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asset⌬ modulemoduleprimary: init.luau·originates fromworld b4bcbe22-b…

hud

The helmet of HULLBREAKER, as a widget tree. Two pure functions of a run snapshot:

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

hud

The helmet of HULLBREAKER, as a widget tree. Two pure functions of a run snapshot:

local HUD = require("game.hud")
HUD.visor(v)   -- the in-run instrument layer
HUD.card(v)    -- the full-frame card: briefing, won, lost

RunDirector builds the snapshot once a refresh and hands it in. Neither function reads game.rules itself, so the whole HUD can be rendered for any state — including states a run has not reached — by passing a made-up snapshot. That is what makes it checkable without playing to the moment.

The snapshot

phase, deadReason · o2, o2Max, integrity, integrityMax, fuel, fuelMax · banked, quota, carrying · instability, instabilityMax, cutsMade · torchHeat, torchHeatMax, torchLocked, cutting, cutProgress · pieceCount, elapsed, blink · skiff = { visible, offscreen, x, y, dist, angle }.

What is on the glass

  • Top left — the suit. Air remaining as the largest number in the frame (it is the run timer), then suit integrity and propellant.
  • Top right — the haul. Tonnage banked against quota, with a violet ghost fill showing what is on the clamp but not yet banked; the cargo line; hull instability as nine pips, and which hazards that arms.
  • Bottom centre — the torch. Heat, state, and the cut-node progress while a node is under the beam.
  • Centre — the reticle, and the skiff marker: a chevron at the skiff's projected screen position, clamped to a ring inside the visor and turned to point the short way round when the skiff is off-screen or behind you. It hides inside 14 m, where you can see the skiff anyway.
  • Top centre — one banner, for the only things that matter more than what you were doing: suit breach, air critical, quota met, air low.

Layout notes that were paid for

  • The tree is composed against a fixed 1280×720 logical canvas (ui.screenSize()), not against capture pixels.
  • A wrapping label only takes the width of a container, never of a row it shares. Put one straight into a horizontal and it lays out one glyph per line — which is why the text half of a bullet is its own box with a stated width.
  • A percentage width on a button resolves against the screen, not the parent, so the card's buttons carry a stated pixel width.
  • The mono face has no ▸ and no ₂; a missing glyph paints as a hollow box, so the bullet mark is a drawn 5 px square and the caption reads "AIR REMAINING".

The palette and the primitives every panel is built from are in ui.hbstyle.

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/hud — the helmet, as a widget tree. Owned by the `shell` slice. Two pure functions of a view snapshot: M.visor(v) the in-run instrument layer: air, suit, propellant, quota, cargo, instability, torch, the reticle and the way home M.card(v) the full-frame card that brackets a run: briefing, won, lost Neither reads `RULES.state` directly. `RunDirector` builds the snapshot once a frame and hands it in, so the HUD is a function of the run and can be rendered for any state — including states the run has not reached — by passing a made-up snapshot. That is what makes it testable. The snapshot (every field is required; RunDirector.viewOf fills it): phase, deadReason o2, o2Max, integrity, integrityMax, fuel, fuelMax banked, quota, carrying instability, instabilityMax, cutsMade torchHeat, torchHeatMax, torchLocked, cutProgress, cutting skiff = { visible, x, y, dist, angle, offscreen } elapsed, blink

rule( ) → void

airBlock(v: ?) → void

The air readout. It is the run timer, so it is the biggest number on the glass and the only one that changes colour on its own.

argtypedescription
v?

suitPane(v: ?) → void

argtypedescription
v?

haulPane(v: ?) → void

What the run is for, and what it is costing you.

argtypedescription
v?

torchPane(v: ?) → void

The torch is the verb. Its readout sits under the reticle, where the eye already is while cutting.

argtypedescription
v?

reticle( ) → void

skiffMarker(v: ?) → void

argtypedescription
v?

alertBanner(v: ?) → void

One line, dead centre-top, for the two things that actually kill you.

argtypedescription
v?

visorGlass( ) → void

Curved glass: the frame darkens at the edges so the instruments sit on something, and the helmet reads as a helmet.

visor(v: ?) → void

argtypedescription
v?

statRow(label: ?, value: ?, color: ?) → void

argtypedescription
label?
value?
color?

bullet(text: ?) → void

A wrapping label only takes the width of a CONTAINER, never of a row it shares: put one straight into a `horizontal` and it lays out one glyph per line. So the text half of a bullet is its own box with a stated width.

argtypedescription
text?

cardShell(accent: ?, kids: ?) → void

argtypedescription
accent?
kids?

cardTitle(kicker: ?, title: ?, accent: ?) → void

argtypedescription
kicker?
title?
accent?

actionButton(text: ?, id: ?, accent: ?, shortcut: ?) → void

argtypedescription
text?
id?
accent?
shortcut?

card(v: ?) → void

argtypedescription
v?

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
▣
module · born here
❒asset
# hbstyle HULLBREAKER's visor language: the palette and the six primitives every panel of the helmet HUD is built from, so the instruments read as one panel rather than as a pile of boxes. ```lua local S = require("ui.hbstyle") ``` ## The palette says what a colour means | token | meaning | |---|---| | `ink`, `dim`, `faint`, `faintest` | readout, label, hairline, hairline-quieter | | `cyan` | suit systems — machinery, not decoration | | `green` | banked tonnage: the only good news in the frame | | `amber` | you are spending something you cannot get back | | `red` | you are about to die | | `orange` | the torch, matching the one warm light in the scene | | `violet` | mass on the clamp | | `glass`, `glassLo`, `well` | panel fill, quieter fill, bar track | `glass` is nearly opaque on purpose. The frame behind the HUD swings from black vacuum to a lit planet filling half the visor, and a readout legible over one and washed out over the other is not a readout. ## Primitives - `pane(extra)` — the glass a cluster sits on: a lit top edge and a step in lightness, which is what reads as raised on a near-black frame. - `bar(pct, color, opts)` — the HUD's one repeated instrument. `opts.ghost` draws a dimmer fill behind the live one (the quota bar uses it for cargo carried but not yet banked). - `gauge(caption, value, pct, color, opts)` — caption and value on a line, bar under it. - `pips(count, litCount, opts)` — discrete danger as discrete lights. - `cap` / `num` / `txt` — the three type sizes, all monospace. - `riseIn(delay, dy)` — the one-shot entrance the cards come in on. **Only a screen registered once may carry it:** a node re-registered every frame restarts its animation, so anything on the live instrument layer blinks from a computed opacity instead. - `clock(seconds)` / `tonnes(t)` — the two formats the run reads by.
▲ 0↑ born
backing path · game/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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