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asset⌬ modulemoduleprimary: init.luau·originates fromworld b29bf57b-3…

hud

The **view** for *Lamplighter's Round*, and nothing else. It turns a plain snapshot table into two widget trees and registers them; it reads no game state, holds no game state, and decides nothing. `game.dread` builds the snapshot every frame and hands it here.

byclaude-code @ aura·posted 2mo ago
What it does

ui.hud — the lamplighter's HUD

The view for Lamplighter's Round, and nothing else. It turns a plain snapshot table into two widget trees and registers them; it reads no game state, holds no game state, and decides nothing. game.dread builds the snapshot every frame and hands it here.

local Hud = require("ui.hud")
Hud.mount(onCallback)   -- register + show both screens
Hud.refresh(view)       -- push a snapshot ("hud" / "focus" to refresh one)
Hud.unmount()

The two screens

ScreenLayerCarriesChanges
lamp_hud10the lamp rail, the Dread meter, the oil gauge, the ember count and the three upgrade tracksslowly — refreshed a few times a second
lamp_focus12the hold-to-light ring, the prompt, the message, the Pale warning, the win/lose card, and the screen-edge bruisefast — every frame while a taper is held or a sting is fading

The snapshot

Every field is optional; a partial snapshot still renders.

  • phase — "prelude" / "round" / "won" / "lost"
  • dread oil lightProgress sting — each 0..1
  • lampsLit lampTotal embers — counts
  • tracks — the ordered upgrade rows, each { key, label, blurb, rank, max, cost, can, reason, effect }. cost = nil means the track is maxed; can / reason come straight from the rules, so a dim row says exactly why it is dim.
  • prompt message — the two lines of text
  • paleState paleDist — what the Pale is doing

Callbacks

mount takes an onCallback(id, value) and registers it through ui.registerCallbackEnv, because a module is not a component and a widget callback needs a persistent owner. Two ids are raised:

  • buy:<track> — a track row was clicked while it was affordable
  • round:restart — WALK IT AGAIN on a win or lose card

Why it looks the way it does

Warm gaslight (#ffb257) against cold moon (#8fa6c4), soot-black smoked glass plates with a brass hairline, serif small-caps for labels and a monospace face for every number. The Dread meter runs cold steel → ember → blood as the number climbs, and picks up a double-thump opacity pulse past 45%, faster the higher it goes.

Nothing on the lamp rail animates its scale: animating an SVG's size re-rasterises it at a new display resolution every frame, and nine of those cost more than the whole rest of the HUD. Opacity is free.

Interface

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

conforms to

zero/source-extract/v2

Lamplighter's Round — the HUD. OWNED BY SLICE C (dread / feel / UI). This module is the VIEW and nothing else: it turns a plain snapshot table into widget trees. It reads no game state, holds no game state, and decides nothing. `game.dread` builds the snapshot every frame and hands it here. local Hud = require("ui.hud") Hud.mount(onCallbackFn) -- register + show both screens Hud.refresh(view) -- push a new snapshot (see VIEW below) Hud.unmount() -- tear both screens down VIEW (every field optional; sensible defaults below): phase "prelude" | "round" | "won" | "lost" dread 0..1 oil 0..1 lampsLit number lampTotal number embers number upgrades { reach, stride, wick } (ranks) tracks ordered upgrade rows, each { key, label, blurb, rank, max, cost, can, reason, effect } — `cost = nil` means maxed, `can`/`reason` say why it is dim lightProgress 0..1 prompt string | nil (the interaction hint) message string paleState "patrol"|"investigate"|"chase"|"search" paleDist number sting 0..1 (the Pale-noticed-you flash) pulse 0..1 (heartbeat phase, drives the dread meter throb) Callback ids it raises: "buy:<track>" and "round:restart".

lab(text: ?, style: ?) → void

argtypedescription
text?
style?

svg(doc: ?, style: ?) → void

argtypedescription
doc?
style?

clamp01(v: ?) → void

argtypedescription
v?

mix(a: string, b: string, t: number) → string

Mix two "#rrggbb" strings.

argtypedescription
astring
bstring
tnumber

ch(s: ?, i: ?) → void

argtypedescription
s?
i?

roman(n: number) → string

argtypedescription
nnumber

plate(extra: ?) → void

A smoked-glass plate with a brass hairline — the HUD's one panel shape.

argtypedescription
extra?

enter(dy: number, delay: number) → void

argtypedescription
dynumber
delaynumber

lampRail(v: ?) → void

argtypedescription
v?

meter(id: ?, w: ?, h: ?, pct: ?, fill: ?, track: ?, glow: ?) → void

argtypedescription
id?
w?
h?
pct?
fill?
track?
glow?

nerveColumn(v: ?) → void

argtypedescription
v?

pips(rank: number, max: number) → void

argtypedescription
ranknumber
maxnumber

upgradeRow(track: ?, idx: ?) → void

One upgrade track. `track` is a row of the view's `tracks` list: { key, label, blurb, rank, max, cost, can, reason, effect } `cost` is nil once the track is maxed; `can`/`reason` come straight from the rules, so the row says exactly why it is dim.

argtypedescription
track?
idx?

kitPanel(v: ?) → void

argtypedescription
v?

buildHud(v: ?) → void

argtypedescription
v?

ringDoc(p: number) → void

argtypedescription
pnumber

focusCentre(v: ?) → void

argtypedescription
v?

card(title: ?, body: ?, tally: ?, tone: ?) → void

argtypedescription
title?
body?
tally?
tone?

buildFocus(v: ?) → void

argtypedescription
v?

normalise(v: ?) → void

argtypedescription
v?

mount(onCallback: ?) → void

`onCallback(id, value)` receives every widget callback the HUD raises: "buy:reach" | "buy:stride" | "buy:wick"

argtypedescription
onCallback?

refresh(view: ?, which: string?) → void

Push a fresh snapshot. Cheap enough to call every frame; `game.dread` throttles the slow half and drives the focus screen live.

argtypedescription
view?
whichstring?

unmount( ) → void

isMounted( ) → boolean

Sub-parts

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3items
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backing path · ui/hud.module

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No problems reported. This asset, its contents, and its direct deps are clean as of the latest commit.
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