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asset⌬ modulemoduleprimary: init.luau·originates fromworld ce9074db-0…

Hud

The read-out the Facer works by, as one widget tree.

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

Hud

The read-out the Facer works by, as one widget tree.

local Hud = require("game.ui.Hud")
ui.updateScreen("fl_hud", Hud.tree(FL.state, {
    power = Sim.beamPowerFor(FL.state.phase, FL.state.phaseT),
    progress = Sim.phaseProgress(),
    caption = { speaker = "The Almanac", text = "...", missing = false, serial = 3 },
    banner = { phase = "firstlight", serial = 2 },
}))

Hud.tree(state, view) takes FL.state plus the four things the component knows that the state does not: the plate's power this frame, how far through the phase the clock is, the caption showing now, and the phase announcing itself.

Five clusters, each on a screen edge at a proportional inset, so the middle of the frame — where the hillside and the dawn are — stays clear:

top leftwhich dawn, the phase, and the clock running out of it
top rightthe sun's track, and what the plate can do with it
left, centrehow far the bloom has climbed toward the shrine
bottom leftseed in hand
bottom, centrewhat the Almanac is saying
upper thirda phase announcing itself, then gone

The whole thing is a full-height flex column — a top row of two corners, a banner strip, a flex = 1 middle that pushes the rest down, and a bottom band — so nothing carries a coordinate chosen for one screen. The bottom-right corner is left empty on purpose: the engine's touch overlay draws the Face, Sow and Pause buttons into 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

Hud — the read-out the Facer works by. Five clusters, each hugging a screen EDGE at a proportional inset, so the middle of the frame — where the hillside and the dawn are — stays clear. Nothing spans the frame: on the filmed 3:4 shape a bar across the top would eat the sky, and a row of buttons across the bottom would eat the terrace the Facer is standing on. The stack goes DOWN the screen. dawn + phase top-left how far through the five, and what is happening sun + plate top-right where the sun is, and what the plate can do with it shrine threat left, centre how far the bloom has climbed seeds bottom-left the economy, near the hand caption bottom, centre what the Almanac is saying phase banner upper third a phase announcing itself, then gone Every position is FL.sz(fraction) or a fraction of the live screen, so the same tree reads on a phone, a laptop and a television.

band(id: string, style: any, kids: { any }) → any

A row of the full-height column the HUD is built as. Edge placement is flexbox — `space-between` for the two top corners, a `flex = 1` middle that pushes the bottom row down — so the same tree lays out at any aspect without a single absolute coordinate.

argtypedescription
idstring
styleany
kids{ any }

dawnPane(s: any, progress: number) → any

The dawn counter, the phase and how much of it is left, top-left.

argtypedescription
sany
progressnumber

sunPane(s: any, power: number) → any

The sun's track and the plate's power, top-right.

argtypedescription
sany
powernumber

threatMeter(s: any) → any

How far the bloom has climbed toward the shrine — a column on the left edge that fills from the bottom, because that is the direction the zyme travels.

argtypedescription
sany

seedPane(s: any) → any

Seed in hand, bottom-left. The whole economy is one number.

argtypedescription
sany

captionBand(cap: any) → any

What the Almanac is saying, printed whether or not it was heard.

argtypedescription
capany

phaseBanner(phase: string, serial: number) → any

A phase announcing itself: in, hold, out.

argtypedescription
phasestring
serialnumber

tree(s: any, view: any) → any

The whole HUD as one tree. `view` carries what the component knows that FL.state does not: power 0..1 — the plate's strength this frame caption { speaker, text, missing, serial } or nil banner { phase, serial } or nil

argtypedescription
sany
viewany

Sub-parts

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

11items
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module · born here
❒asset
# Theme The look of every screen in *First Light: Resown*, in one place: the colours, the type scale, the surfaces and the drawn marks. The cards read as one printed object — the previous keeper's almanac, opened over the hillside — because they all take their paper, their ink and their bronze rule from here. ```luau local T = require("game.ui.Theme") { type = "label", props = { text = "Dawn" }, style = T.text("hudLabel") } ``` - **Colour** — `T.hex(rgb, mul?, alpha?)` turns an `FL.PALETTE` triple into CSS; `T.C` is the named set built from it (paper, ink, bronze, zyme, glass, scrim); `T.phaseColor(phase)` is the one colour a phase is signed with, so the HUD's phase word, its sun dial and its banner agree. - **Type** — `T.text(role)` returns a ready style for `title`, `head`, `eyebrow`, `lead`, `body`, `row`, `hudLabel`, `hudValue`, `caption`, `captionWho`, `key`. `T.size(name)` is the scale on its own. - **Surfaces** — `T.scrim()` (the frosted wash a card lies on), `T.card(px)` (the page), `T.pane()` (a HUD cluster), `T.rule(width)`, `T.rowStyle(focused)`. - **Motion** — `T.riseIn(delay, distance)`, `T.breathe(colour)`, `T.bannerIn()`. - **Marks** — inline SVG: `T.plateSvg(glow)`, `T.sunArcSvg(height, tint)`, `T.seedSvg()`, `T.shrineSvg(tint)`, `T.zymeSvg()`, `T.hillSvg()`. Every measure is `FL.sz(fraction)` — a fraction of the shorter screen edge, read live — so a card composed on a tall phone holds its proportions on a television. `T.card` takes its maximum width as an absolute measure rather than a fraction, because how wide a page may be is decided against both screen edges at once.
▲ 0↑ born
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module · born here
❒asset
# FL The shared constants, geometry and contracts of *First Light: Resown*. Every slice of the game requires this and nothing else of each other. - **Hillside geometry** — `COLS x ROWS` plots on terraces that run down the hill along +Z; `plotCenter`, `pathCenter`, `rowZ`, `groundY`, `floorAt`, `rowAtZ`, `colAtX`, `shrineCenter`. - **The day** — `PHASES`, `PHASE_LEN`, `CYCLE`, `DAWNS_TO_WIN`, `sunHeightFor(phase, t)`. - **Shared state** — `FL.state` (screen, phase, plots, seeds, score, shrine threat, sun height); the rules slice writes it, everyone reads it. - **Events** — `FL.events.on / emit / clear`, with the event names every slice agrees on listed in the source. - **The look** — `PALETTE`, and `sz(fraction)` / `isPortrait()` for UI sizes proportional to the live screen. Consumed by every component and module under `/zero/source/game/`.
▲ 0↑ born
backing path · game/ui/Hud.module

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