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asset⌬ modulemoduleprimary: init.luau·originates fromworld 0b2898a0-1…

hud

The screens the game wears while it is being played, as pure functions of a view table: the tide gauge, the yowe tally, the station ladder, the phrasebook, the encounter panel and the caption band. Nothing here reads world state or registers a screen — `screens.frontend` does bot…

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

screens.hud

The screens the game wears while it is being played, as pure functions of a view table: the tide gauge, the yowe tally, the station ladder, the phrasebook, the encounter panel and the caption band. Nothing here reads world state or registers a screen — screens.frontend does both.

The geometry, and why it is these numbers

The frame is 1080 × 1440. The one thing that cannot be solved by stacking is a full-height meter and a full-width panel wanting the same pixels, so the layout is fixed rather than discovered:

x 20 – 104the tide column, top to bottom, never covered by anything
x 124 – 1050everything else, in bands down the screen
y 34 – 130the yowe tally (left) and the station ladder (right)
y 610 – 1410the encounter panel, when a hernsew is speaking
footthe phrasebook, when one is not

The phrasebook moves into the encounter panel while a bird is being answered, because reading the new glyphs against the earned ones is the whole move the game asks for, and hiding the book at that moment would take the game away.

Every absolute box is placed by top plus an explicit height, never by bottom: a bottom-anchored box whose height comes out of its own wrapped content lands at the wrong y here, and the caption band and the phrasebook both ran off the foot of the frame that way.

The encounter panel

Driven by tongue.book. It draws the call as glyphs and as the Lingster's romanised transcription, the bird's own hint under it, the phrasebook to read them against, and the answers as full-width stacked plates — three side by side do not fit in 1080 and never will. After the answer it holds: the right option lit, the wrong choice marked, and the literal word-for-word reading in place of the hint, so a player who guessed can see why the right answer was right.

The caption band

H.caption(line, progress, placement) — low over gameplay, aboveEncounter while a bird is being answered, overCard over a title or an ending, where the card's own type owns the foot of the frame. The bar under the text is the line's own progress: proof on screen that a voice is still speaking, whether or not a clip was ever generated for 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

screens.hud — the screens the game wears while it is being played: the vertical tide gauge, the yowe tally, the station ladder, the phrasebook and the encounter panel, plus the caption band every spoken line is written on. Every tree here is a pure function of a `v` table (the view: the numbers the component gathered this frame). Nothing in this file reads world state or registers a screen — the component does both, so a tree can be built, looked at and reasoned about on its own.

deckFraction( ) → number

Where the causeway deck sits on the tide gauge, as a fraction of its height. Derived from the tide's own numbers, so retuning the tide moves the deck line with it.

plate(extra: { [string]: any }) → void

The fen behind the HUD is a bright dusk haze as often as it is black water, so every readout carries its own plate. Nothing here relies on the scene being dark.

argtypedescription
extra{ [string]: any }

tideGauge(v: ?) → void

argtypedescription
v?

yoweTally(v: ?) → void

Six animals, drawn. A yowe the water took goes to an empty outline rather than vanishing, so the loss reads as a gap in the flock and not merely as a smaller number.

argtypedescription
v?

stationLadder(v: ?) → void

Five posts up the right edge, bottom to top, because that is the order the fen puts them in. The one you are walking toward carries the lantern.

argtypedescription
v?

bookMarks(learned: ?, size: number, maxShown: number) → void

Everything the Lingster has worked out so far, as marks on paper. It grows across the run, which is the arc of the whole game in one strip. The book is drawn on a DARK plate, not on paper. The Lingster's actual notebook is paper and the how-to sheet shows it that way, but a bright sheet laid into a dusk HUD reads as a hole punched in the frame, and the marks themselves are what has to be legible. Paper stays where it has a whole screen to be paper on.

argtypedescription
learned?
sizenumber
maxShownnumber

phrasebook(v: ?) → void

The phrasebook as its own strip at the foot of the HUD.

argtypedescription
v?

phrasebookBand(v: ?) → void

The phrasebook as the reference band inside the encounter panel — smaller, and right under the call it is there to decode.

argtypedescription
v?

hud(v: ?) → void

The heads-up display. `v` carries tideT, yowes, station, learned and encounterOpen.

argtypedescription
v?

optionRow(opt: ?, i: number, answered: ?) → void

A hernsew has hailed you. Its call is on the glass as glyphs and as the Lingster's own romanised transcription; the answers stack full width, because three plates side by side do not fit in 1080 and never will.

argtypedescription
opt?
inumber
answered?

encounter(v: ?, e: ?) → void

The encounter panel. `e` is the Encounter from `tongue.book`.

argtypedescription
v?
e?

caption(line: ?, progress: number, placement: string?) → void

Every voiced line, written. It sits above the encounter panel when one is open and at the foot of the frame otherwise, so a line is never buried. `line` is a caption record; `progress` is 0..1 through it; `placement` is one of the keys of `H.CAPTION_TOP`.

argtypedescription
line?
progressnumber
placementstring?

Sub-parts

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

15items
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module · born here
❒asset
# rules <!-- 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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module · born here
❒asset
# screens.art The drawings the screens are made of. All of it is inline SVG rasterised at the element's own resolution, so a heron in the title plate is as crisp at 520 px as the same heron at 44 px in a HUD pip. - `A.hernsew{ wing }` — the bird the game is named for: the folded S-neck, the dagger bill, the long legs, the crest plume. `wing = true` is the stand-aside. - `A.yowe{ lost }` — a ewe, dirty fleece and black face. `lost` draws her as an empty outline, so a loss reads as a gap in the flock rather than as a smaller number. - `A.post{ lit }` · `A.lantern()` · `A.reeds(width)` · `A.tideRule(deckFrac)` — the fen's furniture. - `A.causeway()` — the fen itself at dusk, for a title or an end card: sky, fog banding, black water, the deck receding to the Fold. - `A.mark(kind)` — a margin illustration for the field notes (`walk`, `post`, `call`, `gate`, `tide`). These are pictures, never glyphs: a rule about hearing a bird gets a drawing of the call, not a mark from a language the reader has not been taught yet. - `A.glyph(spec)` / `A.glyphRow(specs, size)` — the Hernsew script. A glyph record from `tongue.book` carries its own `svg` and that drawing is used verbatim; a record that carries only an id gets a mark **derived by rule** from that id — a spine with arms hung off a fixed lattice — so the same id always draws the same mark and a written language exists on screen either way.
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module · born here
❒asset
# screens.theme The visual language every screen in *The Hernsew Lingster* shares: the palette as CSS strings, the type scale, and the style helpers that make a panel look like a made object rather than a grey rectangle. The colours are **derived from `game.rules`' `PALETTE`**, so retuning the fen's palette moves the UI with it and the screens never drift from the world. - `T.text` / `T.para` / `T.eyebrow` — the three levels of type. `para` wraps; put the width on the container, never on the label. - `T.panel` / `T.vellumSurface` — a dark plate with a lit top edge, and aged paper. Paper is for a whole screen (the field-notes sheet); a bright sheet laid into a dusk HUD reads as a hole punched in the frame. - `T.button` — a full-width stacked plate with hover and press states. It takes an explicit `width` and never `"100%"`: a percentage width on a button resolves against the screen rather than its container, so a plate inside a 660-wide column comes out 1080 wide and runs off the frame. - `T.rise` / `T.enter` / `T.loop` / `T.lanternPulse` — entrances and idles. Stagger `delay` across siblings to cascade them in. Fonts: EB Garamond for display, PT Serif for prose, Berkeley Mono for the Lingster's field transcription of a tongue nobody else writes down.
▲ 0↑ born
backing path · screens/hud.module

Problems

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0problems
No problems reported. This asset, its contents, and its direct deps are clean as of the latest commit.
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performance—
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agent review score
—
/ 100
awaiting first pass
usability × 0.40
+ quality × 0.35
+ performance × 0.25
± compat factor

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