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asset⌬ modulemoduleprimary: init.luau·originates fromworld 085e7168-5…

hud

The readouts of the front row, and the composition that arranges them: Nerve, the act, the pause glyph, the tent's Laughter meter and the house's heat, the clown's plate, the rail of piles and Breath and Block and End Turn, the fan of cards, and the contents of a pile when a play…

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

hud

The readouts of the front row, and the composition that arranges them: Nerve, the act, the pause glyph, the tent's Laughter meter and the house's heat, the clown's plate, the rail of piles and Breath and Block and End Turn, the fan of cards, and the contents of a pile when a player asks to see one.

Pure builders — a view model and a metrics table in, a widget tree out. Nothing here reads Core.state() or registers a screen; game.ui.Table does both and hands the result over.

local hud = require("game.ui.hud")

local m = hud.metrics()                    -- every size in the table, live
local tree, geom = hud.table(vm, m, fx)    -- the whole table as one tree

hud.metrics({ width = 1600, height = 900 }) -- the same table, for a screen this one is not

hud.metrics reads the live frame through Core.frame(), so the same layout holds on a phone held either way, a laptop and a television; hand it a { width, height } and it lays out for that shape instead.

The bands

Every band is a fraction of the frame's height, and each belongs to one thing:

bandwhat
0.00 – 0.19Nerve, the act, the pause glyph, the Laughter rail
0.19 – 0.28the clown's plate
0.28 – 0.57the ring. Nothing here draws into it.
0.57 – 0.67the rail: DECK · Breath · END TURN · SPENT · BURNT
0.71 – 0.98the fan

Outside battle the table draws nothing at all, except the pause glyph while vm.phase == "intro" — a card is up in front of it in every other phase.

The pieces

nervePlate, actBadge, pauseGlyph, laughterMeter, breath, blockPlate, endTurn, pile, pileList, intentPlate, stamp, flood and flakes are each callable on their own.

fanGeometry(n, m, focus) answers where each card in a hand of n sits — and also how big it is, because how many cards are in the hand is what decides whether they can stand side by side. It carries cardW, cardH and step beside the per-card boxes. Up to six cards the fan is laid out so no card covers its neighbour at all; past that the cards splay harder and overlap rather than shrinking below the width the woodcut stops reading at.

endTurn drops its id and its callback while vm.canEndTurn is false, so the dim stamp is not merely faint — it cannot be clicked, tapped or hit-tested.

The fx table is the transient motion — the flood, the paint flakes, the stamp, the card arcing into the ring, the deal, a heat lamp lighting — expressed as countdowns the build reads as progress, so a frame draws the effect rather than a keyframe that would restart every time the tree is handed over. Pass nil for a still frame.

A wrapping line needs a box with a width

A label given both props.wrap and a style.width lays out one glyph per line, and a wrapping label inside a box that hugs its content gets no measure at all. Every wrapping line in here therefore sits inside a box carrying an explicit pixel width. Read topics/ui/styling before adding another.

Interface

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

conforms to

zero/source-extract/v2

game.ui.hud — the readouts of the front row. Pure builders, the same contract as game.ui.CardArt: numbers in, widget trees out. Nothing here reads Core.state() or touches a screen — the Table component reads the run, builds a view model, and hands it to these. Every size comes out of `hud.metrics()`, which reads the live frame through `Core.frame()`. That is what lets the same plates read on a phone held tall, a laptop and a television without a number in here being chosen for one of them, and it is why `hud.metrics({ width = 1600, height = 900 })` lays the whole table out for a screen this one is not. The frame is divided into bands, and every band belongs to one thing: 0.00 - 0.19 Nerve, the act, the pause glyph, the Laughter rail 0.19 - 0.28 the clown's plate 0.28 - 0.57 the ring. Nothing here draws into it. 0.57 - 0.67 the rail: DECK, Breath, END TURN, SPENT, BURNT 0.71 - 0.98 the fan

metrics(override: { width: number, height: number }?) → void

Derive every layout size in the table from the live frame. Pass `{ width, height }` to lay the table out for a screen this one is not.

argtypedescription
override{ width: number, height: number }?

fanGeometry(n: number, m: { [string]: any }, focus: number?) → void

Where each card in a hand of `n` sits: left, top, rotate, in order. Also settles the card SIZE, because how many cards are in the hand is what decides whether they can stand side by side: the geometry carries `cardW` / `cardH` for the fan it just laid out.

argtypedescription
nnumber
m{ [string]: any }
focusnumber?

plateStyle(m: ?, extra: ?) → void

argtypedescription
m?
extra?

capLabel(text: ?, m: ?, size: ?, colour: ?) → void

argtypedescription
text?
m?
size?
colour?

nervePlate(vm: ?, m: ?) → void

Ada's Nerve — the plate at the top-left.

argtypedescription
vm?
m?

actBadge(vm: ?, m: ?) → void

The act badge — which of the night's four acts is on.

argtypedescription
vm?
m?

pauseGlyph(m: ?) → void

The pause target — a tap/click/Escape surface at the top-right.

argtypedescription
m?

laughterMeter(vm: ?, m: ?, fx: ?) → void

The tent's Laughter meter — one continuous fill, the quarter ticks drawn over it, and the house's heat as three filament lamps at its end.

argtypedescription
vm?
m?
fx?

breath(vm: ?, m: ?) → void

Breath — one pip per point of energy, spent pips hollow.

argtypedescription
vm?
m?

blockPlate(vm: ?, m: ?) → void

Block — the shield Ada is holding, shown only while she has one.

argtypedescription
vm?
m?

endTurn(vm: ?, m: ?) → void

The End Turn target — a rubber stamp on the rail. It goes dim and UNTARGETABLE from the press until the turn has actually come round, so a player leaning on the key spends one turn rather than five.

argtypedescription
vm?
m?

pile(count: number, label: string, m: ?, id: string, onClick: string?, open: boolean?) → void

One of the three piles — DECK, SPENT or BURNT. Opens its list when it is clicked or tapped.

argtypedescription
countnumber
labelstring
m?
idstring
onClickstring?
openboolean?

pileList(which: string, ids: { string }, m: ?, closeHint: string?) → void

The open pile: every card in it, grouped and counted. Tapping or clicking anywhere on it closes it again.

argtypedescription
whichstring
ids{ string }
m?
closeHintstring?

intentPlate(vm: ?, m: ?) → void

The clown's plate — who is in the ring, how much of it is left, and what it is about to do. Two lines, sized to sit in the 0.19-0.28 band so the figure below it is never crossed.

argtypedescription
vm?
m?

stamp(text: string, tint: string, m: ?, progress: number) → void

A word stamped across the middle of the frame — what just happened.

argtypedescription
textstring
tintstring
m?
progressnumber

flood(hex: string, strength: number, m: ?) → void

The wash that floods the frame when the tent laughs or Ada is hit. It covers the ring as well as the edges, so what is happening to her reaches the clown standing in the middle of it.

argtypedescription
hexstring
strengthnumber
m?

flakes(m: ?, progress: number) → void

Paint flaking off — what a Grin costs her at the end of a turn. Violet chips drifting down over a soft wash, not the red of a blow landing.

argtypedescription
m?
progressnumber

table(vm: ?, m: ?, fx: ?) → void

The whole table as one tree: the plates, the rail and the fan, laid out for the metrics it is handed. Returns the tree and the fan geometry. `fx` carries the transient motion (nil for a still frame). Outside `battle` the only thing it draws is the pause glyph, and only while `vm.phase == "intro"`.

argtypedescription
vm?
m?
fx?

Sub-parts

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

11items
▣
module · born here
❒asset
# CardArt The faces of Ada's deck, as 1931 circus handbills: cream paper, woodcut display type, two inks — bone black and velvet — and a worn double border. Pure builders; nothing here reads the run or touches a screen. ```lua local CardArt = require("game.ui.CardArt") CardArt.face("pie", { width = 196, height = 286, left = 51, top = 1111, rotate = -4, lift = 0, zoom = 1, focused = false, playable = true, id = "gp-card-1", onClick = "table.card:1" }) CardArt.pile(7, "DECK", 80, "gp-deck", "table.pile:deck", false) CardArt.glyph("mallet") -- the woodcut alone, as an inline SVG string CardArt.back() -- the back of a card: velvet stripes and a gold star ``` Everything inside a face scales from the `width` it is handed, so the same card reads on a phone held tall and on a television. A `curse` card inverts: ink paper, violet type, the grin in red. `CardArt.pile` takes an `onClick` and an `open` flag as well as an id: with them a pile becomes a target a player can ask to look inside, and it lights while its list is up. ## Where the red is The second ink is **velvet**, not the saturated grin red — a handbill was printed in whatever red the shop had in the drawer, and holding the saturated one back is what lets it mean something when it does appear. In the whole deck it appears exactly once: the Grin's mouth. Everything else — the pie tin, the umbrella, the seltzer bottle, the barrel hoops, the match head, the curtsey's skirt — is velvet. ## A wrapping line needs a box with a width A `label` given both `props.wrap` and a `style.width` lays out one glyph per line, and a wrapping label inside a box that hugs its content gets no measure at all. The title and the rules text therefore sit inside boxes carrying an explicit pixel width (`textW` — the card inside its own padding). Read `topics/ui/styling` before adding another wrapping line. Consumed by `game.ui.hud`, which composes the fan, by `game.ui.Table` through it, and by `game.ui.screens` for the reward faces.
▲ 0↑ born
▣
module · born here
❒asset
# Core The one table every part of GREASEPAINT reads. It carries the game's constants — the cards, the four clowns, the barker's lines, the palette and the fonts — the live state of the night, and the event bus the game talks over. Every other module requires this and nothing else of each other. `game.rules.Director` is the **only** writer of `Core.state()`. Everything else reads the state, listens on the bus, and asks the Director for changes through `Core.cmd`. ```luau local Core = require("game.Core") Core.state().nerve -- read the night Core.on("clown.hit", function(p) ... end) -- react to it Core.cmd("playCard", { index = 2 }) -- ask the Director to act ``` ## Constants - `Core.RULES` — Nerve, Breath, hand size, the Laughter ceiling and where the meter carries to after a laugh, how warm the house can get and what a step of heat is worth, what a held Grin bites, how many acts a night runs, which act's interval takes a card away instead of giving one, the starter deck and the reward pool. - `Core.CARDS` — the twelve cards, each with `kind` (`gag` / `guard` / `trick` / `curse`), `cost`, and whatever it does: `dmg`, `block`, `heal`, `laughter`, `effect` (`weaken` / `reflect` / `burn`), `exhaust` when playing it takes it out of the act, and the `text` its face prints. - `Core.CLOWNS` — Pinch, Bello, Slats and Mr. Marrow: `hp`, a looping `pattern` of intents, and three spoken `lines` (`enter`, `laugh`, `die`). - `Core.RUN` — the three-clown pool and the finale. - `Core.BARKER` — the Ringmaster's four narrated lines, and `heat`, the one he marks each step of the warming house with. - `Core.PALETTE` / `Core.FONTS` / `Core.ANCHORS` / `Core.SEAT` / `Core.PHASES` / `Core.EVENTS` / `Core.COMMANDS`. ## State - `Core.state()` — the live night. Phase, act, turn, Nerve, Breath, Block, Laughter, the `heat` the house has reached, the `library` (every card the night owns) and the working piles drawn from it (`deck`, `hand`, `discard`, `exhaust`), the current `clown`, the `reward` on offer — its `cards`, the `next` clown it names and its `mode` (`take` or `leave`) — the focused index, and the `order` the four acts run in. - `Core.reset()` — replaces the state with a fresh night, in place, so a reference held across a restart stays valid. ## The bus - `Core.on(name, fn, tag?) -> unsubscribe` — subscribe. A `tag` makes it idempotent: registering the same event and tag again replaces the earlier subscription rather than stacking a second copy, which is what keeps a reloaded component from handling everything twice. - `Core.off(name, tag)` — drop a tagged subscription. - `Core.emit(name, payload)` — fire to every subscriber, in order. A listener that errors is reported and the rest still run. - `Core.cmd(name, payload)` — `Core.emit("cmd." .. name, payload)`. - `Core.listenerCount(name)`, `Core.clearListeners()`. ## Chance The night's randomness is one stream, seeded per run, so a seed replays a whole night: the act order, the shuffles, which card the tent paints, which three cards a reward offers. - `Core.random()` — the next value in [0, 1). - `Core.randomIndex(n)` — an integer in [1, n]. - `Core.shuffle(list)` — shuffle in place, return the list. - `Core.rand(salt)` — a stable value for a salt, independent of the stream. ## The frame Every screen, plate and card lays out from the live frame, so any shape holds. - `Core.frame(override?)` — `{ w, h, u, wide }`. `u` is a hundredth of the short side: the unit every proportion is stated in. `wide` is true from an aspect of 1.25 up. Pass `{ width, height }` to lay out against a shape the engine is not running at. - `Core.rgba(hex, a)` — a palette hex with an alpha, as the `rgba()` string a widget takes. - `Core.hairline(n)` — a rule of `n` pixels, never thinner than one whole one. ## Also - `Core.card(id)` / `Core.clown(id)` — a record, or nil. - `Core.readingTime(text)` — how long a spoken line should sit on screen, in milliseconds, when no generated clip has answered for it. Between 1.4 and 9 seconds, whatever the length.
▲ 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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