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asset⌬ modulemoduleprimary: init.luau·originates fromworld b4bcbe22-b…

hbstyle

HULLBREAKER's visor language: the palette and the six primitives every panel of the helmet HUD is built from, so the instruments read as one panel rather than as a pile of boxes.

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

hbstyle

HULLBREAKER's visor language: the palette and the six primitives every panel of the helmet HUD is built from, so the instruments read as one panel rather than as a pile of boxes.

local S = require("ui.hbstyle")

The palette says what a colour means

tokenmeaning
ink, dim, faint, faintestreadout, label, hairline, hairline-quieter
cyansuit systems — machinery, not decoration
greenbanked tonnage: the only good news in the frame
amberyou are spending something you cannot get back
redyou are about to die
orangethe torch, matching the one warm light in the scene
violetmass on the clamp
glass, glassLo, wellpanel fill, quieter fill, bar track

glass is nearly opaque on purpose. The frame behind the HUD swings from black vacuum to a lit planet filling half the visor, and a readout legible over one and washed out over the other is not a readout.

Primitives

  • pane(extra) — the glass a cluster sits on: a lit top edge and a step in lightness, which is what reads as raised on a near-black frame.
  • bar(pct, color, opts) — the HUD's one repeated instrument. opts.ghost draws a dimmer fill behind the live one (the quota bar uses it for cargo carried but not yet banked).
  • gauge(caption, value, pct, color, opts) — caption and value on a line, bar under it.
  • pips(count, litCount, opts) — discrete danger as discrete lights.
  • cap / num / txt — the three type sizes, all monospace.
  • riseIn(delay, dy) — the one-shot entrance the cards come in on. Only a screen registered once may carry it: a node re-registered every frame restarts its animation, so anything on the live instrument layer blinks from a computed opacity instead.
  • clock(seconds) / tonnes(t) — the two formats the run reads by.

Interface

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

conforms to

zero/source-extract/v2

ui/hbstyle — HULLBREAKER's visor language, in one place. Owned by the `shell` slice. Everything the helmet draws is built from the palette and the six primitives below, so the HUD reads as one instrument panel instead of a pile of boxes. The rule the palette encodes: * the suit talks in cold cyan-white — it is machinery, not decoration * amber means "you are spending something you cannot get back" * red is only ever "you are about to die" * green is the only good news in the frame: tonnage you already banked * the torch keeps its own orange, because it is the one warm light in the game and the HUD should agree with the scene require("ui.hbstyle")

merge(base: ?, extra: ?) → void

argtypedescription
base?
extra?

abs(left: ?, top: ?, extra: ?) → void

argtypedescription
left?
top?
extra?

cap(text: ?, extra: ?) → void

A caption: small, wide-tracked, deliberately quiet.

argtypedescription
text?
extra?

num(text: ?, extra: ?) → void

A readout: the number itself.

argtypedescription
text?
extra?

txt(text: ?, extra: ?) → void

argtypedescription
text?
extra?

pane(extra: ?) → void

The glass a cluster sits on: a lit top edge and a step in lightness, which is what reads as raised on a near-black frame — a drop shadow alone does not.

argtypedescription
extra?

bar(pct: ?, color: ?, opts: ?) → void

`pct` is 0..1. `ghost` draws a second, dimmer fill behind the live one — the quota bar uses it to show what is on the clamp but not yet banked.

argtypedescription
pct?
color?
opts?

gauge(caption: ?, value: ?, pct: ?, color: ?, opts: ?) → void

A labelled gauge: caption + value on one line, bar under it.

argtypedescription
caption?
value?
pct?
color?
opts?

pips(count: ?, litCount: ?, opts: ?) → void

A row of pips — instability, and nothing else. Discrete danger reads as discrete lights, not as a continuous bar.

argtypedescription
count?
litCount?
opts?

riseIn(delay: ?, dy: ?) → void

The one-shot entrance the cards come in on. Only a screen registered once may carry it: a node re-registered every frame restarts its animation, so anything on the live instrument layer blinks from a computed opacity instead.

argtypedescription
delay?
dy?

clock(seconds: ?) → void

argtypedescription
seconds?

tonnes(t: ?) → void

argtypedescription
t?

Sub-parts

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This part has no composite children. See the Files segment for its leaf payloads.
backing path · ui/hbstyle.module

Problems

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0problems
No problems reported. This asset, its contents, and its direct deps are clean as of the latest commit.
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