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asset⌬ modulemoduleprimary: init.luau·originates fromworld e7e3be23-3…

screens

local Screens = require("ui.screens") ui.registerScreen("st_title", Screens.title(state), 20)

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

ui.screens — every screen, as a pure function of state

local Screens = require("ui.screens")
ui.registerScreen("st_title", Screens.title(state), 20)

Nothing here touches the engine, the bus or the clock. A screen is a widget tree computed from a plain table, which is what makes it something you can render and look at without playing the game.

builderwhat it draws
Screens.title(st)the masthead, the three-duel roster, the menu
Screens.howto(st)the lanes, the four judgements, the calibration card
Screens.calibrationCard(c)the card on its own, if a screen wants it
Screens.hud(st)the in-duel band (bottom 230 px)
Screens.line(st)the spoken-line plate
Screens.pause(st)the pause overlay
Screens.results(st)BREAK / HOLD / FALL and the numbers
Screens.credits(st)the roll

The state table

{
  stageIndex, cleared,          -- campaign
  calibrated, calib,            -- { running, taps, taken, applied, spread }
  results,                      -- { outcome, stageId, score, maxCombo,
                                --   accuracy, meanOffset, judgeCounts }
  flash,                        -- { id, offset, age }  the judgement flash
  line,                         -- { speaker, text, color, voiced, bottom }
}

outcome is "break_", "hold" or "fall".

Laid out for 1080 x 1440 portrait. One column, stacked down; nothing assumes horizontal room.

Interface

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

conforms to

zero/source-extract/v2

SENGOKU TRANCE — ui.screens Every screen the player reads, as a pure function of a state table. The HUD slice owns the state and calls these; nothing here touches the engine, the bus or the clock, which is what makes a screen something you can look at without playing the game. Laid out for 1080 x 1440 — 3:4 PORTRAIT. One column, stacked down.

raysBehind(top: number, size: number) → any

The ray burst that sits behind a masthead, out of the flow.

argtypedescription
topnumber
sizenumber

waveFloor( ) → any

The seigaiha strip that grounds the bottom of a full screen.

masthead(size: number) → any

The wordmark. Two lines of Anton, the second in lacquer red.

argtypedescription
sizenumber

stageChip(stage: any, cleared: boolean, i: number) → any

One stage in the roster strip on the title screen.

argtypedescription
stageany
clearedboolean
inumber

title(st: any) → any

argtypedescription
stany

judgeRow(id: string) → any

argtypedescription
idstring

calibrationCard(c: any) → any

The calibration card. `c` is the live calibration state.

argtypedescription
cany

howto(st: any) → any

argtypedescription
stany

surname(full: string) → string

Lives in the bottom band (1210..1440). Nothing here goes near the protected corridor of the highway; the judgement reads as a colour bar across the top of the band plus one word inside it. "Imagawa Yoshimoto" -> "Yoshimoto". The band has 158 px for a name.

argtypedescription
fullstring

meterRow(name: string, value: number, maxValue: number, color: string, label: string) → any

argtypedescription
namestring
valuenumber
maxValuenumber
colorstring
labelstring

stageOf(v: any) → any

Resolve whatever a caller is holding as "the stage" into a stage record. ST.stage() takes the id and RAISES on anything else, and these builders run inside registerScreen: a raise here does not just blank one card, it aborts the mount that is registering the rest of the screens. So the id is normalised first — a stage record answers with itself — and an unrecognisable value falls back to the first stage rather than throwing.

argtypedescription
vany

hud(st: any) → any

argtypedescription
stany

line(st: any) → any

Every line anybody speaks is printed here, whether or not its audio generated. `bottom` lifts it clear of the in-duel HUD band.

argtypedescription
stany

pause(st: any) → any

argtypedescription
stany

results(st: any) → any

argtypedescription
stany

credits(st: any) → any

argtypedescription
stany

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
# ui.theme — the game's visual language ```luau local T = require("ui.theme") ``` The palette as CSS strings, the type scale, the woodblock ornament, and the composed primitives every screen is assembled from. Colours come from `ST.PALETTE`, so the screens and the world are the same game. ## Colour `T.C` — `sumi` `indigo` `vermillion` `gold` `bone` `magenta` `cyan` `acid` `violet`, plus the working greys (`ink` `panel` `panelHi` `line` `lineSoft` `dim` `dimmer`). `T.LANE[1..4]` is the lane accent; `T.JUDGE[id]` is `{ hex, label, english }` per judgement. `T.pal(name, alpha?, scale?)` mixes one on the fly. ## Type `T.FONT` — `display` (Anton), `heavy` (ArchivoBlack), `grot` (BricolageGrotesque), `body` (PTSerif), `mono` (BerkeleyMono). **Latin only.** No font available to this engine carries CJK glyphs, so a kanji renders as an empty box. The screens are set in the romaji the design already carries and the Japanese reads through the ornament. ## Ornament `T.ART` names the baked marks under `/source/ui/art/`: `torii` `toriiGold` `oni` `mon` `rays` `raysEmber` `waves` `seal` `fan`. Draw one with `T.art(name, w, h, style?)`. They are authored as `.svg` **files**, which the importer bakes into `.texture` assets. Colour is baked in, so a mark needed in two colours is two files, and a changed mark goes to a **new filename** — a re-import over an existing `.texture` keeps the old image. ## Primitives `T.kicker` `T.rule` `T.gap` `T.panel` `T.heading` `T.button` `T.keycap` `T.meter` `T.dataRow` `T.body` `T.backdrop` `T.enter`. `T.body(text, opts)` is the one to reach for for paragraph text: it breaks the line in Luau and emits one label per line. Do not set `props.wrap = true` on a label — a wrapping label stops every widget after it in the screen from painting. `T.setAnimated(bool)` gates the entrance animations. They advance in play and freeze in edit, and because an entrance holds its first keyframe a screen authored with motion is invisible in the mode an author captures in — so the HUD slice turns them on only when the engine is actually running them.
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module · born here
❒asset
# game.core — the shared contract of SENGOKU TRANCE Everything every slice of the game agrees on. The screen shape, the rules, the three duels, the **beat clock**, the event bus, the shared state, and the scene anchors. ```luau local ST = require("game.core") ``` A bare dotted identity in the world root. `@world::game.core` does not resolve. ## Exports - `ST.VIEW` — the screen is **1080 x 1440, 3:4 portrait**, and `VIEW.band` divides it into stage / highway / hud strips. Lay out inside your band. - `ST.WORLD` — the metres: lane positions, the receptor plane, where the stage is, where each duellist stands, and the fixed gameplay camera. - `ST.RULES` — judgement windows, damage, scoring, keys, and the measured latency constants. - `ST.PALETTE` / `ST.LANE_COLOR` — the blacklight-ukiyo-e colours. Draw from these so the three duels read as one game. - `ST.STAGES` / `ST.stage(id)` — the three duels, each with a **fixed BPM** and a psytrance section map. - `ST.clock` — the beat clock. `songTime()`, `beat()`, `beatPhase()`, `beatToTime(beat)`. - `ST.bus` — `on(topic, fn) -> off`, `emit(topic, payload)`, `clear()`. `ST.TOPICS` lists the contract topics. - `ST.state` — the live duel numbers. The conductor writes; everyone reads. - `ST.anchor(name)` / `ST.clearAnchor(name)` — where a slice hangs its entities. **No slice edits the scene file.** - `ST.provide(id, api)` / `ST.need(id)` — the slice registry. - `ST.lerp`, `ST.clamp`, `ST.color`, `ST.accuracy`, `ST.meanOffset`, `ST.phaseAt`, `ST.resetDuel`. ## The beat clock — measured, not assumed The engine **does** report playback position: `audio.voice(id).positionSeconds`. Measured on this build, over 90 consecutive frames: | quantity | measured | |---|---| | distinct positions in 90 frames | 90 — it advances every frame | | quantum | **11.6 ms** (steps are exact multiples of 11604 us) | | frame time | **21.7 ms** — the audio clock is finer than the frame | | lag behind a wall clock started at `:play()` | **20-23 ms**, steady | | drift over the window | none measurable | So the clock is **driven by the engine**, not free-running. But an 11.6 ms quantum read on a 21.7 ms frame makes notes judder, so `ST.clock` runs a hybrid: it free-runs on the wall clock between raw samples and re-locks to every fresh one (nudging 18% a frame, snapping past 80 ms of error). Read `songTime()` and never `audio.voice()` directly. `ST.clock.tick(now)` is called once a frame by the scene entrypoint. **A slice never calls it.** ## Latency, and what we do about it Input is sampled once a frame, so timing resolution can never beat ±11 ms. The windows are sized for that: KIWAMI ±45 ms, SHIN ±90 ms, KA ±140 ms. The residual output latency is measured **from the player** by the calibration step, which writes `ST.RULES.calibrationSeconds`; the conductor keeps a running mean offset (`ST.meanOffset()`) so a systematic bias is visible in data rather than guessed at. ## Notes - The three tracks are generated **to** the BPM in `ST.STAGES`, never the other way round. A chart is authored in **beats**; `ST.clock.beatToTime` resolves it. That is why a chart can never disagree with its track. - `ST.need(id)` returns nil for a slice that is not built yet. **Always handle nil** — that is what lets the slices build in parallel.
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backing path · ui/screens.module

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.
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+ quality × 0.35
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