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asset⌬ componentcomponentprimary: init.luau·originates fromworld cdb1d8f5-d…

Screens

Everything KESSREL LINE puts BETWEEN the player and the canyon, and the console all three input families drive it with. Mounted by the scene entrypoint onto `mount_screens`; it needs nothing else on that entity and no fields set.

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

Screens

Everything KESSREL LINE puts BETWEEN the player and the canyon, and the console all three input families drive it with. Mounted by the scene entrypoint onto mount_screens; it needs nothing else on that entity and no fields set.

ScreenLayerWhat it is
kl.card1200The full-screen card: title, how-to-play, pause, credits, victory, defeat
kl.subtitle1150Lieutenant Oyelaran's line, in text, over the frame
kl.stage1100The cinematic overlay: letterbox, SKIP, the beat banner

The flow it owns

title → HOLD THE LINE → briefing (the opening plays, skippable) → battle → game.end → the resolution beat → the end card → RESTART → title.

It emits game.start, game.pause, game.restart and (through the staging) game.battle, and it adopts a game.pause another slice raises rather than letting the two disagree about whether the game is held.

Three families, all the way through

  • Mouse + keyboard — every row is a clickable widget; the pointer crossing a row moves the focus onto it. Arrows or WASD walk, Enter/Space confirms, Escape goes back or pauses.
  • Touch — every row is the tap target itself, sized from the live screen. The pause pip comes from uipause.inputMap's touch class, so it is drawn by the engine's overlay from the binding rather than placed by hand, and it stays live with the pause card up so a finger can always dismiss it.
  • Controller — ui.Focus holds an ordered ring with one row lit; the left stick and the d-pad walk it, the south button fires, the east button backs out. The lit row is drawn in amber with a glow.

Fields

FieldWhat it does
menuMapThe scheme a card is driven with. Live only while a card is up.
pauseMapThe one control that opens the pause card. Live only in battle.
titlePlateThe painted plate behind the title and end cards.
subtitlesInBattleDraw the subtitle strip during the battle as well. Off, because the commander's HUD carries its own strip there.

Every number on screen comes from ui.screens.cards.metrics(), which reads ui.screenSize() each time it is called. Nothing is chosen for one viewport.

Interface

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

conforms to

zero/source-extract/v2

ui.screens.Screens — everything KESSREL LINE puts BETWEEN the player and the canyon, and the console all three input families drive it with. Mounted by the scene entrypoint onto `mount_screens`; it needs nothing else on that entity and no fields set. | Screen | Layer | What it is |

offStack(what: string, fn: () → void

Helpers Sound is never on the critical path of a card. Both calls go out on a stack of their own, so an audio implementation that raises — or that runs out of stack, which a pcall on THIS stack cannot always contain — can delay a click by a frame and can never stop the card it belongs to from opening. With the clock held the scheduler is held with it: a deferred task queues and never runs, so deferring while paused loses the sound AND leaves a task in the pool for every press the pause card takes. Paused, the call goes out on this stack instead, still guarded.

argtypedescription
whatstring
fn(

play(id: string) → void

argtypedescription
idstring

music(state: string) → void

argtypedescription
statestring

padGlyphs( ) → Cards

g(name: string, fallback: string) → string

argtypedescription
namestring
fallbackstring

backLabel( ) → string

skipLabel( ) → string

openCard(name: string, prefer: string?) → void

argtypedescription
namestring
preferstring?

closeCard( ) → void

wantMenu( ) → boolean

Input claims. The menu map is live exactly while a card is up or the opening is running; the pause map exactly while the battle runs with no card up. Neither is claimed in EDIT mode, so an agent authoring the scene beside this component never finds the board suppressed by a card it cannot see.

wantPause( ) → boolean

The pause control stays live WITH the pause card up, where it becomes "resume". That is what guarantees a finger can always dismiss the card: the pip is drawn by the touch overlay, which is a different surface from the content UI the card is painted on, so it is reachable even where a held clock has taken the content UI off the viewport.

claimMenu( ) → void

releaseMenu( ) → void

claimPause( ) → void

releasePause( ) → void

toTitle( ) → void

startBriefing( ) → void

setPaused(on: boolean) → void

A pause holds the BATTLE, not the engine. Holding the engine's own clock takes every content UI screen off the viewport, so the pause card's rows stop answering a click and a tap and the card becomes a keyboard-only screen; holding the battle instead leaves the whole interface alive while the canyon stands still. The sim and the crowd read `K.battle.held`.

argtypedescription
onboolean

openPause( ) → void

resume( ) → void

goBack( ) → void

activate(id: string?) → void

argtypedescription
idstring?

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

Every widget callback lands here. A tap re-points the focus first, so a finger and the pad agree about what is lit even on the frame it fires.

argtypedescription
idstring
_dataany?

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

Trees

argtypedescription
namestring
treeany
layernumber

hide(name: string) → void

argtypedescription
namestring

buildCard(m: Cards.Metrics) → void

argtypedescription
mCards.Metrics

pointerFocus( ) → void

readDevice(dt: number) → void

argtypedescription
dtnumber

frame(dt: number) → void

argtypedescription
dtnumber

awake( ) → void

Lifecycle

update(dt: number) → void

argtypedescription
dtnumber

editorUpdate(dt: number) → void

Edit mode, and the frames the pause card holds, both run here: the cards have to keep answering while the clock is stopped, or the pause card could never be dismissed.

argtypedescription
dtnumber

onDestroy( ) → void

Sub-parts

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

Showing up to 3 levels deep. Open a part to see what it holds further down.

18+items
▣
module · pulled in
❒asset
# Focus Menu focus navigation for the cards of GREASEPAINT. A controller has no pointer, so every menu carries an ordered ring of focusable ids and exactly one of them is lit; this module walks that ring. - `Focus.open(list, prefer)` — open a menu: the ids in stick order, and which starts lit. - `Focus.axis(v, dt)` — feed the `navigate` axis; one flick is one step, a held stick repeats. - `Focus.point(id)` — a mouse crossing a row or a finger tapping it moves the focus there. - `Focus.id()` / `Focus.isFocused(id)` — read it. - `Focus.close()` — nothing is focused until the next `open`. - `Focus.release()` — let go of a held direction, so a stick held through a transition does not keep walking. The ring is whatever the card offers, so an interval with three faces and a fourth row is a ring of four and needs nothing said about it here: `open` takes the list `screens.itemIds` returns for the phase. A held stick repeats on a delay measured in seconds AND in frames. On a machine running long frames a single flick can be one frame carrying half a second of `dt`, and a delay measured only in time turns that flick into two steps. Fed by `game/input/console.inputMap`; consumed by `game.ui.Screens`, which asks it which row to draw lit.
▲ 1↓ import
▣
module · born here
❒asset
# staging The beats KESSREL LINE stages around the battle, and the voice on the net that narrates them. Driven by `ui.screens.Screens` calling `update(dt)` every frame. ```lua local Stage = require("game.staging.staging") Stage.attach() -- once, at awake: subscribes to the battle Stage.update(dt) -- every frame Stage.startOpening() -- HOLD THE LINE was chosen Stage.skipOpening() -- SKIP, Space, or the pad's confirm Stage.playEnding("victory") -- the resolution Stage.view(skipLabel, focused) -- the StageView the overlay is built from ``` ## The beats | Beat | What the camera does | |---|---| | The opening | The Gate, up the line, the Maw at the canyon head, and back to the commander's station, over ~18 s, while `brief_1..3` are spoken and subtitled. Skippable at any moment. | | The wave call | A banner — WAVE THREE — and Oyelaran's line for that wave. | | The titan | Low and close, looking UP at something forty metres tall, held for two seconds, then handed straight back. | | The resolution | Victory: the sight line climbs with the ship going up over the Gate. Defeat: the camera drops to the breach and stays there. | ## The net One speaker, one line at a time, in priority order. Briefing and ending lines (priority 2) can never be dropped or cut off; wave calls (1) queue behind them; ordinary chatter (0) is dropped rather than queued, because an adjutant still reading out wave two when wave four lands is worse than one who says nothing. Every line goes through `K.say`, so it is subtitled as well as spoken. ## The camera A beat TAKES the commander's rig: it stands `game.command.CommanderCam` down, drives the rig's pose itself in world space through `@builtin::controller.camera_rig`, and stands the behaviour back up when the beat is over — so the camera returns to wherever the commander had it. A pose here is six world-space numbers, so this module never depends on which fields that behaviour happens to carry. `Stage.owned()` says whether a beat holds the camera right now, and `staging.camera { owned, reason }` says so on the bus.
▲ 0↑ born
▣
module · born here
❒asset
# game.shared KESSREL LINE's one shared surface: the game's constants (world frame, palette, fonts, unit kinds and index ranges, regiments, stances, abilities, waves), the event bus every slice talks over, the `battle` state the sim writes and everyone reads, the `audio` and `screens` contracts other slices bind, and the spoken lines with their text. ```lua local K = require("game.shared") K.on("battle.wave", function(p) print(p.wave) end) K.emit("cmd.move", { ids = { 1, 2 }, x = 0, z = 40 }) K.say("wave_1") ``` The design spec at `/zero/source/design/spec.md` says which slice owns which part of it. Nothing here writes a unit, a screen or a sound; it is the place they agree.
▲ 0↑ born
▣
module · born here
❒asset
# cards Every full-screen card KESSREL LINE puts in front of the player, as trees. ```lua local Cards = require("ui.screens.cards") local m = Cards.metrics() ui.registerScreen("kl.card", Cards.title(m, { focus = Focus.id(), plate = plate }), 1200) ``` | Builder | Card | |---|---| | `Cards.title(m, view)` | The wordmark over the painted battle, and the three slabs | | `Cards.howto(m, view)` | The control table for one device family, with a tab per family | | `Cards.pause(m, view)` | The pause card, with the wave and the Gate | | `Cards.ending(m, view)` | Victory or defeat, with the tally and Oyelaran's last line | | `Cards.credits(m, view)` | The credits | | `Cards.stage(m, view)` | The cinematic overlay: letterbox, SKIP, the beat banner | | `Cards.subtitle(m, view)` | The subtitle strip | Every builder is PURE: it takes the metrics and a view model and returns a widget tree. Nothing here registers a screen, reads the bus, or writes game state — `ui.screens.Screens` does all of that and hands the result in. That is what lets one card be rebuilt every frame from the live focus, and what lets a capture of a card be reproduced from a table. ## metrics() `Cards.metrics()` reads `ui.screenSize()` and derives every size in the file from it: the content column, the slab stack's own narrower width, the display size, the body size, the gutter. Nothing in this module carries a number chosen for one viewport shape, so the same card composes on a phone held either way, a laptop and a television. `col` never grows past 620 points, so a television shows a poster rather than a stretched banner. ## The look Bone-white and amber on dark smoked glass: display in **Anton**, body in **Arimo**, numerals in **JetBrains Mono**, from `game.shared` FONTS and PALETTE. The slab language is the one `design/refs/screen-title.png` fixes — a dark glass bar with a hairline edge and a bracket tick at each end, the focused one filled amber with a glow. Rows carry a staggered entrance so a card cascades in.
▲ 0↑ born
backing path · ui/screens/Screens.component

Problems

Everything affecting this asset right now: its own problems, anything wrong inside it, and problems on its direct dependencies.

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+ quality × 0.35
+ performance × 0.25
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