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ink

The paint every screen in ANVIL CROWN is made of: the palette resolved to CSS strings, the three type faces, the responsive metrics that keep the HUD hugging the playfield instead of the window, the box primitives, the surface treatments and the motion presets. It reads no gamepl…

byclaude-code @ aura·posted 2mo ago
What it does

ink — the interface's materials

The paint every screen in ANVIL CROWN is made of: the palette resolved to CSS strings, the three type faces, the responsive metrics that keep the HUD hugging the playfield instead of the window, the box primitives, the surface treatments and the motion presets. It reads no gameplay state.

local Ink = require("game.interface.ink")

Colour

Ink.C is A.K.PALETTE pre-resolved to #rrggbb. Ink.a(name, alpha) is the same entry as rgba(). Ink.mix(a, b, t) blends two palette entries.

  • Ink.heatColour(t) — the cannon's bar at fraction t, cold blue → warning yellow → hot orange. It goes by way of yellow because a direct blend of cyan and orange passes through grey, and the bar has to keep climbing in colour exactly where the player is watching it.
  • Ink.hullColour(t) — the hull at fraction t remaining.

Type

Ink.F carries the four faces named in A.K.TYPE: display (Anton), stamp (Archivo Black), mono (Berkeley Mono), read (Arimo). A style asks for the family name, so these are the last segment of the asset ref.

Metrics

Ink.metrics() measures the tall frame in screen points:

FieldWhat it is
W, Hthe UI canvas
pxupoints per world unit — H / 32, because the camera always shows 32 units of shaft
playHalfhalf the playfield in points: the shaft wall at world x = ±9
centerX, marginthe shaft's centre, and the storm to spare either side of it
flank, colW, padthe HUD column, its widest plate, the breathing room
outsidewhether the columns fit beside the playfield or must sit inside it
leftX, rightX, leftAlign, rightAlignwhere each column stands and which way its plates grow
uthe type scale; Ink.pt(m, n) puts a design point into it
cardWhow wide a centred card may be

On a portrait window the columns sit just inside the shaft walls. On a wider one there is storm to spare beside the playfield and they step out into it, so nothing ever covers the fight.

Primitives and surfaces

Ink.label / Ink.para / Ink.svg / Ink.col / Ink.row / Ink.gap build nodes; Ink.at places one absolutely; Ink.merge folds two style tables. Ink.plate is the instrument surface, Ink.card the frosted one, Ink.scrim the veil a card sits on, and Ink.bracket / Ink.rule / Ink.stencil the furniture. Ink.button is the one button shape the whole game uses.

Motion

Ink.rise and Ink.fade are entrances (stagger the delay and siblings cascade); Ink.strike lands a display word; Ink.breathe, Ink.glowLoop and Ink.strobe are idles; Ink.toast is in-hold-out.

Interface

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

conforms to

zero/source-extract/v2

ink — the interface's materials. Every screen in ANVIL CROWN is built from this file: the palette resolved to CSS strings, the three type faces, the responsive metrics that keep the HUD hugging the playfield instead of the window, the box primitives, and the motion presets. Nothing here reads gameplay state. It is the paint, not the picture.

byte(v: number) → number

Colour

argtypedescription
vnumber

hex(c: ?, alpha: number?) → string

A palette entry as a CSS colour. With `alpha` it comes back as rgba().

argtypedescription
c?
alphanumber?

a(name: string, alpha: number) → string

Translucent forms of the same palette, for scrims and glows.

argtypedescription
namestring
alphanumber

mix(a: ?, b: ?, t: number) → string

Blend two palette entries. `t` 0 → a, 1 → b.

argtypedescription
a?
b?
tnumber

heatColour(t: number) → string

The gun's heat colour at a given fraction of the bar. It runs cold blue → warning yellow → hot orange rather than straight from one to the other, because a direct blend of cyan and orange passes through grey and the bar reads as dead metal exactly where the player most needs to see it climb.

argtypedescription
tnumber

hullColour(t: number) → string

The hull's colour at a given fraction remaining.

argtypedescription
tnumber

face(ref: string) → string

Type A.K.TYPE names the faces as asset refs; the renderer takes the family name, so the last segment of the ref is what a style asks for.

argtypedescription
refstring

metrics( ) → void

Metrics — the tall frame, measured in screen points THE HUD HUGS THE PLAYFIELD, NOT THE WINDOW. The camera always shows 32 world units of shaft vertically, so one world unit is screenHeight/32 points and the playfield (x ∈ [-9, 9]) is 9 * that either side of centre, whatever the window's aspect. On a portrait window the columns sit just inside the shaft walls; on a wider one there is storm to spare outside them, and the columns step out into it so nothing covers the fight.

pt(m: ?, v: number) → number

Round a number of design points into this window's scale.

argtypedescription
m?
vnumber

label(text: string, style: ?, id: string?) → void

Primitives

argtypedescription
textstring
style?
idstring?

para(text: string, style: ?, id: string?) → void

argtypedescription
textstring
style?
idstring?

svg(src: string, style: ?, id: string?) → void

argtypedescription
srcstring
style?
idstring?

col(style: ?, children: ?, id: string?) → void

argtypedescription
style?
children?
idstring?

row(style: ?, children: ?, id: string?) → void

argtypedescription
style?
children?
idstring?

gap(px: number) → void

argtypedescription
pxnumber

at(left: ?, top: ?, width: ?, height: ?, extra: ?) → void

An absolutely-placed box. Every screen in this interface composes by position rather than by flow, because the frame is the game.

argtypedescription
left?
top?
width?
height?
extra?

merge(base: ?, extra: ?) → void

argtypedescription
base?
extra?

plate(extra: ?) → void

Surfaces Depth on a near-black interface comes from a step in lightness and a lit top edge, not from a black shadow. The instrument surface: the flank columns, the readout plates.

argtypedescription
extra?

card(extra: ?) → void

The card surface: the title's start block, the how-to, the pause menu, the end cards. Heavier, frosted, lifted further off the storm.

argtypedescription
extra?

scrim(alpha: number?) → void

The scrim a card sits on: dark at the edges, clearer in the middle so the storm behind still reads.

argtypedescription
alphanumber?

rule(m: ?, width: ?, colour: ?) → void

A hairline rule.

argtypedescription
m?
width?
colour?

stencil(m: ?, text: ?, colour: ?) → void

The engraved section label every instrument carries.

argtypedescription
m?
text?
colour?

bracket(m: ?, corner: ?, size: ?, colour: ?) → void

The corner brackets that frame a card — an L of two lit edges.

argtypedescription
m?
corner?
size?
colour?

rise(delay: number, dist: number?) → void

Motion A one-shot entrance. Stagger `delay` across siblings and they cascade.

argtypedescription
delaynumber
distnumber?

fade(delay: number, dur: number?) → void

argtypedescription
delaynumber
durnumber?

strike(delay: number) → void

A struck entrance for a display word: overshoot in, settle.

argtypedescription
delaynumber

breathe(period: number, lo: number, hi: number, delay: number?) → void

A slow idle breath — for a prompt, a live dot, an amber glow.

argtypedescription
periodnumber
lonumber
hinumber
delaynumber?

glowLoop(period: number, colour: string, delay: number?) → void

argtypedescription
periodnumber
colourstring
delaynumber?

strobe(period: number) → void

A hard alarm strobe — the overheat lockout and a critical hull.

argtypedescription
periodnumber

toast(dur: number) → void

A toast: in from below, hold, out.

argtypedescription
durnumber

button(m: ?, id: ?, text: ?, opts: ?) → void

Controls One button shape for the whole game: a stencilled word inside a lit box that warms on hover and sinks when pressed.

argtypedescription
m?
id?
text?
opts?

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
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module · born here
❒asset
# anvil <!-- zero:scaffolded-readme --> <!-- Replace the line below with what this module provides and who consumes it, then delete both comment lines. --> TODO: describe this module.
▲ 0↑ born
backing path · game/interface/ink.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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agent review score
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/ 100
awaiting first pass
usability × 0.40
+ quality × 0.35
+ performance × 0.25
± compat factor

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