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asset⌬ componentcomponentprimary: init.luau·originates fromworld ef9119eb-c…

Screens

Puts every authored screen of *First Light: Goura* on the glass and drives it. Mounted once, on `mount_screens`; it needs nothing else on that entity.

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

Screens

Puts every authored screen of First Light: Goura on the glass and drives it. Mounted once, on mount_screens; it needs nothing else on that entity.

What it draws

ScreenLayerUp when
fl_card800The phase is title, howto, paused, won or lost.
fl_hud20The phase is playing or paused — the light, the lane, the six calls, the three failances.
fl_top24A call's answer window is open, or the narrator has a line on screen.
fl_alert40For a beat after seen, failance or caught.

The trees come from game.screens.flscr, which is pure. This component holds the state, the focus ring and the input.

Reachable from every device

  • Pointer and finger — every row carries onClick, so a click or a tap fires it, and the pointer moves the focus ring as it crosses a row, so what is lit is what a click will do.
  • Keyboard and pad — console.inputMap is activated the instant a card goes up and released the instant the last one comes down. navigate walks the ring (arrow keys, left stick), confirm fires the lit row (Enter / Space, south), back leaves the card (Escape / Backspace, east), resume puts a paused run back on the floor (Escape, start). The map stands the goura's own scheme and the engine's default player scheme down while it is live, so the floor cannot be walked underneath an open card.
  • Touch — the console draws exactly one on-screen button, a small Confirm in the far corner, which acts on the lit row. Everything else a finger does, it does by touching the row it means.

The transitions it owns

title → howto, title → intro, howto → title, paused → playing (through FL.resume), won | lost → intro (through rules.restart), and any card → title. intro → playing belongs to the staging slice; playing → won|lost to the rules.

What it reads

FL.get("rules").ledger() for the run's figures — including window and remaining when the rules slice reports them, so the countdown agrees with the run rather than with a constant — FL.get("dawn").light() for the meter, FL.get("player").position() for how far up the lane she is, and the call, answered, failance, seen and caught events for the marks and the pulse.

Narration

Every line this game speaks also arrives as text, and it is drawn here.

The sound slice speaks a line through say(id) and announces it on the narration event as { id, text, seconds }; its own surface offers captions(false) for a slice that would rather draw the words itself, and this component takes that offer in awake and hands it back in onDestroy. So one caption exists, in the type and the palette the rest of the screens use, and it sits directly under the call band rather than in a second place. A card carries its own words and covers that band, so nothing is drawn up there while one is open — the title card puts the opening line on the page itself, taken from sound.text("open") so the page and the voice say the same thing.

With no sound slice at all, the written line still goes up from here: a line is never lost for want of a voice.

The ids are the sound slice's own — open, begin, first_call, first_failance, first_seen, won, lost_caught, lost_failance, lost_light. FL.get("sound").play(name) is used for ui_move, ui_confirm and ui_back.

Fields

FieldWhat it is
inputMapThe scheme a card is driven by. Live exactly while a card is up.
alertSecondsSeconds the pulse stays on the frame.
subtitleSecondsSeconds a narrated line's text stays on screen.
cardWhich card is up, or none. Live output.
focusThe id of the row the focus ring is on. Live output.

Interface

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

conforms to

zero/source-extract/v2

Screens — every authored screen of *First Light: Goura* on the glass, and the phase transitions a player makes from them. Mounted once, on `mount_screens`; it needs nothing else on that entity. It draws the title, the how-to-play card, the play HUD, the call band, the narrator's subtitles, the pause card and the two end cards. The trees themselves are built by `game.screens.flscr`, which is pure; this component holds the state, the focus ring, and the input. Every card is drivable by each device family on its own: pointer / finger — each row carries `onClick`, and the pointer moves the focus as it crosses a row, so what is lit is what a click will fire. keyboard / pad — `console.inputMap` is activated the instant a card goes up and released the instant the last one comes down. It stands the goura's own scheme down while it is live, so the floor cannot be walked underneath an open card. Transitions this component owns: title -> howto, title -> intro, howto -> title, paused -> playing, won|lost -> intro, and any card -> title. `intro -> playing` belongs to staging; `playing -> won|lost` to the rules.

guarded(fn: any, what: string) → any

Reading the other slices. Another slice's surface is read through a guard: a neighbour halfway through a hot reload can raise out of an accessor, and a screen that dies with it takes the whole HUD off the glass for a defect that is not its own.

argtypedescription
fnany
whatstring

ledger( ) → void

lightWord(light: number) → string

argtypedescription
lightnumber

caption(text: string?, seconds: number?) → void

Put a written line on the glass for `seconds`.

argtypedescription
textstring?
secondsnumber?

written(id: string) → string

Say a line. The sound slice speaks it and announces it on the `narration` event, which this component draws — that is the arrangement its surface asks for, and it is why `captions(false)` is set below. With no sound slice at all, the written line still goes up from here, so a line is never lost for want of a voice. The written form of a line. The sound slice holds the script it actually speaks, so a card that puts a line on the page asks for that one and falls back to the copy here when there is no sound slice at all.

argtypedescription
idstring

say(id: string) → void

argtypedescription
idstring

cue(name: string) → void

argtypedescription
namestring

cardKind( ) → string

Which card, and what it says.

itemsFor(kind: string) → void

argtypedescription
kindstring

howtoActions( ) → void

endingHeadline(won: boolean) → void

argtypedescription
wonboolean

cardTree(kind: string) → void

argtypedescription
kindstring

show(id: string, on: boolean) → void

Registration.

argtypedescription
idstring
onboolean

blank( ) → void

register( ) → void

act(id: string?) → void

Input: the console scheme, live exactly while a card is up.

argtypedescription
idstring?

backOut( ) → void

What `back` means on each card.

deactivateMap( ) → void

activateMap( ) → void

resetRun( ) → void

Lifecycle.

openCard(kind: string, previous: string?) → void

argtypedescription
kindstring
previousstring?

closeCard( ) → void

awake( ) → void

claimCaptions(sound: any) → void

The sound slice announces every line it speaks on `narration` and stands its own captions down for whoever would rather draw them. This component is that owner, so the written words sit with the rest of the screens instead of in a second place with a second look. The claim is re-stated rather than made once. The stand-down lives in a field on the sound component, and that field is back at its declared default every time that component wakes — a reload, an edit/play flip, a scene load in either order. A claim made only on the first publish is therefore lost the next time the sound slice starts, and the same line gets drawn twice, in two places, in two looks. So: claim now, claim again on every publish of the surface, and claim once more on each line as it is announced, which is the moment it matters.

argtypedescription
soundany

onDestroy( ) → void

followPointer( ) → void

The frame. A pointer crossing a row lights it, so the mouse and the focus ring never disagree about what a confirm would fire.

drive(dt: number) → void

argtypedescription
dtnumber

update(dt: number) → void

argtypedescription
dtnumber

editorUpdate(dt: number) → void

Cards are authored and looked at with the clock held, so they draw in edit too; nothing here mutates the world.

argtypedescription
dtnumber

onCallback(id: string, _data: any) → void

argtypedescription
idstring
_dataany
⌬ Metadata
descriptionEvery authored screen of First Light: Goura on the glass — title, how-to, HUD, call band, narrator subtitles, pause card and both end cards — with the phase transitions a player makes from them, a focus ring every device family can drive, and the console input map live exactly while a card is up.

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
# 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.
▲ 0↑ born
▣
module · born here
❒asset
# flscr Every authored screen of *First Light: Goura*, as a widget tree. ```lua local Scr = require("game.screens.flscr") ``` Each builder is **pure**: it takes the view model `Screens.component` assembles and returns a tree. It registers nothing, shows nothing and reads no game state, so a card can be built, measured and looked at without a run. | Builder | What it draws | |---|---| | `Scr.title(vm)` | The crest mark, the name, the narrated opening line as text, Begin / How to play. | | `Scr.howto(vm)` | The four actions with keyboard, pad and touch prompts side by side, and the failance rule. | | `Scr.paused(vm)` | The run held where it stands, with the ledger and Resume / Start over / Title. | | `Scr.ending(vm)` | The lane at dawn, the headline, the line, the ledger, Again / Title. `vm.won` picks the warm resolution or the cold one. | | `Scr.hud(vm)` | The play HUD: the light rising, how far up the lane she is, the six calls, the three failances. | | `Scr.top(vm)` | The band above the play: the open answer window and whatever is being said, stacked. | | `Scr.alert(vm)` | The full-frame pulse and word for the moment the eagle sees her. | | `Scr.ledgerStrip(l, w)` | Answered / failance / up the lane, as three figures. Shared by the pause card and both end cards. | | `Scr.crest()` `Scr.horizon(w)` `Scr.callMark(s)` `Scr.failMark(b)` | The art, as SVG strings. | | `Scr.padLabel(button)` | A pad button's printed legend, resolved against whatever pad is connected. | | `Scr.forShape(w, h, build)` | Build a tree as it would stand on a screen of a given shape. | ## How it lays out Three families carry the typography, each with one job: **Anton** for the game's name and the headlines, **EB Garamond** for everything a player reads as prose, **Berkeley Mono** for the digits that must not jitter as they count. Every length is a fraction of the LIVE screen's **short** side, and then a card's whole scale is trimmed until it stands inside the screen's **height**. A dense card keeps its full size in a 3:4 portrait frame; the same card on a wide monitor, where the short side is the height, comes down proportionally rather than running off the bottom. `Scr.forShape(w, h, build)` states a screen other than the live one, which is how a card is checked at a second shape on an engine running at one. The HUD is held clear of the touch overlay: the overlay claims the lower-left stick region below 40% of the screen height, and the right-edge button band below 45% of it, so the HUD is a narrow strip in the top-left corner sized to end above both. Its three columns are named by marks rather than words for the same reason — a centred call band has to pass beside it in a portrait frame. ## Consumed by `Screens.component`, which holds the state, the focus ring and the input.
▲ 0↑ born
backing path · game/screens/Screens.component

Problems

Everything affecting this asset right now: its own problems, anything wrong inside it, and problems on its direct dependencies.

0problems
No problems reported. This asset, its contents, and its direct deps are clean as of the latest commit.
⌬ZeroMind agent review · awaiting first pass
Findings
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usability—
did it work as advertised
quality—
authoring polish + cohesion
performance—
frame & memory budget held
agent review score
—
/ 100
awaiting first pass
usability × 0.40
+ quality × 0.35
+ performance × 0.25
± compat factor

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