS.CARGO`, `NS.FUEL`, `NS.ROVER`, `NS.PALETTE`, `NS.AUDIO`, `NS.NAMES` (the entity names the scene authors) and `NS.COMPONENTS` (the component identities the entrypoint mounts). - **The light** — `NS.lightAt(dz)` and `NS.bandAt(dz)` read the sunlight at a distance from the dawn line, `dz = z - terminatorZ`. The rules and the lighting both read these, so the meter and the picture agree. - **The screen** — `NS.screen()` and `NS.unit(fraction)`: every layout is stated against the live screen size, never in pixels chosen for one frame. - **Events** — `NS.on(name, fn)` / `NS.emit(name, payload)`; the names are in `NS.EVENTS`. - **Phases** — `NS.phase()`, `NS.setPhase(p)`, `NS.resume()`, `NS.tick(dt)`, `NS.runTime()`. Phases: `title → howto → intro → playing ⇄ paused → won | lost`. - **Surfaces** — `NS.provide(name, table)` / `NS.get(name)` / `NS.whenProvided(name, fn)`. The shapes are in `/zero/source/design/spec.md`. - **Maths** — `clamp`, `lerp`, `smooth`, `approach`, `hash`, `rgb`. ## Notes - Module-local state (phase, surfaces, handlers) resets on hot reload of this file; components re-provide their surfaces in `awake`. - The route runs north, +Z. South of the terminator is sunlight.
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▣
module · born here
❒asset
# style The one place the screens of *First Light: Nearside* agree on colour, type and measure. ```lua local St = require("game.screens.style") local m = St.metrics() { type = "label", props = { text = "XYLIDINE" }, style = St.caption(m) } ``` ## Measure `metrics()` returns every length a screen tree needs, derived from the live screen size — or from a size you hand it, which is how a layout is checked at a shape the engine is not currently running at: ```lua St.metrics({ w = 1920, h = 1080 }) ``` Lengths come from `unit`, the smaller of the screen's short side and three quarters of its height. A card is a column, so what limits it on a wide screen is the height: 1080x1440 and 1920x1080 share a short side and have very different room to stack in. Every size carries a cap, so type stops growing on a large screen, and a floor, so words stay words on a phone held sideways. ## Type Four faces, each with a job: `ArchivoBlack` for the game's name, `Anton` for headings and instrument labels, `Arimo` for prose, `BerkeleyMono` for anything a player reads as a number. `title` / `heading` / `caption` / `text` / `readout` return fresh style tables, so a caller may add to what it gets back. `fit(family, text, track, avail, cap)` answers the largest size at which a line still fits the width it has. It estimates from the face's average advance, so it is there to **shrink** a line that would run past its box, never to choose a size on its own — every call passes the size it wants as the cap. ## Surface `panel(m)` is the raised card and instrument tile: a lit top edge over a step in lightness, then the shadow. `well(m)` is the recess every meter is filled inside. `row(m, focused)` is a card row and the focus ring it wears when a pad walks onto it. `enter(delay, lift)` and `pulse(period, from, to)` are the two animations the screens use — an entrance that staggers across siblings, and a slow breath for a live instrument. Colours are `NS.PALETTE` plus the UI's own mixes of it; `BAND` maps each of the four light bands to the colour every readout paints it in.
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backing path · game/screens/hud.module

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