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asset⌬ modulemoduleprimary: init.luau·originates fromworld 39b56141-2…

screens

Every screen in IRONSPINE, and the routing between them.

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

ui/screens.module — the authored UI

Every screen in IRONSPINE, and the routing between them.

PhaseScreen
boot / titleironspine_title (+ ironspine_howto when opened)
introironspine_intro — letterbox, place card, SKIP
climb / fallironspine_hud — built by ui/hud.module
wonironspine_won
lostironspine_lost
any, over a climbironspine_pause

How it is put together

  • Type. Anton for display (the title, the end-card verdicts), BerkeleyMono for every readout and label, Arimo at a single size for prose.
  • Colour. Every value comes from Game.PALETTE through assets/ui/art.module, which translates it into CSS strings once.
  • Art. assets/ui/art.module also draws the Ironspine silhouette, the reticle, the hold ring, the piton and crown glyphs, the mouse diagram and the gauge arcs, as inline SVG.
  • Motion. Every panel has an entrance with a staggered delay; live things (a gust, a slipping hand, the beacon) have small infinite loops.

Talking to the rest of the game

It reads Game.state and reports the player's choices with Game.emit("uiAction", { action = … }) — start, retry, resume, quit, plus pause when the menu opens over a live climb. It calls require("game.staging").skip() when the player cuts the opening short.

If no slice has claimed an action after a moment, SCREENS applies the smallest phase move that keeps the menus reachable, so a menu is never a dead end. That fallback never runs when another slice answers the event.

Keyboard

Escape is carried by a real button widget's shortcut on the HUD (MENU · ESC), on the pause card and on the how-to card, so the engine's own shortcut plumbing fires it.

Interface

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

conforms to

zero/source-extract/v2

ui/screens.module — SLICE: SCREENS. Owner: the screens agent. Every screen the player ever sees, and the routing between them: title the storefront frame — the Ironspine's silhouette, the type, the menu howto the how-to-climb card, over the title intro a skip prompt while STAGING's opening plays hud ui/hud.module — the suit instrumentation (see that file) pause frosted, over a live climb won the beacon caught lost the sea took you It reads Game.state and reports the player's choices back with Game.emit("uiAction", { action = ... }). It does not drive the simulation. UNCLAIMED ACTIONS. A menu choice is published on the bus first. If no slice has taken it a moment later — because that slice is still being written — SCREENS applies the smallest phase move that keeps the menus reachable, so no screen is ever a dead end. The moment another slice answers the event, the fallback never fires.

scrim(vertical: string, horizontal: string?) → void

═══════════════════════════════════════════════════════════════════════ shared pieces ═══════════════════════════════════════════════════════════════════════

argtypedescription
verticalstring
horizontalstring?

menuItem(id: string, label: string, note: string, tone: string, delay: number) → void

The menu row. A styled box with onClick — the whole plate is the target.

argtypedescription
idstring
labelstring
notestring
tonestring
delaynumber

statCell(label: string, value: string, tone: string?) → void

argtypedescription
labelstring
valuestring
tonestring?

eyebrowRow(text: string, tone: string) → void

argtypedescription
textstring
tonestring

timeText(t: number) → string

argtypedescription
tnumber

buildTitle( ) → void

═══════════════════════════════════════════════════════════════════════ TITLE ═══════════════════════════════════════════════════════════════════════

bracket(l: ?, t: ?, bt: ?, bl: ?) → void

corner brackets

argtypedescription
l?
t?
bt?
bl?

controlRow(art: ?, title: string, body: string, delay: number) → void

═══════════════════════════════════════════════════════════════════════ HOW TO CLIMB ═══════════════════════════════════════════════════════════════════════

argtypedescription
art?
titlestring
bodystring
delaynumber

cap(g: string, wide: boolean?) → void

argtypedescription
gstring
wideboolean?

buildHowto( ) → void

buildIntro( ) → void

═══════════════════════════════════════════════════════════════════════ INTRO — skip prompt only; the shot belongs to STAGING ═══════════════════════════════════════════════════════════════════════

buildPause( ) → void

═══════════════════════════════════════════════════════════════════════ PAUSE ═══════════════════════════════════════════════════════════════════════

gripLine(side: string, h: ?) → void

argtypedescription
sidestring
h?

buildEnd(won: boolean) → void

═══════════════════════════════════════════════════════════════════════ END CARDS ═══════════════════════════════════════════════════════════════════════

argtypedescription
wonboolean

readPos(e: ?) → void

The climber's body is the origin the reach test is measured from. The proxy is re-found on any read failure and refreshed on a slow timer, because a respawn hands out a new one.

argtypedescription
e?

bodyPos(dt: number) → void

argtypedescription
dtnumber

toCanvas(px: number, py: number) → void

argtypedescription
pxnumber
pynumber

handView(side: string) → void

argtypedescription
sidestring

hudView(dt: number) → void

argtypedescription
dtnumber

show(name: string, on: boolean) → void

═══════════════════════════════════════════════════════════════════════ registration + routing ═══════════════════════════════════════════════════════════════════════ Asserted every frame rather than diffed: a screen shown from anywhere else (a console call, a tool) is reconciled on the next tick instead of sticking.

argtypedescription
namestring
onboolean

refresh(name: string, tree: ?) → void

argtypedescription
namestring
tree?

stagingSkip( ) → void

act(action: string) → void

argtypedescription
actionstring

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

argtypedescription
idstring
_dataany

settlePending(dt: number) → void

If nothing claimed the action, keep the menus reachable. This is the smallest move that leaves no screen a dead end; it never runs when another slice answers the event.

argtypedescription
dtnumber

build(_ctx: any) → void

argtypedescription
_ctxany

onCallback(cbId: ?, data: ?) → void

argtypedescription
cbId?
data?

update(dt: number) → void

argtypedescription
dtnumber

enter( ) → void

exit( ) → void

Sub-parts

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

23items
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module · born here
❒asset
# assets/ui/art.module — the drawn material of the interface Everything the UI is made of that is not layout. - **Colour** — `Art.C` translates `Game.PALETTE` into CSS strings once, so the screens and the world can never drift apart. `Art.hex`, `Art.rgba`, `Art.mix` and `Art.grip(fraction)` build the rest. - **Type** — `Art.FONT.display` (Anton), `.tech` (BerkeleyMono), `.body` (Arimo). - **Chrome** — `Art.abs`, `Art.rule`, `Art.TICKS`, `Art.RAIN`, `Art.enter`, `Art.loop`. - **Art** — `Art.TOWER` (the Ironspine drawn as a tapering stack of vertebrae with ribs, plating, wreckage, torn cabling and the dark crown ring), `Art.RETICLE`, `Art.HOLD_RING`, `Art.CROWN`, `Art.PITON`, `Art.handSVG`, `Art.mouseSVG`, `Art.arcSVG`, `Art.windSVG`, `Art.keyCap`. Two rules learned here and kept: - A **wrapping label must not carry its own width** — the measure goes on a wrapper box, which is what `Art.para` builds. - **Text inside SVG markup does not use the engine's registered fonts**, so `Art.keyCap` is a styled box with a real label rather than SVG `<text>`. Nothing here reads or writes game state; it is pure drawing.
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module · born here
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# game <!-- zero:scaffolded-readme --> <!-- Replace the line below with what this module provides and who consumes it, then delete both comment lines. --> TODO: describe this module.
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# game/live.module The one table the running game keeps across a hot reload. Editing a module re-evaluates every module that depends on it. `game.game` and `game.boot` are therefore re-run many times in a working session, and anything they held in a module-local table would be replaced by an empty one while the entities the slices built are still standing in the scene — the phase, the blackboard, the event listeners, the hold registry and the record of which slices are built, all quietly reset, with the game still looking correct and no longer moving. `live.module` depends on nothing, so nothing re-evaluates it, so the tables it hands out are the same tables for the whole session. It holds no logic. Anything with behaviour would have to change eventually, and the moment it changed it would stop being durable. ## Used by - `game/game.module` — `Game` itself, `Game.state`, the event bus, the hold registry, the part list. - `game/boot.module` — which slices are built, their module tables, their root entities.
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module · born here
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# ui/hud.module — the suit instrumentation `Hud.build(view)` turns a snapshot into a widget tree. It is pure: it reads nothing and writes nothing. `ui/screens.module` owns the snapshot, the registration and the tick. ## What is on the glass - **Two grip plates**, hard left and hard right, one per hand, so a glance says *which* hand is dying. Each carries the hand's state word, the stamina meter tinted by `Game.gripColor`, the measured load in newtons, that load against `Game.C.gripBreakForce`, and whether the boot on that side is planted. Under a third of grip the plate breathes red; under a sixth it breathes twice as fast. - **The altitude tape**, right edge: the crown at `Game.C.crownHeight`, the sea at zero, the last piton marked in brass, and the climber's own height called out in large numerals. - **The wind strip**, top centre: bearing, newtons, and a gust flare. - **The run block**, top left: elapsed time, pitons set, falls taken. - **The reticle**, centre, with a ring and a tag on the hold `Game.pickHold` would actually take — the same call the hand makes, so the highlight can never lie. - **The beacon arc**, bottom centre, while the ignition ring is charging. - **The control prompt**, which fades out over the first half-minute of a climb. - **`MENU · ESC`**, a real button so the engine's keyboard-shortcut plumbing reaches the pause menu. ## The snapshot ``` { left, right, -- { anchored, slipping, load, stamina01, kind, footPlanted } altitude, lastAnchorY, anchorsSet, falls, timeText, windNewtons, wind01, windDeg, gusting, beacon01, reticle = { x, y, tint, hold = { x, y, kind, grip }? }, hintOpacity } ```
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module · born here
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# staging The camera, and the three moments the camera exists for. Everything here drives the player's own `CameraRig` — the entity `camera.main()` resolves to. Nothing spawns a camera of its own, and adopting the rig clears its `Camera.behavior` so exactly one writer owns the transform. ## The gameplay camera Procedural, and reads only `Game.state`: - stands outboard of the column (the column is on the world axis, the climber is always on its skin) and orbits with the lateral part of `Game.state.aim` - tightens — closer, longer lens — while one hand carries load and the other is off the wall - climbs above the body and sinks its look point as the altitude rises, so the sea holds the bottom of the frame and the drop is never abstract - shakes on `Game.state.wind` and on a `"gust"` - on a fall: widens to `Game.C.camFovFalling`, drops its lag to `camLagFalling`, and sits below the body looking up the column, so the tower streams up out of frame ## The moments | Moment | Fires on | What it is | |---|---|---| | `opening` | phase → `intro` | Four shots: in over the sea, a helical rise up the column, into cloud onto the crown, then a cut to the base that settles exactly onto the gameplay pose. | | `beat` | first `"fall"` above 52 m | Time dips to 0.34, the camera snaps onto the hand as it opens, holds, then falls with the body. Fires once a run. | | `resolution` | phase → `won` | The camera leaves the body, cranes up past the crown holding the lit ring in frame, then lets the crown sink away into clear air. | The establishing shot behind the title screen is not a moment — it is a slow rising orbit that runs for as long as the title is up. ## What other slices call ```luau local Staging = require("game.staging") Staging.isCinematic() -- CLIMB drops input while this is true Staging.skip() -- SCREENS cuts the opening short; the phase still lands Staging.moment() -- "opening" | "beat" | "resolution" | "" ``` STAGING writes no field of `Game.state`. It moves the phase in one place only: entering `intro` starts the opening, and the opening ending sets `climb`. ## Authoring aids For screenshots, the trailer, and testing a frame without playing to it: ```luau Staging.play("opening") -- run a moment on demand Staging.seek(8.0) -- park it on second 8 and hold there Staging.hold(false) -- let the clock run again Staging.setTitleTime(24) -- park the establishing shot Staging.stageAt({ 5.4, 120, 0.2 }) -- frame the gameplay camera on a point Staging.stageAt({ 5.4, 120, 0.2 }, "fall") -- ...in the falling framing Staging.stageAt(nil) -- back to the live body Staging.pose() -- eye, look, fov, roll, moment, tick count ```
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backing path · ui/screens.module

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