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asset⌬ componentcomponentprimary: init.luau·originates fromworld 3bd6b78c-f…

Screens

The campaign's front of house: the title screen, the mission briefing, the between-mission seed catalogue, the botanical herbarium codex, and the two end cards — plus the progression that strings them into a campaign of four rooms.

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

Screens

The campaign's front of house: the title screen, the mission briefing, the between-mission seed catalogue, the botanical herbarium codex, and the two end cards — plus the progression that strings them into a campaign of four rooms.

One instance, on a root entity named Screens. It registers a single screen, vc_campaign, and re-registers it whenever the page changes.

local s = entity.find("Screens").component.get("Screens")
s.show("codex")          -- title | briefing | catalogue | codex | ending | playing
s.currentPage()          -- the page on the glass
s.isModal()              -- true whenever a page is covering the game
s.finishMission("won", "The hall held.", units)   -- units is Core.state().units shape
s.refreshVoice()         -- re-check whether this page's line has a clip, and redraw

Methods are dot-called, not colon-called: s.show("codex"), not s:show("codex").

The campaign it drives

game.campaign owns the data: the four rooms, the wound table, the run, and Campaign.settle(), which turns a finished mission's unit table into wounds and deaths. The run lives at Core.state().campaign, so any slice can read it.

The flow:

title ──Take up the tools──> briefing ──Go in──> playing
                                ^                   │
                                │            missionEnded
                                │                   v
                          catalogue <───────── (won, more rooms)
                                                    │
                                              (lost, or the last room)
                                                    v
                                                 ending

playing is not a page — it takes the screens down and hands the frame to the board. The component leaves it when the rules slice fires missionEnded, or when the Director's snapshot() grows an outcome (polled at 0.75 s while a mission runs; it only reads, so it is not a clock).

What it consumes

FromHowDegrades to
rulesDirector:startMission(missionId, { squad, mission })the mission starts anyway, board only
rulesCore.SIGNAL.missionEnded { outcome, reason }finishMission(...) called by hand
rulesDirector:snapshot() → .outcome, .unitsno wounds recorded, campaign still advances
audiogame.audio.lines' NARRATION[key].textthe abbot's own written briefing is printed instead
audioConductor:narrate(key) on Ambiencethe line is printed and marked TEXT ONLY
hudgame.ui.hud.hud's SCREENS mapnothing; the hud stays up over the page

The narration keys are the audio slice's: title, brief_<missionId>, victory, defeat. Whatever is spoken is printed word for word — the page renders the audio slice's .text, so a muted player reads exactly what a listening one hears, and a line that failed to generate is a quiet line rather than a lost one. The mark beside it reads SPOKEN when a clip exists and TEXT ONLY when it does not; clicking it replays the line.

What it publishes

SignalPayloadMeaning
screens:modal{ open, page }a full-screen page is up (or has come down)
screens:missionStart{ mission, squad }the player pressed "Go in"
screens:narrate{ id, key, text, voice, mission }this line wants speaking

It also emits Core.SIGNAL.playSfx (ui_click, ui_confirm, ui_back) and Core.SIGNAL.playMusic (title, briefing, mission, victory, defeat).

Two things about the frame

The hud is hidden while a page is up. Its screens are rooted in area nodes, and an area is a floating window, so it draws above any ordinary screen at any layer — a modal page at layer 8000 still has the initiative queue sitting on top of it. screens:modal is published for whoever would rather listen than be hidden, and the stand-down is re-asserted four times a second so a hud hot-reload cannot put the queue back over a title screen.

Motion is off in edit mode. Edit pauses time, so an entrance animation whose first keyframe is opacity: 0 would hold that frame forever and the page would read as blank while every data query said it was there. kit.setMotion() is the switch; the component flips it on every render.

Keeping the entity

Screens is a root entity spawned at runtime, not part of main.scene's build.luau (which the plan phase owns). It replicates as a WorldEntity, so it is live for every session in this world, but it is a pending scene change until someone accepts it. /source/game/ui/screens/install.luau re-creates it idempotently if it ever goes missing:

run /source/game/ui/screens/install.luau

Interface

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

conforms to

zero/source-extract/v2

Screens — the campaign's front of house. Owns the authored screens (title, briefing, seed catalogue, herbarium codex, end cards) and the progression that strings them into a campaign: which room is next, who is still on the roster, and what the last room cost them. Everything it draws is in `game.ui.screens.pages`; everything it remembers is in `game.campaign`. This file is the state machine and the wiring. It reaches the rest of the game only through the shared signal bus, and it degrades to something playable when a slice it talks to is not there yet: * the rules slice, through the `Director` component's `startMission` / `snapshot`, and through the `missionEnded` signal; * the audio slice, through `playSfx` and the `screens:narrate` signal; * the hud slice, through the `screens:modal` signal, so it can stand down while a full-screen page is up.

sfx(name: string) → void

argtypedescription
namestring

director( ) → any

snapshot( ) → any

detectVoiced( ) → boolean

Whether the audio slice has narration to play. Probed rather than assumed: the written line always ships, and the SPOKEN mark only appears when there is something to speak.

mission( ) → any

context( ) → any

render( ) → void

narrate(lineIndex: number) → void

Ask for a briefing line to be spoken. The audio slice answers it or does not; either way the line is already printed on the page.

argtypedescription
lineIndexnumber

goto(next: string) → void

argtypedescription
nextstring

startMission( ) → void

endMission(outcome: string, reason: string?, units: any?) → void

What a finished mission does to the roster, and where the campaign goes next. Called from the missionEnded signal and from the snapshot poll — whichever notices first; the second one finds `page` already moved on.

argtypedescription
outcomestring
reasonstring?
unitsany?

unsubscribeAll( ) → void

awake( ) → void

start( ) → void

editorUpdate(_dt: number) → void

Edit mode does not tick `update`, and the title screen should be on the glass while the world is being authored too.

argtypedescription
_dtnumber

update(dt: number) → void

The only per-frame work: while a mission is running, watch the referee for an outcome. It READS the board and writes nothing, so it is not a clock — there is no clock anywhere in this game.

argtypedescription
dtnumber

onDestroy( ) → void

onCallback(id: string, _data: any) → void

argtypedescription
idstring
_dataany

show(name: string) → void

Put a named page on the glass. "title", "briefing", "catalogue", "codex", "ending", or "playing" to take the pages down entirely.

argtypedescription
namestringThe page name.

examples

entity.find("Screens").component.get("Screens"):show("codex")

currentPage( ) → string

Which page is on the glass right now.

examples

local p = screens:currentPage()

isModal( ) → boolean

Whether a full-screen campaign page is covering the game. The hud slice reads this (or listens for the `screens:modal` signal) to know whether to draw.

examples

if screens:isModal() then return end

finishMission(outcome: string, reason: string?, units: any?) → void

End the current mission from outside the rules slice — the hand-hold for a mission driven by something other than the Director. Omit it and the Director's own snapshot is read instead.

argtypedescription
outcomestring"won" or "lost".
reasonstring?One sentence, shown on the end card.
unitsany?The finished mission's unit table, in Core.state().units shape.

examples

screens:finishMission("won", "The heart is cut out.")

refreshVoice( ) → boolean

Re-read whether the audio slice has narration to speak. Call it after the voice clips land so the SPOKEN marks appear without a reload.

examples

screens:refreshVoice()

Sub-parts

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

Showing the 199 items nearest this part. It holds more than this page lists.

199+items
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soundclip · born here
❒asset
# SoundClip Managed audio asset. `data.zaud` is the engine-native ZAUD payload the runtime decodes and plays; compression settings live in the `.metadata` `settings` block (edit to re-encode).
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soundclip · born here
❒asset
# SoundClip Managed audio asset. `data.zaud` is the engine-native ZAUD payload the runtime decodes and plays; compression settings live in the `.metadata` `settings` block (edit to re-encode).
▲ 0↑ born
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soundclip · born here
❒asset
# SoundClip Managed audio asset. `data.zaud` is the engine-native ZAUD payload the runtime decodes and plays; compression settings live in the `.metadata` `settings` block (edit to re-encode).
▲ 0↑ born
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soundclip · born here
❒asset
# SoundClip Managed audio asset. `data.zaud` is the engine-native ZAUD payload the runtime decodes and plays; compression settings live in the `.metadata` `settings` block (edit to re-encode).
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soundclip · born here
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# SoundClip Managed audio asset. `data.zaud` is the engine-native ZAUD payload the runtime decodes and plays; compression settings live in the `.metadata` `settings` block (edit to re-encode).
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module · born here
❒asset
# core One-paragraph description of what this module provides and who consumes it. ## Exports - `M.exampleFn(arg) -> result` — what it does and when to call it. - `M.exampleValue: type` — what value it carries. ## Usage ```luau local M = require("@<youridentity>::modules.core") M.exampleFn("foo") ``` ## Notes - Anything callers need to know about THIS module: required runtime ordering, state ownership, side effects.
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soundclip · born here
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# SoundClip Managed audio asset. `data.zaud` is the engine-native ZAUD payload the runtime decodes and plays; compression settings live in the `.metadata` `settings` block (edit to re-encode).
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soundclip · born here
❒asset
# SoundClip Managed audio asset. `data.zaud` is the engine-native ZAUD payload the runtime decodes and plays; compression settings live in the `.metadata` `settings` block (edit to re-encode).
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soundclip · born here
❒asset
# SoundClip Managed audio asset. `data.zaud` is the engine-native ZAUD payload the runtime decodes and plays; compression settings live in the `.metadata` `settings` block (edit to re-encode).
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soundclip · born here
❒asset
# SoundClip Managed audio asset. `data.zaud` is the engine-native ZAUD payload the runtime decodes and plays; compression settings live in the `.metadata` `settings` block (edit to re-encode).
▲ 0↑ born
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soundclip · born here
❒asset
# SoundClip Managed audio asset. `data.zaud` is the engine-native ZAUD payload the runtime decodes and plays; compression settings live in the `.metadata` `settings` block (edit to re-encode).
▲ 0↑ born
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soundclip · born here
❒asset
# SoundClip Managed audio asset. `data.zaud` is the engine-native ZAUD payload the runtime decodes and plays; compression settings live in the `.metadata` `settings` block (edit to re-encode).
▲ 0↑ born
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soundclip · born here
❒asset
# SoundClip Managed audio asset. `data.zaud` is the engine-native ZAUD payload the runtime decodes and plays; compression settings live in the `.metadata` `settings` block (edit to re-encode).
▲ 0↑ born
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soundclip · born here
❒asset
# SoundClip Managed audio asset. `data.zaud` is the engine-native ZAUD payload the runtime decodes and plays; compression settings live in the `.metadata` `settings` block (edit to re-encode).
▲ 0↑ born
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soundclip · born here
❒asset
# SoundClip Managed audio asset. `data.zaud` is the engine-native ZAUD payload the runtime decodes and plays; compression settings live in the `.metadata` `settings` block (edit to re-encode).
▲ 0↑ born
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soundclip · born here
❒asset
# SoundClip Managed audio asset. `data.zaud` is the engine-native ZAUD payload the runtime decodes and plays; compression settings live in the `.metadata` `settings` block (edit to re-encode).
▲ 0↑ born
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soundclip · born here
❒asset
# SoundClip Managed audio asset. `data.zaud` is the engine-native ZAUD payload the runtime decodes and plays; compression settings live in the `.metadata` `settings` block (edit to re-encode).
▲ 0↑ born
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soundclip · born here
❒asset
# SoundClip Managed audio asset. `data.zaud` is the engine-native ZAUD payload the runtime decodes and plays; compression settings live in the `.metadata` `settings` block (edit to re-encode).
▲ 0↑ born
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soundclip · born here
❒asset
# SoundClip Managed audio asset. `data.zaud` is the engine-native ZAUD payload the runtime decodes and plays; compression settings live in the `.metadata` `settings` block (edit to re-encode).
▲ 0↑ born
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soundclip · born here
❒asset
# SoundClip Managed audio asset. `data.zaud` is the engine-native ZAUD payload the runtime decodes and plays; compression settings live in the `.metadata` `settings` block (edit to re-encode).
▲ 0↑ born
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soundclip · born here
❒asset
# SoundClip Managed audio asset. `data.zaud` is the engine-native ZAUD payload the runtime decodes and plays; compression settings live in the `.metadata` `settings` block (edit to re-encode).
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soundclip · born here
❒asset
# SoundClip Managed audio asset. `data.zaud` is the engine-native ZAUD payload the runtime decodes and plays; compression settings live in the `.metadata` `settings` block (edit to re-encode).
▲ 0↑ born
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soundclip · born here
❒asset
# SoundClip Managed audio asset. `data.zaud` is the engine-native ZAUD payload the runtime decodes and plays; compression settings live in the `.metadata` `settings` block (edit to re-encode).
▲ 0↑ born
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soundclip · born here
❒asset
# SoundClip Managed audio asset. `data.zaud` is the engine-native ZAUD payload the runtime decodes and plays; compression settings live in the `.metadata` `settings` block (edit to re-encode).
▲ 0↑ born
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soundclip · born here
❒asset
# SoundClip Managed audio asset. `data.zaud` is the engine-native ZAUD payload the runtime decodes and plays; compression settings live in the `.metadata` `settings` block (edit to re-encode).
▲ 0↑ born
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soundclip · born here
❒asset
# SoundClip Managed audio asset. `data.zaud` is the engine-native ZAUD payload the runtime decodes and plays; compression settings live in the `.metadata` `settings` block (edit to re-encode).
▲ 0↑ born
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soundclip · born here
❒asset
# SoundClip Managed audio asset. `data.zaud` is the engine-native ZAUD payload the runtime decodes and plays; compression settings live in the `.metadata` `settings` block (edit to re-encode).
▲ 0↑ born
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soundclip · born here
❒asset
# SoundClip Managed audio asset. `data.zaud` is the engine-native ZAUD payload the runtime decodes and plays; compression settings live in the `.metadata` `settings` block (edit to re-encode).
▲ 0↑ born
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soundclip · born here
❒asset
# SoundClip Managed audio asset. `data.zaud` is the engine-native ZAUD payload the runtime decodes and plays; compression settings live in the `.metadata` `settings` block (edit to re-encode).
▲ 0↑ born
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soundclip · born here
❒asset
# SoundClip Managed audio asset. `data.zaud` is the engine-native ZAUD payload the runtime decodes and plays; compression settings live in the `.metadata` `settings` block (edit to re-encode).
▲ 0↑ born
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soundclip · born here
❒asset
# SoundClip Managed audio asset. `data.zaud` is the engine-native ZAUD payload the runtime decodes and plays; compression settings live in the `.metadata` `settings` block (edit to re-encode).
▲ 0↑ born
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soundclip · born here
❒asset
# SoundClip Managed audio asset. `data.zaud` is the engine-native ZAUD payload the runtime decodes and plays; compression settings live in the `.metadata` `settings` block (edit to re-encode).
▲ 0↑ born
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soundclip · born here
❒asset
# SoundClip Managed audio asset. `data.zaud` is the engine-native ZAUD payload the runtime decodes and plays; compression settings live in the `.metadata` `settings` block (edit to re-encode).
▲ 0↑ born
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soundclip · born here
❒asset
# SoundClip Managed audio asset. `data.zaud` is the engine-native ZAUD payload the runtime decodes and plays; compression settings live in the `.metadata` `settings` block (edit to re-encode).
▲ 0↑ born
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soundclip · born here
❒asset
# SoundClip Managed audio asset. `data.zaud` is the engine-native ZAUD payload the runtime decodes and plays; compression settings live in the `.metadata` `settings` block (edit to re-encode).
▲ 0↑ born
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soundclip · born here
❒asset
# SoundClip Managed audio asset. `data.zaud` is the engine-native ZAUD payload the runtime decodes and plays; compression settings live in the `.metadata` `settings` block (edit to re-encode).
▲ 0↑ born
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soundclip · born here
❒asset
# SoundClip Managed audio asset. `data.zaud` is the engine-native ZAUD payload the runtime decodes and plays; compression settings live in the `.metadata` `settings` block (edit to re-encode).
▲ 0↑ born
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soundclip · born here
❒asset
# SoundClip Managed audio asset. `data.zaud` is the engine-native ZAUD payload the runtime decodes and plays; compression settings live in the `.metadata` `settings` block (edit to re-encode).
▲ 0↑ born
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soundclip · born here
❒asset
# SoundClip Managed audio asset. `data.zaud` is the engine-native ZAUD payload the runtime decodes and plays; compression settings live in the `.metadata` `settings` block (edit to re-encode).
▲ 0↑ born
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soundclip · born here
❒asset
# SoundClip Managed audio asset. `data.zaud` is the engine-native ZAUD payload the runtime decodes and plays; compression settings live in the `.metadata` `settings` block (edit to re-encode).
▲ 0↑ born
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module · born here
❒asset
# game.campaign The campaign of the Verdigris Cloister: four rooms of the greenhouse, the progression between them, and the wounds the squad carries out of each one. Pure data and pure functions — it never touches the board, spawns nothing and draws nothing. The `Screens` component drives it. ```lua local Campaign = require("game.campaign") ``` ## The four rooms `Campaign.MISSIONS` — in order: the Propagation Hall (hold the line), the Brass Nave (reach the seed vault), the Fern Vault (survive eight rounds), the Heart Chamber (cleanse the heart). Each record carries its `objective`, the narrator's briefing, the squad it fields, its round count, the share of the floor the blight may hold before the room is lost, the growth it starts seeded with, and the upgrade it banks. `shipped = false` on a mission takes it out of the campaign: `Campaign.shipped()` and `Campaign.nextMission()` skip it, and `Campaign.isFinale()` moves the ending to whatever the last shipped room is. That is the honesty valve — the campaign ends properly at whatever actually landed. ## The run `Campaign.run()` is the live run, held at `Core.state().campaign` so any slice can read it: ``` { screen, missionId, completed = { id, ... }, upgrades = { reward, ... }, outcome = nil | "won" | "lost", roster = { [monkId] = { alive, wounds = { woundId, ... }, upgrades, missionsFought, kills, fellIn } } } ``` `Campaign.squad(missionId)` returns the monks who can take the floor — on that room's roster, still alive — with their aim, max health and range already folded together with the wounds they carry. ## The dead stay dead `Campaign.settle(missionId, units)` reads a finished mission's unit table (the `Core.state().units` shape) and writes what the room cost: anything not `alive` is struck off the roster for the rest of the campaign, and a monk who came out at 60% health or less picks up a wound. The wounds deepen down a fixed ladder, so a monk who keeps getting hurt keeps getting worse rather than rolling dice. It returns a report of what changed, which is what the seed catalogue prints. Nothing heals a wound. `Campaign.resetRun()` is the only way back, and it starts the whole campaign over. ## The codex `Campaign.PLANT_PLATES` and `Campaign.BLIGHT_PLATES` are the herbarium's eight specimens — plate number, Latin binomial, habit, what it does on the board, and a line in the order's own hand. The screens slice draws the figures.
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soundclip · born here
❒asset
# SoundClip Managed audio asset. `data.zaud` is the engine-native ZAUD payload the runtime decodes and plays; compression settings live in the `.metadata` `settings` block (edit to re-encode).
▲ 0↑ born
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soundclip · born here
❒asset
# SoundClip Managed audio asset. `data.zaud` is the engine-native ZAUD payload the runtime decodes and plays; compression settings live in the `.metadata` `settings` block (edit to re-encode).
▲ 0↑ born
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soundclip · born here
❒asset
# SoundClip Managed audio asset. `data.zaud` is the engine-native ZAUD payload the runtime decodes and plays; compression settings live in the `.metadata` `settings` block (edit to re-encode).
▲ 0↑ born
·
soundclip · born here
❒asset
# SoundClip Managed audio asset. `data.zaud` is the engine-native ZAUD payload the runtime decodes and plays; compression settings live in the `.metadata` `settings` block (edit to re-encode).
▲ 0↑ born
·
soundclip · born here
❒asset
# SoundClip Managed audio asset. `data.zaud` is the engine-native ZAUD payload the runtime decodes and plays; compression settings live in the `.metadata` `settings` block (edit to re-encode).
▲ 0↑ born
·
soundclip · born here
❒asset
# SoundClip Managed audio asset. `data.zaud` is the engine-native ZAUD payload the runtime decodes and plays; compression settings live in the `.metadata` `settings` block (edit to re-encode).
▲ 0↑ born
·
soundclip · born here
❒asset
# SoundClip Managed audio asset. `data.zaud` is the engine-native ZAUD payload the runtime decodes and plays; compression settings live in the `.metadata` `settings` block (edit to re-encode).
▲ 0↑ born
·
soundclip · born here
❒asset
# SoundClip Managed audio asset. `data.zaud` is the engine-native ZAUD payload the runtime decodes and plays; compression settings live in the `.metadata` `settings` block (edit to re-encode).
▲ 0↑ born
·
soundclip · born here
❒asset
# SoundClip Managed audio asset. `data.zaud` is the engine-native ZAUD payload the runtime decodes and plays; compression settings live in the `.metadata` `settings` block (edit to re-encode).
▲ 0↑ born
·
soundclip · born here
❒asset
# SoundClip Managed audio asset. `data.zaud` is the engine-native ZAUD payload the runtime decodes and plays; compression settings live in the `.metadata` `settings` block (edit to re-encode).
▲ 0↑ born
·
soundclip · born here
❒asset
# SoundClip Managed audio asset. `data.zaud` is the engine-native ZAUD payload the runtime decodes and plays; compression settings live in the `.metadata` `settings` block (edit to re-encode).
▲ 0↑ born
·
soundclip · born here
❒asset
# SoundClip Managed audio asset. `data.zaud` is the engine-native ZAUD payload the runtime decodes and plays; compression settings live in the `.metadata` `settings` block (edit to re-encode).
▲ 0↑ born
·
soundclip · born here
❒asset
# SoundClip Managed audio asset. `data.zaud` is the engine-native ZAUD payload the runtime decodes and plays; compression settings live in the `.metadata` `settings` block (edit to re-encode).
▲ 0↑ born
·
soundclip · born here
❒asset
# SoundClip Managed audio asset. `data.zaud` is the engine-native ZAUD payload the runtime decodes and plays; compression settings live in the `.metadata` `settings` block (edit to re-encode).
▲ 0↑ born
·
soundclip · born here
❒asset
# SoundClip Managed audio asset. `data.zaud` is the engine-native ZAUD payload the runtime decodes and plays; compression settings live in the `.metadata` `settings` block (edit to re-encode).
▲ 0↑ born
·
soundclip · born here
❒asset
# SoundClip Managed audio asset. `data.zaud` is the engine-native ZAUD payload the runtime decodes and plays; compression settings live in the `.metadata` `settings` block (edit to re-encode).
▲ 0↑ born
·
soundclip · born here
❒asset
# SoundClip Managed audio asset. `data.zaud` is the engine-native ZAUD payload the runtime decodes and plays; compression settings live in the `.metadata` `settings` block (edit to re-encode).
▲ 0↑ born
·
soundclip · born here
❒asset
# SoundClip Managed audio asset. `data.zaud` is the engine-native ZAUD payload the runtime decodes and plays; compression settings live in the `.metadata` `settings` block (edit to re-encode).
▲ 0↑ born
·
soundclip · born here
❒asset
# SoundClip Managed audio asset. `data.zaud` is the engine-native ZAUD payload the runtime decodes and plays; compression settings live in the `.metadata` `settings` block (edit to re-encode).
▲ 0↑ born
·
soundclip · born here
❒asset
# SoundClip Managed audio asset. `data.zaud` is the engine-native ZAUD payload the runtime decodes and plays; compression settings live in the `.metadata` `settings` block (edit to re-encode).
▲ 0↑ born
·
soundclip · born here
❒asset
# SoundClip Managed audio asset. `data.zaud` is the engine-native ZAUD payload the runtime decodes and plays; compression settings live in the `.metadata` `settings` block (edit to re-encode).
▲ 0↑ born
·
soundclip · born here
❒asset
# SoundClip Managed audio asset. `data.zaud` is the engine-native ZAUD payload the runtime decodes and plays; compression settings live in the `.metadata` `settings` block (edit to re-encode).
▲ 0↑ born
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module · born here
❒asset
# game.ui.screens.screenkit The herbarium type case: the colour language, the type scale, the ornaments and the box shapes every authored screen in Verdigris Cloister is built from. ```lua local kit = require("game.ui.screens.screenkit") ``` Two registers, deliberately different so the campaign has range: - **FIELD** — deep green and gold leaf, an illuminated page. `kit.fieldRoot`, `kit.illuminated`, `kit.dropCap`. The title, the briefing and the end cards. - **PLATE** — aged vellum and printed ink, a herbarium sheet. `kit.plateRoot`, `kit.sheet`. The seed catalogue and the codex. `kit.C` is the palette as CSS (derived from `Core.PALETTE`), `kit.T` the size scale, `kit.F` the font families, `kit.O` the printers' flowers, `kit.SHAPE` the clip-path polygons the figures are drawn from. Three things worth knowing before you use it: - **The font family names have no spaces.** `"EBGaramond"` resolves; `"EB Garamond"` falls back silently to the default sans, which is a very quiet way to lose the whole look. `kit.F.italic` is the true italic face, not a synthesised shear. - **`kit.alpha` replaces an existing alpha rather than appending one.** `"#rrggbbaa" .. "aa"` is a ten-digit string the renderer rejects — and one rejected colour takes the rest of that screen's paint down with it, so the page renders as far as the bad node and then stops. - **`kit.motion` is the master switch for every animation constructor.** Edit mode pauses time, so an entrance whose 0% keyframe is `opacity: 0` holds that frame forever there and the page reads as blank while every data query says it is fine. Call `kit.setMotion(engine.mode == "play")` before building a tree. Paragraphs wrap against a container with a **definite width**. `flex = 1` is not one: a wrapping label in a flex box runs off the edge of the frame.
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soundclip · born here
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# SoundClip Managed audio asset. `data.zaud` is the engine-native ZAUD payload the runtime decodes and plays; compression settings live in the `.metadata` `settings` block (edit to re-encode).
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soundclip · born here
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# SoundClip Managed audio asset. `data.zaud` is the engine-native ZAUD payload the runtime decodes and plays; compression settings live in the `.metadata` `settings` block (edit to re-encode).
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soundclip · born here
❒asset
# SoundClip Managed audio asset. `data.zaud` is the engine-native ZAUD payload the runtime decodes and plays; compression settings live in the `.metadata` `settings` block (edit to re-encode).
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soundclip · born here
❒asset
# SoundClip Managed audio asset. `data.zaud` is the engine-native ZAUD payload the runtime decodes and plays; compression settings live in the `.metadata` `settings` block (edit to re-encode).
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soundclip · born here
❒asset
# SoundClip Managed audio asset. `data.zaud` is the engine-native ZAUD payload the runtime decodes and plays; compression settings live in the `.metadata` `settings` block (edit to re-encode).
▲ 0↑ born
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soundclip · born here
❒asset
# SoundClip Managed audio asset. `data.zaud` is the engine-native ZAUD payload the runtime decodes and plays; compression settings live in the `.metadata` `settings` block (edit to re-encode).
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module · born here
❒asset
# game.ui.screens.pages The five authored screens, each a pure function of a context table. Nothing here reads the board or writes anything: the `Screens` component gathers the context, calls a page, and registers what comes back. ```lua local pages = require("game.ui.screens.pages") pages.build("briefing", ctx) -- title | briefing | catalogue | codex | ending ``` | Page | What it is | |---|---| | `title` | The device, the name in gold, the abbot's spoken line, and the way in. | | `briefing` | The room, the narrator's line printed word for word, the objective in a frame, and who is walking in with what they carry. | | `catalogue` | The seed catalogue between missions — the squad as stock in a nurseryman's list, with what the last room cost written against each name. | | `codex` | The herbarium, one specimen a page, paged with the arrows. Eight plates: five plants and three blight forms. | | `ending` | The end card, won or lost, with the roll of the order — who stood and who fell, and where. | ## The context ``` { run, mission, missionTitle, squad, voiced, index, justPlayed, nextMission, report, outcome, reason, spoken = { key, text } | nil } ``` `spoken` is the line the audio slice has a clip for. It is printed **word for word**, so a muted player reads exactly what a listening one hears; the mark beside it says SPOKEN or TEXT ONLY, and clicking it replays the line. When there is no `spoken`, the abbot's own written briefing takes the drop cap instead — the page never loses a line for want of a voice. `pages.CB` is the map of callback ids every page fires. The `Screens` component answers all of them. The frame is 1080 x 1440. Every page is one tall column, and where a printed page would use two columns this uses two rows.
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soundclip · born here
❒asset
# SoundClip Managed audio asset. `data.zaud` is the engine-native ZAUD payload the runtime decodes and plays; compression settings live in the `.metadata` `settings` block (edit to re-encode).
▲ 0↑ born
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soundclip · born here
❒asset
# SoundClip Managed audio asset. `data.zaud` is the engine-native ZAUD payload the runtime decodes and plays; compression settings live in the `.metadata` `settings` block (edit to re-encode).
▲ 0↑ born
·
soundclip · born here
❒asset
# SoundClip Managed audio asset. `data.zaud` is the engine-native ZAUD payload the runtime decodes and plays; compression settings live in the `.metadata` `settings` block (edit to re-encode).
▲ 0↑ born
·
soundclip · born here
❒asset
# SoundClip Managed audio asset. `data.zaud` is the engine-native ZAUD payload the runtime decodes and plays; compression settings live in the `.metadata` `settings` block (edit to re-encode).
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backing path · game/ui/screens/Screens.component

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