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asset⌬ modulemoduleprimary: init.luau·originates fromworld 6bbe73d1-9…

hud

The heads-up display of *First Light: Lucina*, as a tree. It takes the view model `Screens.component` builds and returns a widget tree; it registers nothing and reads no control.

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

hud

The heads-up display of First Light: Lucina, as a tree. It takes the view model Screens.component builds and returns a widget tree; it registers nothing and reads no control.

  • H.hud(m) — the whole HUD.
  • H.speech(m) — the Keeper's line on its own, for the staged beats where no HUD is up, so a spoken line is never lost, only quiet.

The arrangement, and why it is this one

The game films at 1080x1440, so horizontal room is the scarce axis and nothing may span the frame:

  • the dawn rail down the LEFT edge, under a drawn window whose sun climbs with it;
  • the dose rail down the RIGHT, betafite green until the warning mark and rust past it, breathing once it is hot;
  • the plate readout above the plate in the middle of the frame — which plate this is, what it is called, and how much of it currently reads right;
  • the tray hint low, naming the shape in the hands and how many are left;
  • the pause pip in the top-LEFT corner, because the engine's own touch surface owns the right of the screen and a thumb aimed at a pip there is read as a look-drag;
  • the Keeper's line along the foot, whether or not the audio exists.

Every one of them is anchored as a fraction of the live screen. On a touch device the rails are cut short, because the thumb owns the bottom of the frame. Past the dose warning the frame itself goes hot at the edges — four thin bars rather than one full-screen box, so nothing the player has to point at ends up underneath it.

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.screens.hud — the heads-up display of FIRST LIGHT: LUCINA, as a tree. Owned by the `screens` slice. It takes the view model `Screens.component` builds and returns a widget tree; it registers nothing and reads no control. THE ARRANGEMENT, and why it is this one. The game films at 1080x1440, so horizontal room is the scarce axis and nothing may span the frame: the dawn rail runs down the LEFT edge, the dose rail down the RIGHT, the plate's own readout sits above the plate in the middle of the frame, the pause pip takes the top-right corner, and the Keeper's line lies along the foot. Every one of them is anchored as a fraction of the live screen, so the same arrangement holds on a television and on a phone held either way. On a touch device the rails are cut short, because the engine's own control overlay takes a band down the right edge and the thumb owns the bottom of it.

railHeight(device: string) → number

The rails

argtypedescription
devicestring

railTop( ) → number

railWidth( ) → number

railColumn(opts: any) → any

argtypedescription
optsany

railCaption(str: string, color: string) → any

argtypedescription
strstring
colorstring

dawnColumn(m: any) → any

argtypedescription
many

doseColumn(m: any) → any

argtypedescription
many

readout(m: any) → any

The readout above the plate: which plate this is, what it is called, and how much of it currently reads right.

argtypedescription
many

pausePip(_m: any) → any

The pause pip. It is the touch and pointer route to the pause card; a keyboard and a pad reach the same place through the night's own scheme.

argtypedescription
_many

trayHint(m: any) → any

The tray hint: what the hands are holding, and how many are left of it. The tray itself stands on the table at the near end; this is the caption.

argtypedescription
many

subtitle(m: any) → any

The Keeper's line. It is on the glass whether or not the audio exists, so a line is never lost — only quiet.

argtypedescription
many

doseVignette(m: any) → any

The dose warning: the frame itself goes hot at the edges. It is drawn as four thin bars rather than one full-screen box, so nothing the player has to point at ends up underneath it.

argtypedescription
many

bar(side: string) → any

argtypedescription
sidestring

hud(m: any) → any

The whole HUD

argtypedescription
many

speech(m: any) → any

The subtitle strip on its own, for the staged beats: the opening, the first-light beat and the endings put the Keeper on screen while no HUD is up, and a line must never be lost just because the rails are down.

argtypedescription
many
⌬ Metadata
descriptionThe portrait heads-up display of First Light: Lucina: a dawn rail down the left edge under a drawn window, a dose rail down the right that turns rust and breathes past its warning mark, the plate's name and live match above the plate, the tray hint, the pause pip in the corner the touch overlay leaves free, the Keeper's subtitle strip, and a four-bar warning vignette. Anchored entirely in fractions of the live screen and cut short on touch, so it holds at 3:4, at 16:9 and on a phone held either way.

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11+items
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module · born here
❒asset
# game.core The one table every slice of *First Light: Lucina* reads. ```luau local Core = require("game.core") ``` | What | Where | |---|---| | The plate grid, cell ↔ world conversions | `Core.GRID`, `Core.PLATE`, `Core.cellToWorld`, `Core.worldToCell`, `Core.cellIndex` | | The five piece shapes and the placement rules | `Core.SHAPES`, `Core.SHAPE_ORDER`, `Core.footprint`, `Core.canPlace`, `Core.pieceAt` | | The exposure and dose numbers | `Core.EXPOSURE`, `Core.DOSE` | | The phases and the level shape | `Core.PHASES`, `Core.LEVEL_COUNT`, the `Level` type | | The live game state, held across hot reloads | `Core.state` — the `State` type says which slice writes each field | | The signal bus | `Core.on(name, fn)`, `Core.off`, `Core.emit(name, ...)` — the signal list and its senders are in the source | | The three shorthands | `Core.request(action)`, `Core.sfx(name, opts?)`, `Core.say(lineId)` | | Which component mounts where | `Core.MOUNTS`, `Core.mount()` — the scene entrypoint calls it on every load | Subscribe in `awake`, subscribe again from `onModuleReload` (a duplicate is dropped), release in `onDestroy`. The rules of the game are stated in `design/spec.md`; this module carries the numbers and the shapes they share.
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▣
module · born here
❒asset
# theme The design system every authored screen of *First Light: Lucina* is drawn from. It builds widget nodes and returns them: it registers no screen, reads no phase and spawns nothing. ## What is in it - **Type** — three faces: `DISPLAY` (EB Garamond, the lighthouse's own lettering), `BODY` (PT Serif, the Keeper's logbook) and `MONO` (Berkeley Mono, every number on the glass), each with real fallbacks behind it. - **Colour** — `C`, the whole palette: near-black basalt and iron, brass as the material the interface itself is made of, and the two accent lights the art direction allows — the betafite's green-gold and the dawn. - **Measure** — `u(f)` is `f` of the SHORT axis, `wf`/`hf` fractions of the width and the height, `T` the type scale in short-axis fractions with `TMIN` as a physical floor, `TAP` the smallest side of anything a thumb presses, and `cardWidth()` the reading column. `previewSize` lays a tree out against a stated shape instead of the live screen, which is how a set of screens composed in a 3:4 frame is proved to hold on a 16:9 one. - **Atoms** — `text`, `num`, `display`, `para`, `eyebrow`, `spacer`. - **Motion** — `entrance(delay, fromY)` and `breathe(from, to, seconds)`. - **Ornament** — `svg`, `diamond`, `rule`. - **Plates** — `panel` (the dark card), `page` (the logbook paper), `scrim`. - **Controls** — `item` (the one control shape every card uses, with the focus ring a controller needs), `cap` / `capInk` (a keycap, a pad button, a touch target) and `noteChip`. - **Meters** — `dawnRail` (the sky rising, four keys) and `doseRail` (betafite green until the warning mark, rust past it). - **The plate** — `plateFigure(cells, width)`: the 7x10 plate as it stands, clear glass pale and exposure driving it to black, a brass outline on every cell the target asked to be dark and a rust ring on every cell that reads wrong. The result card's whole argument. - **Marks** — `lensMark`, `crystalMark`, `frisketMark`, `pauseMark`, `dawnMark`, `tubeMark`, `diagramMark`, each sized from the screen. Every size is a fraction of the live screen. No pixel constant is written here apart from the physical floors, so one tree composes at 1080x1440, at 1920x1080 and on a phone held either way. `theme.live` is the one table that outlives a hot reload: a component's module-level locals belong to the chunk that declared them, so the claim on an input scheme is stamped here where the next chunk can find it.
▲ 0↑ born
backing path · game/screens/hud.module

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