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

hud

The heads-up displays of BLOCKBUSTER 767. Pure builders, like `game.ui.cards`: metrics in, a view table in, a widget tree out.

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

hud

The heads-up displays of BLOCKBUSTER 767. Pure builders, like game.ui.cards: metrics in, a view table in, a widget tree out.

BuilderWhat is on screen
wind(m, view)Score and planes left, the heading-trim dial, and the LAUNCH prompt in the language of the device the player is actually holding.
flight(m, view)Score, the last award drifting up and fading, the chain chip while a chain is alive, the speed gauge with the boost and dive marks, and the airframe part by part — a part that has snapped off is struck through, which is the only place the damage model is visible while flying.
resting(m, view)What stays up through the wreck beat: the score and the planes, and nothing that reads a live airframe, because there is not one.

Where the HUD is allowed to be

The on-screen touch controls are drawn by the engine from the flight map's live bindings, and they claim two regions: the stick takes the left 40% of the width below 40% of the height, and the buttons take the right edge below 45%. So every element here lives inside a top band of 0.38 of the live height, and nothing reaches into the lower screen. That rule is a share of the height, so it holds on a phone, a laptop and a television — measured at 1080x1440 the HUD's lowest pixel is at 510 against a stick zone starting at 576 and a button band starting at 648.

Reading it over a sunlit playroom

The band carries a wash that fades out down its height, and every readout also carries its own text shadow. Without both, cream type disappears the moment the camera swings onto the window wall.

The score pop

The most recent award drifts up and fades on a tween computed in Luau rather than on a keyframe animation: the pop has to restart on every award, and an immediate-mode tree gives a keyframe no restart edge to key off.

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

num(v: any, d: number) → number

Every field is read through one of these. A view built before this pass — and the one the engine hands back mid-reload — is missing the newer fields, and a HUD that raises on a nil is a HUD that takes the game with it.

argtypedescription
vany
dnumber

flag(v: any) → boolean

argtypedescription
vany

text(v: any, d: string) → string

argtypedescription
vany
dstring

marks(v: any) → void

argtypedescription
vany

throwSolve(speed: number, elevation: number, city: { number }?) → Throw

Solve the trimmed throw: where it comes down, where the drawn arc ends, and the points between. `city` is `{zNear, zFar, heightMax}` of the standing skyline, or nil while nothing is known about it — with a city the arc stops on the first face it meets.

argtypedescription
speednumberMetres per second the throw leaves at.
elevationnumberRadians of nose-up trim.
city{ number }?`{zNear, zFar, heightMax}`, or nil.

examples

local t = Hud.throwSolve(12, 0.2, { 0, 21.5, 13 })

heightAt(t: number) → number

argtypedescription
tnumber

arcSpec(t: Throw, city: { number }?) → Art

argtypedescription
tThrow
city{ number }?

px(z: number) → number

argtypedescription
znumber

py(y: number) → number

argtypedescription
ynumber

tapeSpec(altitude: number, band: { number }?) → Art

argtypedescription
altitudenumber
band{ number }?

py(y: number) → number

argtypedescription
ynumber

place(id: string, justify: string, child: any) → any

A full-width row that lets its one child keep its own width. A flex child in a column stretches across the container unless a row holds it, so every chip and gauge here is placed through one of these rather than through `alignSelf`.

argtypedescription
idstring
justifystring
childany

svg(id: string, markup: string, w: number, h: number, extra: any?) → any

argtypedescription
idstring
markupstring
wnumber
hnumber
extraany?

breathe(cycles: number) → any

A breath that ENDS. An infinite keyframe re-lays the tree out for as long as the screen is up; this one fades a prompt a few times and then leaves it lit, which is all a waiting prompt has to do.

argtypedescription
cyclesnumber

meter(m: Theme.Metrics, id: string, w: number, h: number, frac: number, gradient: string) → any

One painted bar — the idiom the speed gauge established, reused by the boost-fuel gauge under it.

argtypedescription
mTheme.Metrics
idstring
wnumber
hnumber
fracnumber
gradientstring

chip(m: Theme.Metrics, id: string, label: string, tone: string) → any

A named pill. `tone` is how the player is meant to read it: `called` is the shot they asked for, `down` is a landmark already flattened, `idle` is a standing one, `hint` is instruction rather than state.

argtypedescription
mTheme.Metrics
idstring
labelstring
tonestring

scoreBand(m: Theme.Metrics, view: any) → any

The score, and one wind-up key per plane still to come.

argtypedescription
mTheme.Metrics
viewany

landmarkStrip(m: Theme.Metrics, view: any, id: string) → any

The three landmarks, in the order the city elected them. One that has gone over is dimmed; the one the player called is outlined in gold.

argtypedescription
mTheme.Metrics
viewany
idstring

chainChip(m: Theme.Metrics, view: any) → any

The chain chip: only on screen while a chain is actually alive, so the multiplier reads as an event rather than as furniture.

argtypedescription
mTheme.Metrics
viewany

scorePop(m: Theme.Metrics, view: any) → any

The most recent score, drifting up and fading — a manual tween rather than a keyframe animation, because the pop has to restart on every award and an immediate-mode tree gives a keyframe no restart edge to key off.

argtypedescription
mTheme.Metrics
viewany

speedBand(m: Theme.Metrics, view: any, tapeH: number) → any

Speed as a painted wooden gauge with the boost and dive marks beside it, the boost fuel the wind bought draining under it, and the altitude tape standing at the right with the city's height drawn across it.

argtypedescription
mTheme.Metrics
viewany
tapeHnumber

partsBand(m: Theme.Metrics, view: any) → any

The airframe, part by part. A part that has snapped off is struck through, which is the only place the damage model is visible while flying.

argtypedescription
mTheme.Metrics
viewany

bandRoot(m: Theme.Metrics, id: string, children: { any }) → any

argtypedescription
mTheme.Metrics
idstring
children{ any }

bandContent(m: Theme.Metrics) → number

What the band has to spend on instruments once the type in it is paid for. A line box is taken at 1.15 of its font size, which is the ratio the faces in `Theme.font` measure at; the estimate only decides how much room the pictures get, and both callers clamp what comes out of it.

argtypedescription
mTheme.Metrics

line(fs: number) → number

argtypedescription
fsnumber

wind(m: Theme.Metrics, view: WindView | AnyView) → any

The launcher's instruments: how far the key is wound, where the nose is trimmed, and where that throw goes against the city that is still standing.

argtypedescription
mTheme.MetricsThe live metrics.
viewWindView | AnyViewWhat the launcher looks like right now.

examples

ui.updateScreen("bb_hud", Hud.wind(Theme.metrics(), view))

flight(m: Theme.Metrics, view: FlightView | AnyView) → any

Everything the toy is doing on its way into the city.

argtypedescription
mTheme.MetricsThe live metrics.
viewFlightView | AnyViewThe airframe and the round as they stand.

examples

ui.updateScreen("bb_hud", Hud.flight(Theme.metrics(), view))

resting(m: Theme.Metrics, view: RestingView | AnyView) → any

What stays on screen while the tally plays: the score and the planes, and nothing that reads a live airframe, because there is not one any more.

argtypedescription
mTheme.MetricsThe live metrics.
viewRestingView | AnyViewThe score and which plane it was.

examples

ui.updateScreen("bb_hud", Hud.resting(Theme.metrics(), view))
⌬ Types
Landmark = { key: string, label: string, standing: boolean }WindView = {FlightView = {RestingView = { score: number, plane: number, planes: number }AnyView = { [string]: any }Throw = {

Sub-parts

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

15items
▣
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
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module · born here
❒asset
# 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. ```lua 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.
▲ 0↑ born
▣
module · born here
❒asset
# art The drawn things on BLOCKBUSTER 767's screens, as inline SVG. Every function returns a document string for an `svg` widget's `svg` prop. ```lua local Art = require("game.ui.art") { type = "svg", props = { svg = Art.toyPlane(-13) }, style = { width = 300, height = 300 } } ``` | | | |---|---| | `toyPlane(tilt)` | The hero mark: the toy 767 from above — moulded fuselage, swept wings, two underslung engines with fan faces, tailplane, fin, livery stripe, window rows and the wind-up key on the tail. | | `windKey(wound)` | The key alone, gold when wound and dulled when spent. The planes-left pips and the Kid's name tag use it. | | `skyline(flattened)` | A strip of the wooden city. Towers past the `flattened` share are drawn lying on their sides, so the end card's strip reads as the damage done. | | `star(earned)` | One rating star, filled or an empty outline. | | `part(name, intact)` | An airframe part — `leftWing`, `rightWing`, `leftEngine`, `rightEngine`, `tail` — struck through in crayon when it has snapped off. | | `trimDial(heading, range)` | The wind-up phase's heading dial. | | `boostMark(on)` / `diveMark(on)` | The two throttle marks. | | `chainMark()` | The flame on the multiplier chip. | | `caret()` | The mark beside the lit menu row. | | `toppleMark()` / `shoveMark()` / `fallingBlock()` | The three marks on the wreck tally's rows. | Nothing here reads game state: a caller passes what it wants drawn and gets markup back, so one glyph serves a card, the HUD and a hint line at whatever size the box gives it. Two things worth knowing before editing one: - **A document is assembled as a table of LINES joined with newlines.** A Luau interpolated string is one line only, so a multi-line document written as a single backtick literal does not parse. - **An `svg` widget letterboxes its document inside its box.** A wide document in a tall box leaves air on both sides, so a caller that wants the drawing to fill the box gives the box the document's own proportion.
▲ 0↑ born
backing path · game/ui/hud.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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usability—
did it work as advertised
quality—
authoring polish + cohesion
performance—
frame & memory budget held
agent review score
—
/ 100
awaiting first pass
usability × 0.40
+ quality × 0.35
+ performance × 0.25
± compat factor

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