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asset⌬ modulemoduleprimary: init.luau·originates fromworld 52b50907-6…

theme

The look of BLOCKBUSTER 767's screens, in one place: the palette, the typefaces, the metrics every screen sizes itself from, and the style fragments the cards share.

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

theme

The look of BLOCKBUSTER 767's screens, in one place: the palette, the typefaces, the metrics every screen sizes itself from, and the style fragments the cards share.

local Theme = require("game.ui.theme")
local m = Theme.metrics()
{ type = "label", style = { fontSize = m.fs.title, fontFamily = Theme.font.display, color = Theme.color.cream } }

The metrics rule

Nothing is a pixel number chosen for one screen. Theme.metrics() reads the live ui.screenSize() and derives everything from it:

  • Type and rhythm are a share of the SHORTER side, so a phone held either way and a television read the same.
  • Both are additionally capped against the HEIGHT. A card is a column, and a wide screen is also a short one; without that cap the card that fits a 3:4 frame runs off the bottom of a 16:9 one.
  • The two big pictures — hero (the toy on a card) and strip (the skyline along its foot) — are budgeted straight out of the height they have to fit in.
  • cardW caps a card to a readable single column instead of letting it stretch across a wide monitor.

Theme.metricsFor(w, h) computes the same table for a shape the engine is not currently running at — which is how a card is laid out and looked at for a screen other than the one in front of you.

The palette

Warm shadow, painted wood, poster paint on the toy, crayon accents, and the gold of a sticker star. Theme.color names them; Theme.font names the four voices (a poster face for the logo, a heavy face for headings, a plain face for reading, a mono for numbers, and the round childlike face the Kid speaks in).

The fragments

cardBackdrop (the playroom wash a card is printed on; its see argument is the share of the ROOM that shows through, and the scrim's opacity is 1 - see), panel (a raised surface with a lit top rim), row (a menu row at rest or with the focus on it), chip (the small rounded plastic label a keycap, a pad glyph and a touch hint are all made of), stat (a number with its name under it), and the three motions: enterDrop, enterRise, pulse.

Nothing here animates for ever, and pulse breathes on opacity alone. A keyframe that animates transform: scale re-measures the widget's box every frame, which relays out the whole tree it sits in; two HUD widgets each held one of those permanently and one frame in ten was over budget because of it. pulse(iterations) counts — eight breaths by default — so even the opacity animation ends.

No entrance starts from nothing. An entrance holds its first keyframe until its delay elapses and the UI clock is the game clock, so a card opened while something is holding engine.timeScale down would sit on that first frame. They start dimmed and slightly displaced instead, so the worst a stalled clock can do is leave a card looking a shade soft.

Interface

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

conforms to

zero/source-extract/v2

strict

metricsFor(w: number, h: number) → Metrics

Every size the screens draw with, for a screen of a stated shape. The live path is `Theme.metrics()`; this form is what lets a card be laid out and looked at for a shape the engine is not currently running at.

argtypedescription
wnumberScreen width in logical points.
hnumberScreen height in logical points.

examples

local wide = Theme.metricsFor(1920, 1080)

metrics( ) → Metrics

Every size the screens draw with, derived from the LIVE screen size. Call it each time a tree is built; it is cheap, and it is the only place a number is turned into pixels.

examples

local m = Theme.metrics()

cardBackdrop(m: Metrics, see: number?) → any

The warm playroom ground every card is printed on: a low window-light wash from the upper left over a deep shadow, with a vignette closing the corners the way a tilt-shift lens does. `see` is the SHARE OF THE ROOM that shows through, 0 (nothing — the solid card) to 1 (a bare vignette). The scrim's opacity is `1 - see`, so a card that wants the table behind it names how much of it it wants rather than picking an alpha; anything at or below 0 is the solid card the title used to be. `nil` is the solid card.

argtypedescription
mMetrics
seenumber?

panel(m: Metrics, accent: string?) → any

A raised panel on the card: a step lighter than the ground, a lit top rim, and a soft drop under it.

argtypedescription
mMetrics
accentstring?

row(m: Metrics, lit: boolean) → any

One menu row, at rest or with the focus on it. `lit` is what the pad, the keyboard and the pointer all agree is selected.

argtypedescription
mMetrics
litboolean

chip(m: Metrics, spec: ChipSpec) → any

A chip: the one small rounded plastic label every hint on a card is drawn as. A keycap, a pad glyph and a touch instruction differ only in their colours and their corner, so they are one shape with three sets of arguments rather than three near-identical builders.

argtypedescription
mMetrics
specChipSpec

stat(m: Metrics, id: string, label: string, value: string) → any

One number on a card with its name under it — the shape the pause card and the end card both count with.

argtypedescription
mMetrics
idstring
labelstring
valuestring

enterDrop(delay: number, distance: number) → any

An entrance holds its FIRST keyframe until its delay elapses, and the UI clock is the game clock — so a card opened while something else is holding `engine.timeScale` down would sit on that first frame. No entrance here therefore starts from nothing: they start dimmed and slightly displaced, so the worst a stalled clock can do is leave a card looking a shade soft. An entrance that drops a card in and settles it. Stagger `delay` across siblings to make them cascade.

argtypedescription
delaynumber
distancenumber

enterRise(delay: number, distance: number) → any

An entrance that slides a row up into place.

argtypedescription
delaynumber
distancenumber

pulse(iterations: number?) → any

A slow breathing pulse for a prompt that is waiting on the player. It breathes on OPACITY alone and it COUNTS. A keyframe that animates `transform: scale` re-measures the widget's box every frame, which is a Taffy relayout of the whole tree it sits in — measured on this game as one frame in ten over budget while the launch prompt and the chain badge each held one forever. Opacity does not change a box, and a finite count means even that stops: eight breaths is twelve seconds of "waiting on you", which is longer than any prompt here goes unanswered.

argtypedescription
iterationsnumber?How many breaths, default 8. Never pass "infinite".
⌬ Types
Metrics = {ChipSpec = {

Sub-parts

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

7items
▣
module · born here
❒asset
# rules The cross-slice constants of BLOCKBUSTER 767 — read-only, and the contract between any two parts of the game that have to agree on a number. - `TABLE` — where the play surface is and where its edges are. - `LAUNCH` — the launcher's position, how far the heading and elevation trim, and the wind band: how long a notch takes, how many there are, and what the red zone past the last one costs. - `CITY` — the band of table the skyline stands in, its seed, and the landmarks. - `PHYS` — masses, speed caps, the debris governor, the settle threshold and the margin a measured joint break force is multiplied by. - `SCORE` — what a shoved block, a toppled tower and a block off the table pay, the chain window, the landmark and called-shot multipliers, and the star thresholds. - `SESSION` — three planes, the round clock, the rest and wreck beats. - `STATES` / `EVENTS` — the only state names and event names the game uses; a typo in either raises at the call rather than going quietly nowhere. - `LAYOUT` — the bands every screen anchors into, as shares of the viewport. Units are metres, kilograms and seconds. The table top is `y = 0`; `+Z` is downrange, so the plane launches at `LAUNCH.z` and flies toward the city. A number only one slice reads lives in that slice's own files, not here. Consumed by every slice.
▲ 0↑ born
backing path · game/ui/theme.module

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