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

subtitles

The strip every spoken line in GREASEPAINT is printed in.

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

subtitles

The strip every spoken line in GREASEPAINT is printed in.

Nobody in this game is heard without also being read. The sound slice generates each line and emits voice.line { speaker, text, durationMs }; this module holds the line that is currently up, counts it down, and builds the plate it is printed on. Ada never speaks — everything printed here is somebody else.

A line survives a failed generation intact: the text is what the strip prints, and the audio only rides along with it. A line that arrives with no duration is given Core.readingTime's instead.

What it provides

show(who, line, durationMs)Put a line up.
tick(dt)Count it down; true on the frame it goes away.
clear()Take it down now — what a phase change does.
generation()Changes whenever the content does, so a caller re-renders only then.
tree(phase, override)The strip as a widget tree — or nil when nobody is speaking.

The strip exists only while a line is up

tree returns nil when nothing is being said, and the caller takes the screen down. When a line IS up the strip is a window of exactly its own size, rooted in an area with interactable = false, so it floats over whatever card is up and lets every click through to the row under it.

Both halves of that matter. The strip sits on the layer above every card, and a window on that layer wider than the strip is what a hit test finds wherever it looks — which leaves every row of the card underneath unreachable by a mouse and a finger for as long as anyone is speaking.

Placement

Where it sits is a fraction of the LIVE frame, through Core.frame(override). In battle its bottom edge rests at 0.565 of the height — clear of the clown's plate above it and of the rail of counters below it — and everywhere else it drops to 0.93, under whatever card is up.

Who consumes it

game.ui.Screens, and nothing else.

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.subtitles — the strip every spoken line is printed in. Nobody in GREASEPAINT is heard without also being read. The sound slice generates each line and emits `voice.line { speaker, text, durationMs }`; this module holds the line that is currently up, counts it down, and builds the strip it is printed in. It survives a failed generation intact: a line with no clip behind it still reaches the screen, because the text is what the strip prints and the audio only rides along with it. Ada never speaks. Everything printed here is somebody else. THE STRIP EXISTS ONLY WHILE A LINE IS UP. `tree` returns nil when nothing is being said, and the caller takes the screen down; when a line is up the strip is a window of exactly its own size. Anything wider than that would sit over the whole viewport on the layer above every card, and a hit test would find the strip wherever it looked instead of the row under the cursor. Where it sits is a fraction of the LIVE frame. In battle its bottom edge rests at 0.565 of the height — clear of the clown's plate above and of the rail of counters below — and everywhere else it drops to the foot of the frame, under whatever card is up.

show(who: string?, line: string?, durationMs: number?) → void

Put a line up. Called from the `voice.line` handler; the text is what matters and durationMs is optional.

argtypedescription
whostring?Who is speaking.
linestring?What they say.
durationMsnumber?How long the clip runs, in milliseconds. Omitted, a reading speed decides.

examples

Subtitles.show("Pinch", "Ticket, please.", 2400)

clear( ) → void

Take the line down now — what a phase change or a restart does.

tick(dt: number) → boolean

Count the line down. Returns true on the frame it goes away, so the caller knows to re-render.

argtypedescription
dtnumberThe frame delta in seconds.

generation( ) → number

A number that changes every time the strip's content changes. A caller re-renders when it moves and leaves the entrance alone when it does not.

tree(phase: string?, override: { width: number, height: number }?) → any

The strip, as a widget tree — or nil when nobody is speaking, which is the caller's cue to take the screen down.

argtypedescription
phasestring?The Core phase, which decides how high the strip sits.
override{ width: number, height: number }?A { width, height } to lay out against instead of the live frame.

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
# 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/subtitles.module

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