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

screens

Every card GREASEPAINT puts between the player and the ring, as a 1931 circus handbill: cream stock, a woodcut display face, and a double rule at every edge.

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

screens

Every card GREASEPAINT puts between the player and the ring, as a 1931 circus handbill: cream stock, a woodcut display face, and a double rule at every edge.

Every function here is a pure builder. Hand it a view model and it hands back a widget tree. Nothing in this module reads input, registers a screen or writes game state; game.ui.Screens owns all of that and this module only knows what a card should look like.

Layout

Every number comes from the live frame through metrics(), which is Core.frame() plus the column the words stand in. There is no pixel constant: the type is a fraction of the SHORTER screen edge, the column of words is a fraction of the frame, and a card whose column is wide enough sets its blocks in two. The same card lands on a phone held either way, on a laptop and on a television.

A flex column that centres its children makes them hug their content, so a wrapping paragraph inside one collapses to a glyph per line. Everything here therefore sits in a column of a KNOWN width and centres its text with textAlign.

The ink

A handbill was printed in two inks on cream stock: a warm black, and one red. The red is spent where the game means it — the name of the game, the tent's own grin, the words SHE STAYED. Section heads, menu accents and the tent mark's stripes take velvet; the control table's touch column takes mustard. A card that reddens its section heads has nothing left to say the grin with.

The scrim

A card is paper held up in a tent, not a page in a book. The frame behind it carries a scrim of 0.58–0.66 and a blur, so the beam, the sawdust and whoever is standing in the ring are still there behind the paper.

What it provides

metrics()The live frame and every size derived from it.
withScreen(w, h, fn)Build against a stated frame instead of the live one — how a card is proved to hold at a second shape.
build(phase, opts)The card for a Core phase, or nil in the phases that show the ring alone.
title howto reward pause won lostThe cards themselves.
itemIds(phase, state)The focusable row ids a phase offers, in the order a stick walks them.
hasCard(phase)Whether a phase puts a card up at all.
roman(n)An act number in the roman the tent prints it in.
patternWords(clownId)A clown's telegraphed pattern as a sentence — "guards for 8, then swings for 13 and laughs, then laughs".
fitSize(text, width, ideal, em, tracking)The largest size at which a string still fits a width.
item itemList eyebrow rule para familiesFooterThe pieces a card is built from.
tentMark rosette manicule maniculeDown grinMark ringMarkThe woodcut marks, as inline SVG.

Rows

item() returns a row that is the focus target, the click target and the touch target at once. Its visible box carries the look; a transparent button with the id screens-hit-<id> is laid over it at the same size, because that is the only widget that senses a pointer. The lit row takes a sodium wash from the left, a ring, and the pointing hand a handbill puts beside the line it wants read.

The interval

reward builds both intervals off state.reward:

  • mode = "take" — TAKE ONE. Three faces off the pool, and a fourth row, TAKE NOTHING, that declines them.
  • mode = "leave" — LEAVE ONE BEHIND, at the act Core.RULES.LEAVE_ACT. The three faces are Ada's own cards, and the fourth row, KEEP THEM ALL, sends all three back.

Both name who is waiting, from state.reward.next: the clown's name, its Nerve, and patternWords of what it is about to do. The faces are the handbill the hand holds, built by CardArt.face at interval size, so the SAWDUST a player is offered is the SAWDUST they have been playing. The focus is carried OUTSIDE the stock — a lit border in the gutter and a hand pointing down at it — because a face that grew or reddened when it was lit would be a different card.

Who consumes it

game.ui.Screens, and nothing else.

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.screens — every card GREASEPAINT puts between the player and the ring. Each function here is a PURE builder: hand it a view model and it hands back a widget tree. Nothing in this module reads input, registers a screen or writes game state — game.ui.Screens owns all of that, and this module only knows what a card should look like. LAYOUT RULE. Every number comes from the live frame through metrics(), which is Core.frame() plus the column the words stand in. There is no pixel constant anywhere below. The run films at 1080x1440, and the same card has to land on a phone held either way, on a laptop and on a television: the type is a fraction of the SHORTER screen edge, the column of words is a fraction of the frame, and a card wide enough for it lays its blocks in two columns. A flex column that centres its children makes them hug their content, so a wrapping paragraph inside one collapses to a glyph per line. Everything here therefore sits in a column of a KNOWN width and centres its text with textAlign. THE INK. A 1931 handbill was printed in two inks on cream stock: a warm black, and one red. The red is spent where the game means it — the name of the game, the tent's own grin, the words SHE STAYED — and everything else that wants weight takes velvet or mustard instead. A card that reddens its section heads has nothing left to say the grin with. THE SCRIM. A card is paper held up in a tent, not a page in a book: the ring, the sawdust and the beam stay legible behind it, dimmed and thrown out of focus rather than blacked out.

roman(n: number) → string

An act number in the roman the tent prints it in.

argtypedescription
nnumberThe act, 1-based.

withScreen(w: number, h: number, fn: () →

Build cards against a stated frame instead of the live one. Everything inside the callback lays out for that shape; the live frame is back the moment it returns.

argtypedescription
wnumberThe frame width to pretend.
hnumberThe frame height to pretend.
fn(The builder to run.

examples

local wide = screens.withScreen(1600, 900, function() return screens.title(o) end)

metrics( ) → Metrics

The live frame, and every size the cards derive from it. Call it once per rebuild — never cache it, because the window can change shape under a running game.

twoUp(m: Metrics) → boolean

Whether a card has room to set its blocks in two columns. A wide frame always does; a tall one does when its column is wide enough that half of it still holds a readable line.

argtypedescription
mMetrics

fitSize(text: string, width: number, ideal: number, em: number, tracking: number?) → number

The largest type size at which `text` still fits `width`. Anton is condensed (~0.44 em a glyph) and EB Garamond is not (~0.48); tracking adds to both.

argtypedescription
textstring
widthnumber
idealnumber
emnumber
trackingnumber?

fitSize(text: string, width: number, ideal: number, em: number, tracking: number?) → number

The largest size at which a string still fits a width. The cards use it so a long clown name never runs off the stock.

argtypedescription
textstringThe string being set.
widthnumberThe width it has to fit.
idealnumberThe size to use when it fits.
emnumberThe face's average glyph width in ems.
trackingnumber?Extra per-glyph tracking in ems.

tentMark(lit: boolean?) → string

The company's big top, drawn as a woodcut. `lit` paints the entrance in sodium — the win — and `dark` leaves it black.

argtypedescription
litboolean?Whether the doorway is lit.

rosette( ) → string

The star-and-rule rosette that heads a card.

manicule( ) → string

The pointing hand a handbill puts beside the line it wants read. It marks the focused row.

maniculeDown( ) → string

The same hand turned down the page, for a card standing under it rather than a row beside it.

grinMark( ) → string

The grin the tent leaves behind, in dried greasepaint that has begun to come off: the smile is unequal, the right corner carried higher, and the paint is crazed through with cracks and missing a tooth. The lost card's mark.

ringMark( ) → string

The ring under a single hard lamp — the mark the won card carries.

rule(m: Metrics, tone: string?) → any

The double rule that separates the blocks of a handbill.

argtypedescription
mMetricsThe metrics.
tonestring?The ink it is struck in.

eyebrow(m: Metrics, text: string, tone: string?, width: number?) → any

The small-caps line that heads a block.

argtypedescription
mMetricsThe metrics.
textstringWhat it says.
tonestring?The ink.
widthnumber?The column it is set in; the card's own column when omitted.

para(m: Metrics, text: string, opts: { size: number?, tone: string?, italic: boolean?, align: string?, width: number? }?) → any

A wrapping paragraph, set in the body face inside a column of known width.

argtypedescription
mMetricsThe metrics.
textstringThe paragraph.
opts{ size: number?, tone: string?, italic: boolean?, align: string?, width: number? }?{ size, tone, italic, align, width }

hitPatch(id: string, w: number, h: number) → any

The transparent button laid over a row or a face. A row HAS to carry one: a container or a label carrying `onClick` lays out and paints and senses nothing, so a row built that way answers to a pad and a keyboard and is dead under a mouse and a finger.

argtypedescription
idstring
wnumber
hnumber

item(m: Metrics, id: string, text: string, note: string?, tone: string?) → any

One line of a menu — the focus target, the click target and the touch target at once. Its ring is what a controller player reads.

argtypedescription
mMetricsThe metrics.
idstringThe item id, matched against Focus.id().
textstringWhat it says.
notestring?A dim second line, or nil.
tonestring?The ink it lights up in.

itemList(m: Metrics, rows: { any }) → any

A stack of menu rows, spaced as one block.

argtypedescription
mMetricsThe metrics.
rows{ any }The item nodes.

cap(m: Metrics, text: string, tone: string) → any

One key/button legend, drawn as the cap a player looks for.

argtypedescription
mMetrics
textstring
tonestring

capBox(m: Metrics, text: string, tone: string) → any

A cap in a box of its own stated width. A bare cap in a flex row takes a share of the row instead of hugging its glyphs, and the footer comes out as a stack of full-width bars.

argtypedescription
mMetrics
textstring
tonestring

familiesFooter(m: Metrics, confirmLegend: string) → any

The footer that says the game answers to a keyboard, a pad and a thumb at once.

argtypedescription
mMetricsThe metrics.
confirmLegendstringThe legend the CONNECTED pad prints for its south face button.

stock(m: Metrics, children: { any }, key: string) → any

The handbill itself: cream stock, a heavy outer rule, a hairline inner rule, and the print texture of a press that was not new in 1931.

argtypedescription
mMetrics
children{ any }
keystring

root(m: Metrics, key: string, children: { any }, scrim: number?) → any

The frame the stock is pasted on. The ring does not go out behind a card: it is dimmed and thrown soft, so the beam, the sawdust and whoever is standing in it are still there behind the paper.

argtypedescription
mMetrics
keystring
children{ any }
scrimnumber?

title(o: CardOpts) → any

The title card: the company, the game's name, the barker's call and the two ways in.

argtypedescription
oCardOpts{ confirmLegend, state }

controlRow(m: Metrics, width: number, name: string, kbm: string, pad: string, touch: string) → any

One row of the control table: the action, then the same action on a keyboard, on a pad and under a thumb.

argtypedescription
mMetrics
widthnumber
namestring
kbmstring
padstring
touchstring

howto(o: { confirmLegend: string, padLegends: { [string]: string }, state: any }) → any

The how-to-play handbill: what Ada is, what one turn asks, what the tent does between the acts, and every control on all three device families. Every number on it is read from Core, so the card and the game can never disagree.

argtypedescription
o{ confirmLegend: string, padLegends: { [string]: string }, state: any }{ confirmLegend, padLegends, state }

block(head: string, kids: { any }) → any

argtypedescription
headstring
kids{ any }

intentWords(step: any) → string

What a clown is about to do, in the order it does it — read off the same pattern the Director walks, so the warning and the act are one thing.

argtypedescription
stepany

patternWords(id: string?) → string

How a clown's telegraphed pattern reads as a sentence — "guards, then swings for 13, then laughs".

argtypedescription
idstring?The clown id.

rewardFace(m: Metrics, id: string, cardId: string, width: number) → any

One offered card: the handbill face the hand holds, at reward size, with the focus carried in the gutter around it rather than on the stock. The stock is the same block a player has been looking at all night, and a lit face that grew or reddened would be a different card.

argtypedescription
mMetrics
idstring
cardIdstring
widthnumber

reward(o: { confirmLegend: string, cards: { string }, next: string?, mode: string?, state: any }) → any

The interval between two acts: three faces and a fourth way out. In "take" mode they come off the pool and the fourth row declines them; in "leave" mode they are Ada's own cards and the fourth row keeps every one.

argtypedescription
o{ confirmLegend: string, cards: { string }, next: string?, mode: string?, state: any }{ confirmLegend, cards, next, mode, state }

pause(o: CardOpts) → any

The pause card, laid over the held ring.

argtypedescription
oCardOpts{ confirmLegend, state }

stat(caption: string, value: string, tone: string) → any

argtypedescription
captionstring
valuestring
tonestring

tally(m: Metrics, st: any) → void

What the night came to, in the tent's own accounting: how often it laughed, how warm the house got, and who did not get up.

argtypedescription
mMetrics
stany

endCard(m: Metrics, key: string, o: CardOpts, spec: { eyebrow: string, head: string, mark: string, markH: number, tone: string, headTone: string, line: string, barker: string }) → any

The two end cards share everything but their mark, their ink and their words.

argtypedescription
mMetrics
keystring
oCardOpts
spec{ eyebrow: string, head: string, mark: string, markH: number, tone: string, headTone: string, line: string, barker: string }

won(o: CardOpts) → any

The win card: Ada walked out.

argtypedescription
oCardOpts{ confirmLegend, state }

lost(o: CardOpts) → any

The loss card: the tent painted her.

argtypedescription
oCardOpts{ confirmLegend, state }

itemIds(phase: string, st: any) →

The focusable row ids a phase offers, in the order a stick walks them. The Screens component and the cards agree through this one function.

argtypedescription
phasestringThe Core phase.
stanyThe run state.

hasCard(phase: string) → boolean

Whether a phase puts a card between the player and the ring.

argtypedescription
phasestringThe Core phase.

build(phase: string, o: any) → any

Build the card for a phase. Returns nil in the phases that show the ring alone.

argtypedescription
phasestringThe Core phase.
oany{ confirmLegend, padLegends, state, barker }
⌬ Types
Metrics = {CardOpts = {

Sub-parts

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

14items
▣
module · pulled in
❒asset
# Focus Menu focus navigation for the cards of GREASEPAINT. A controller has no pointer, so every menu carries an ordered ring of focusable ids and exactly one of them is lit; this module walks that ring. - `Focus.open(list, prefer)` — open a menu: the ids in stick order, and which starts lit. - `Focus.axis(v, dt)` — feed the `navigate` axis; one flick is one step, a held stick repeats. - `Focus.point(id)` — a mouse crossing a row or a finger tapping it moves the focus there. - `Focus.id()` / `Focus.isFocused(id)` — read it. - `Focus.close()` — nothing is focused until the next `open`. - `Focus.release()` — let go of a held direction, so a stick held through a transition does not keep walking. The ring is whatever the card offers, so an interval with three faces and a fourth row is a ring of four and needs nothing said about it here: `open` takes the list `screens.itemIds` returns for the phase. A held stick repeats on a delay measured in seconds AND in frames. On a machine running long frames a single flick can be one frame carrying half a second of `dt`, and a delay measured only in time turns that flick into two steps. Fed by `game/input/console.inputMap`; consumed by `game.ui.Screens`, which asks it which row to draw lit.
▲ 1↓ import
▣
module · born here
❒asset
# 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. ```lua 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.
▲ 0↑ born
▣
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/screens.module

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