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asset⌬ componentcomponentprimary: init.luau·originates fromworld 7cfd8e17-0…

Screens

Puts every authored screen of *First Light: Luteway* on the glass and drives them. It is mounted once, on `mount_screens`, and needs nothing else on that entity.

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

Screens

Puts every authored screen of First Light: Luteway on the glass and drives them. It is mounted once, on mount_screens, and needs nothing else on that entity.

What it draws

ScreenLayerWhat it is
lw-menu960whichever card the phase calls for
lw-hud120the height and dawn readout, the lute gauge, the cliff rail, the pause pip, the sea warning

The HUD is two vertical rails down the left edge with the readout above them and the pause pip opposite. Nothing spans the frame: the game films at 1080x1440, and the engine's own touch overlay lives in a band on the right, so a bar across the top would fit neither.

What decides which card is up

LW.state.phase, which the climb slice's Game.component owns.

PhaseCard
titlethe title card
openingnone — the staged crane, with the frame to itself
playnone — the HUD
pausedthe pause card
won / lostfirst light, or the sea

How to play is an overlay over whichever card opened it, not a phase, so it reads the same from the title card and from the pause card.

When the player takes a line, this component emits uiRequest(action) — "start", "pause", "resume", "restart", "title" — and waits. If nothing has moved the phase within a moment it moves the phase itself, so the game is reachable from its own title card whatever else is loaded. The moment Game answers uiRequest, that fallback stops firing on its own.

Controls

uimenu is activated the instant a card goes up and released the instant the last one comes down; it stands down climb, player and uipause while it is live. uipause stays live through play and carries the control that opens the pause card.

  • Focus moves on navigate (arrow keys / d-pad) and navigateStick (left stick), wraps at both ends, and lands on something the instant a card opens. The focused line carries a crest-yellow ring, a lit edge marker and a diamond, and shifts a few points to the right.
  • Choose on confirm (Enter, Space, south), leave on back (Escape, Backspace, right mouse, east), and an end card also answers restart (R, north).
  • A pointer or a thumb takes a line by touching it, which also moves the ring there, so a player who mixes a mouse and a pad never loses their place.
  • Each card carries the legend for the family in the player's hands, read from /runtime/input/device and published as LW.state.device. The how-to card redraws its whole control table for that family.

Public fields

  • menuMap: assetRef(inputMap) — the menu scheme. Default uimenu.
  • pauseMap: assetRef(inputMap) — the pause control. Default uipause.

Methods

  • :repaint() — force the next tick to rebuild every screen. The screens are repainted only when their own inputs change, and a hot reload of lwui is not one of those inputs, so this is how an edit to the design system reaches the glass without restarting anything.
  • :focus() — { card, id, device }: the card that is up, the line the ring is on, and the family being drawn for.
  • :setDevice(name?) — pin the family the legends and the how-to card are drawn for; nil hands it back to the device counters.

Lifecycle

  • awake() — paints the first frame.
  • update(dt) / editorUpdate(dt) — one tick either way: reads the device, resolves the card the phase asks for, activates or releases the menu scheme, and repaints only the screens whose inputs changed.
  • onDestroy() — releases both schemes and unregisters every screen it put up.

Interface

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

conforms to

zero/source-extract/v2

Screens — every authored screen of FIRST LIGHT: LUTEWAY, and the focus that drives them. Owned by the `screens` slice; mounted once, on `mount_screens`. WHAT IT PUTS ON THE GLASS lw-menu the title card, the how-to-play field page, the pause card and the two end cards — whichever one `LW.state.phase` calls for lw-hud the height and dawn readout, the lute gauge, the cliff rail, the pause pip and the sea warning WHAT DECIDES WHICH CARD IS UP `LW.state.phase`, which the `climb` slice's Game.component owns. This component reads a phase and paints it; it never invents one. When the player takes a line it emits `uiRequest(action)` and waits. If nothing has moved the phase within UI_REQUEST_GRACE — which happens only when no other slice is listening for that signal yet — it moves the phase itself, so the game is reachable from its own title card whatever else is loaded. The moment Game answers `uiRequest`, that fallback stops firing on its own and nothing needs removing. INPUT `uimenu` is activated the instant a card goes up and released the instant the last one comes down; it stands down `climb`, `player` and `uipause` while it is live, so one Escape cannot close a card and re-open it in the same frame. Focus moves on `navigate` (arrows / d-pad) and `navigateStick` (left stick), wraps at both ends, and lands on something the instant a card opens. `confirm` takes the focused line, `back` leaves, and an end card also answers `restart`. A pointer or a thumb takes a line by touching it, which also moves the ring there, so mixing a mouse and a pad never loses the player's place. `uipause` stays live through play and carries the one control that opens the pause card.

paint(name: string, tree: any, layer: number) → void

Screen plumbing

argtypedescription
namestring
treeany
layernumber

setShown(name: string, visible: boolean) → void

argtypedescription
namestring
visibleboolean

cardForPhase( ) → string

items( ) → void

focusId( ) → string

model( ) → any

The view model every builder reads

request(action: string) → void

Requests. Game.component owns the phase; this asks it to move.

argtypedescription
actionstring

applyFallback(action: string) → void

The self-disabling fallback. It runs only when a request went unanswered, which is only when nothing else in the world listens for `uiRequest`.

argtypedescription
actionstring

moveFocus(delta: number) → void

Focus and activation

argtypedescription
deltanumber

openOverlay(name: string) → void

argtypedescription
namestring

closeOverlay( ) → void

activate(id: string?) → void

argtypedescription
idstring?

goBack( ) → void

onNavigate(v: any, dt: number, active: boolean) → void

Input

argtypedescription
vany
dtnumber
activeboolean

unbindMenu( ) → void

bindMenu( ) → void

bindPause( ) → void

readDevice(dt: number) → void

Which family is in the player's hands Read from `/runtime/input/device` rather than from `input.observe()`: the document's mapping half costs a frame of work to build and is built while anything reads it, and this needs three counters off the device half.

argtypedescription
dtnumber

count(key: string) → number

argtypedescription
keystring

readPadLabels(dt: number) → void

argtypedescription
dtnumber

tick(dt: number) → void

The tick

argtypedescription
dtnumber

repaint( ) → void

Lifecycle Force the next tick to rebuild every screen from scratch. The screens are repainted only when their own inputs change, and a hot reload of `lwui` is not one of those inputs — so this is how an edit to the design system reaches the glass without restarting anything.

focus( ) → void

The card that is up, and the line the ring is on.

setDevice(name: string?) → void

Pin the family the legends and the how-to card are drawn for, instead of reading it off the device counters. `nil` hands it back to the counters.

argtypedescription
namestring?

awake( ) → void

update(dt: number) → void

argtypedescription
dtnumber

editorUpdate(dt: number) → void

argtypedescription
dtnumber

onCallback(id: string, _data: any) → void

Every control on every card lands here, whatever pressed it. A pointer or a thumb also moves the focus ring to what it touched.

argtypedescription
idstring
_dataany

onDestroy( ) → void

⌬ Metadata
descriptionPuts First Light: Luteway's screens on the glass and drives them: the title card, the how-to-play field page with the sticky/shake diagram, the portrait HUD (height, dawn clock, vertical lute gauge, cliff rail, pause pip, sea warning), the pause card and the two end cards, chosen from LW.state.phase. Owns controller focus navigation for every menu — a visible crest ring, wrap-around, something focused the instant a card opens — and the `uimenu` scheme that stands the climb controls down while a card is up. Every card is drivable by keyboard, by pad and by thumb, and lays out from ui.screenSize() so it holds at 3:4 and at 16:9.

Sub-parts

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

3items
This part has no composite children. See the Files segment for its leaf payloads.
backing path · luteway/screens/Screens.component

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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