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asset⌬ modulemoduleprimary: init.luau·originates fromworld 818ea2f4-9…

hud

What the pilgrim reads while climbing: `require("game.screens.hud")`.

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

hud

What the pilgrim reads while climbing: require("game.screens.hud").

  • H.build(lay, st) — the HUD. Two narrow columns pinned to the two long edges. Left, the body: the helm (lit slit while worn, a bare lit-eyed head under a thrown-back cowl while off), the heat column, the six lost knights, the clock. Right, the climb: the dawn ladder — a strip of the game's own palette standing on end, ticked by canto in roman numerals, with a bead riding it at the pilgrim's height — and the height itself.
  • H.visor(lay, st) — the helmet-slit overlay while helmed, and the ember-red vignette that closes in on a bare head as the heat climbs. Returns nil when neither applies.
  • H.toast(lay, index, canto) — a canto announcing itself at the top of the frame. One tree with one animation: it rises in, holds, and fades.

Why it is shaped like this

Nothing spans the width. The frame this game films in is 1080x1440, taller than it is wide, so horizontal room is the scarce thing. Both columns are 17% of the short side; on a wide screen they simply stand further apart.

Both columns live in the upper half. The rules slice's on-screen touch controls take the lower-left and lower-right zones and the staging slice's captions take the bottom band. A HUD that reached into either would be a HUD a thumb sits on top of.

Every glyph carries a dark halo, and each column sits on an edge scrim that fades inward. The thing this HUD is read over is a lake of molten rock at nearly full brightness; unbacked text disappears into it.

The toast is at the TOP. The staging slice captions the narrator across the bottom of the frame, and the two must never write over each other.

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

caption(lay: any, text: string, color: string?) → void

A caption over anything: warm bone rather than a muted grey, and a dark halo, so it reads over the lava as well as over the rock.

argtypedescription
layany
textstring
colorstring?

readout(lay: any, text: string, size: number, color: string) → void

argtypedescription
layany
textstring
sizenumber
colorstring

leftColumn(lay: any, st: any) → void

argtypedescription
layany
stany

clockText(elapsed: number) → string

argtypedescription
elapsednumber

rightColumn(lay: any, st: any) → void

argtypedescription
layany
stany

build(lay: any, st: any) → void

argtypedescription
layany
stany

visor(lay: any, st: any) → void

What the great helm does to your sight. Not a picture of a helmet laid over the frame — the frame IS the inside of the helmet: a slit you see through, the reinforcing bar crossing it, and dark bronze everywhere else. Taken off, the frame opens and only the heat is left to show.

argtypedescription
layany
stany

toast(lay: any, index: number, canto: any) → void

argtypedescription
layany
indexnumber
cantoany
⌬ Metadata
descriptionThe in-play readouts of First Light: the heat column, the freed knights, the dawn ladder, the helmet-slit visor overlay and the canto toast — two narrow columns that never span the width.

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
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module · born here
❒asset
# lavic <!-- 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.
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module · born here
❒asset
# art The drawn marks of **First Light: Lavic Odyssey**, as inline SVG: `require("game.screens.art")`. | Mark | Where it is used | |---|---| | `HELM_LIT` | the HUD, while the pilgrim is helmed — the slit alight | | `HELM_DARK` | the same helm carried, unlit | | `BARE` | the HUD, dishelmed — the cowl thrown back, the eyes lit, an ember falling | | `CREST` | the title card: the sun coming up behind the spire, the helm as its signet | | `SUNRISE` | the win card | | `LAVA` | the lose card | | `KNIGHT_FREED` / `KNIGHT_LOST` | the freed-knights row on the HUD | | `TICK` | a canto tick on the dawn ladder | Every one is a constant string. The `svg` widget rasterises its markup at display resolution and caches the raster against the string, so a mark whose markup were rebuilt each frame would be re-rasterised each frame — the HUD's live parts are boxes and gradients instead, and these are the still ones. Every gradient states `gradientUnits="userSpaceOnUse"`. The default maps a gradient through the painted shape's bounding box, which resolves to no paint at all on a shape with no area — a straight rule, a hairline.
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module · born here
❒asset
# theme The look of **First Light: Lavic Odyssey**, in one place: `require("game.screens.theme")`. - **Palette.** The dawn itself — indigo at the caldera floor, rose through the middle cantos, gold at the rim — over near-black basalt with ember seams and a bone-white for type. - **Type.** `DISPLAY` (EB Garamond) carries the fiction: the title, the canto names, the verse. `UI` (Arimo) carries the things a player reads to act. `MONO` (JetBrains Mono) carries the numbers. - **Boxes.** `cardStyle`, `scrimStyle`, `control`, `seam` and the small text recipes (`eyebrow`, `title`, `heading`, `body`, `verse`, `number`) every card and HUD element is assembled out of. - **Motion.** `rise`, `fadeIn`, `breathe`, `flicker`. Every builder takes the layout record from `L.layout()` and sizes itself as a proportion of the SHORT side of whatever screen is live, so nothing here is a number chosen for one frame. `T.control` draws the focus state itself — a gold ring, a lifted scale and a `»` mark — rather than leaving it to the theme's default keyboard ring, because a pad player has to be able to see where they are on a card at a glance.
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backing path · game/screens/hud.module

Problems

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0problems
No problems reported. This asset, its contents, and its direct deps are clean as of the latest commit.
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