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asset⌬ modulemoduleprimary: init.luau·originates fromworld ce9074db-0…

Cards

The five authored screens of *First Light: Resown* — the title, the how-to, the pause card and the two endings — each a printed page of the previous keeper's almanac laid over a dimmed, frosted hillside.

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

Cards

The five authored screens of First Light: Resown — the title, the how-to, the pause card and the two endings — each a printed page of the previous keeper's almanac laid over a dimmed, frosted hillside.

local Cards = require("game.ui.Cards")
local tree = Cards.tree("title", { focus = "begin", device = "kbm", portrait = true }, FL.state)
  • Cards.tree(screen, view, state) returns the tree for title, howto, paused, won, lost — and nil for playing, where there is no card.
  • Cards.ROWS[screen] is the ordered ring the stick walks; hand it to game.ui.Focus. Cards.ROW_LABEL is what each row reads.
  • view carries focus (the lit row id), device (kbm / gamepad / touch, which decides the hint under the rows) and portrait.

Row ids are begin, howto_open, howto_back, resume, restart, to_title. Each row is a real tap target (its own onClick), a real click target, and a focus stop drawn with a bronze ring when it is lit — so a finger, a mouse, a keyboard and a controller all reach the same thing.

Shape

Every measure is a fraction of the live screen. Two rules do the work:

  • pageWidth(short, wide) — on a tall frame the page is a fraction of the short edge and nearly fills it; on a wide one it is a fraction of the width and becomes a centred column with the hillside showing either side.
  • The how-to lays itself out by aspect. Stacked down a tall frame; split into two columns on a wide one, where height is the scarce axis instead of width. Its control rows stack their keycaps under the action name in the narrow column and put them beside it in the wide one, so a label and three caps never run into each other.

A wrapping label breaks against its container, never against itself, so every run of prose on a card goes through para(), which hands it a full-width box.

Interface

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

conforms to

zero/source-extract/v2

Cards — the authored screens of FIRST LIGHT: RESOWN. Every card is one printed page of the previous keeper's almanac, laid over a dimmed, frosted hillside: warm paper, a foxed edge, ink and a bronze rule. They STACK down the frame — a heading, a mark, the words, then the rows — because the filmed shape is 3:4 and a two-column card cannot fit across it. Nothing here is a pixel size: the page is a fraction of the short screen edge and every rule inside it holds on a wide monitor too. A row is a real tap target, a real click target and a real focus stop. The lit row is drawn with a bronze ring, so a player holding a controller can see where they are from across the room.

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

A paragraph. A wrapping label takes its measure from its CONTAINER, so every run of prose on a card is handed a full-width box to wrap inside; a bare label under a centring column has no width to break against and comes out one word per line.

argtypedescription
textstring
styleany
idstring?

row(id: string, focused: boolean, index: number, note: string?) → any

argtypedescription
idstring
focusedboolean
indexnumber
notestring?

rowsFor(screen: string, focusId: string?) → any

argtypedescription
screenstring
focusIdstring?

chip(text: string, tone: string?) → any

A small key-cap: the glyph one device answers this action with.

argtypedescription
textstring
tonestring?

footHint(device: string) → any

The line under every card that names how it is driven, in whichever device family the session is actually on.

argtypedescription
devicestring

pageWidth(shortFraction: number, wideFraction: number) → number

How wide a page may be: a fraction of the short edge, never more than a fraction of the long one. On a tall frame the short edge binds and the card is nearly full width; on a wide one the long edge binds and the card becomes a centred column with the hillside showing either side of it.

argtypedescription
shortFractionnumber
wideFractionnumber

page(kids: { any }, maxWidth: number?) → any

argtypedescription
kids{ any }
maxWidthnumber?

shell(kids: { any }, maxWidth: number?) → any

argtypedescription
kids{ any }
maxWidthnumber?

title(view: any) → any

The title card: the plate, the name, the pitch, and the way in.

argtypedescription
viewany

noteBlock(i: number, note: { string }) → any

argtypedescription
inumber
note{ string }

controlRow(i: number, c: { string }, stacked: boolean) → any

One action and the three glyphs that reach it. Side by side where the row is the full width of the card; stacked where it is one of two columns, because a label and three keycaps do not both fit in half a card and the pair would run into each other rather than shrink.

argtypedescription
inumber
c{ string }
stackedboolean

column(id: string, kids: { any }) → any

argtypedescription
idstring
kids{ any }

howto(view: any) → any

The how-to card: the loop, then the controls, then the way on. The card holds the same six things at every aspect and arranges them by the shape it is actually being read at: stacked down a tall frame, and split into two columns on a wide one, where the height is scarce instead of the width. A single stacked list would run off the bottom of a 16:9 screen; two columns on a phone would be unreadable.

argtypedescription
viewany

statCell(label: string, value: string, tint: string?) → any

argtypedescription
labelstring
valuestring
tintstring?

statRow(s: any) → any

argtypedescription
sany

paused(view: any, s: any) → any

The pause card. The hill is still there behind the frost.

argtypedescription
viewany
sany

ending(view: any, s: any, won: boolean) → any

The two ends of a run.

argtypedescription
viewany
sany
wonboolean

tree(screen: string, view: any, s: any) → any

The card for a screen name, or nil when the hillside is played bare.

argtypedescription
screenstring
viewany
sany

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
# Theme The look of every screen in *First Light: Resown*, in one place: the colours, the type scale, the surfaces and the drawn marks. The cards read as one printed object — the previous keeper's almanac, opened over the hillside — because they all take their paper, their ink and their bronze rule from here. ```luau local T = require("game.ui.Theme") { type = "label", props = { text = "Dawn" }, style = T.text("hudLabel") } ``` - **Colour** — `T.hex(rgb, mul?, alpha?)` turns an `FL.PALETTE` triple into CSS; `T.C` is the named set built from it (paper, ink, bronze, zyme, glass, scrim); `T.phaseColor(phase)` is the one colour a phase is signed with, so the HUD's phase word, its sun dial and its banner agree. - **Type** — `T.text(role)` returns a ready style for `title`, `head`, `eyebrow`, `lead`, `body`, `row`, `hudLabel`, `hudValue`, `caption`, `captionWho`, `key`. `T.size(name)` is the scale on its own. - **Surfaces** — `T.scrim()` (the frosted wash a card lies on), `T.card(px)` (the page), `T.pane()` (a HUD cluster), `T.rule(width)`, `T.rowStyle(focused)`. - **Motion** — `T.riseIn(delay, distance)`, `T.breathe(colour)`, `T.bannerIn()`. - **Marks** — inline SVG: `T.plateSvg(glow)`, `T.sunArcSvg(height, tint)`, `T.seedSvg()`, `T.shrineSvg(tint)`, `T.zymeSvg()`, `T.hillSvg()`. Every measure is `FL.sz(fraction)` — a fraction of the shorter screen edge, read live — so a card composed on a tall phone holds its proportions on a television. `T.card` takes its maximum width as an absolute measure rather than a fraction, because how wide a page may be is decided against both screen edges at once.
▲ 0↑ born
▣
module · born here
❒asset
# FL The shared constants, geometry and contracts of *First Light: Resown*. Every slice of the game requires this and nothing else of each other. - **Hillside geometry** — `COLS x ROWS` plots on terraces that run down the hill along +Z; `plotCenter`, `pathCenter`, `rowZ`, `groundY`, `floorAt`, `rowAtZ`, `colAtX`, `shrineCenter`. - **The day** — `PHASES`, `PHASE_LEN`, `CYCLE`, `DAWNS_TO_WIN`, `sunHeightFor(phase, t)`. - **Shared state** — `FL.state` (screen, phase, plots, seeds, score, shrine threat, sun height); the rules slice writes it, everyone reads it. - **Events** — `FL.events.on / emit / clear`, with the event names every slice agrees on listed in the source. - **The look** — `PALETTE`, and `sz(fraction)` / `isPortrait()` for UI sizes proportional to the live screen. Consumed by every component and module under `/zero/source/game/`.
▲ 0↑ born
backing path · game/ui/Cards.module

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