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asset⌬ modulemoduleprimary: init.luau·originates fromworld 9b4a83ab-f…

cards

The five full-screen cards of HOLLOWBELL: the title, the how-to-play handbill, the pause card, and the two endings.

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

cards

The five full-screen cards of HOLLOWBELL: the title, the how-to-play handbill, the pause card, and the two endings.

A card is a pure function of three things — the metrics, the focused row and the device in the player's hand — so the same three always draw the same picture. Every row it draws carries onClick, which is what a mouse click and a finger tap fire; the focus ring says which row a pad's Confirm would fire.

local Cards = require("presentation.cards")

local ctx = { m = T.metrics(touch), focus = Focus.id(), surface = "gamepad", pad = padLabel, anim = true }
ui.updateScreen("hollow.card", Cards.title(ctx))
CallRowsNotes
title(ctx)play, howtoThe bell hangs over the wordmark and sways on its own clock.
howto(ctx)backNames each control for the device in hand — ctx.surface picks the column, and ctx.pad resolves a pad button to the glyph that pad prints.
pause(ctx)resume, restart, quitCarries the run so far.
death(ctx) / victory(ctx)restart, quitEach shows the written form of the line spoken over it, so the line survives a muted player or a failed generation.

ctx.anim is true on the build a card OPENS with and false on every rebuild after it: re-declaring a keyframe animation on a node restarts it, so the entrance rides the opening build alone and the rows settle where they land.

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 five full-screen cards of HOLLOWBELL. A card is a pure function of the metrics, the focused row and the device in the player's hand: hand it the same three and it draws the same picture. Every row it draws carries `onClick`, so a mouse click and a finger tap fire it, and the focus ring says which row a pad's Confirm would fire. local Cards = require("presentation.cards") Cards.title({ m = T.metrics(), focus = Focus.id(), surface = "kbm", pad = padLabel })

enter(delay: number, distance: number?) → void

argtypedescription
delaynumber
distancenumber?

backdrop( ) → void

rule(m: T.Metrics) → void

argtypedescription
mT.Metrics

heading(m: T.Metrics, text: string, delay: number) → void

argtypedescription
mT.Metrics
textstring
delaynumber

shell(m: T.Metrics, children: { any }) → void

The root every card shares: the wash, then a centred column over it.

argtypedescription
mT.Metrics
children{ any }

deviceHint(ctx: Ctx, confirmWord: string) → void

The line at the foot of every card naming how this device drives it, so a player never has to guess which of the three schemes they are on.

argtypedescription
ctxCtx
confirmWordstring

title(ctx: Ctx) → void

argtypedescription
ctxCtx

controlFor(ctx: Ctx, action: string) → string

What each action is called on the device in hand. All three schemes are always live; this names the one the player is holding.

argtypedescription
ctxCtx
actionstring

controlRow(ctx: Ctx, name: string, action: string, note: string, delay: number) → void

argtypedescription
ctxCtx
namestring
actionstring
notestring
delaynumber

howto(ctx: Ctx) → void

argtypedescription
ctxCtx

statLine(m: T.Metrics, text: string, delay: number) → void

argtypedescription
mT.Metrics
textstring
delaynumber

runSummary( ) → string

pause(ctx: Ctx) → void

argtypedescription
ctxCtx

death(ctx: Ctx) → void

argtypedescription
ctxCtx

victory(ctx: Ctx) → void

argtypedescription
ctxCtx
⌬ Types
Ctx = {
⌬ Metadata
descriptionThe five full-screen cards of HOLLOWBELL (title, how-to-play, pause, death, victory), each a pure function of the metrics, the focused row and the device in the player's hand.

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 up to 3 levels deep. Open a part to see what it holds further down.

15+items
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module · born here
❒asset
# hollow <!-- 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.
▲ 0↑ born
▣
module · born here
❒asset
# art The drawn parts of HOLLOWBELL's screens, as inline SVG documents handed to an `svg` widget. Each one rasterises at whatever size the layout gives it, so the same glyph is crisp on a phone and on a television, and none of it reads the screen size — a glyph is a shape, and the box around it decides how big it is. | Call | What it draws | |---|---| | `bell()` | The cracked bell of Hollowbell: verdigris bronze over a warm rim, an ember bloom behind it and the crack the whole game comes out of. The title card hangs it over the words. | | `lantern()` | The lamplighter's mark — a lantern in its housing. | | `flask(full)` | A health flask, charged or spent. | | `coin()` | A gold coin, for the HUD's gold readout. | | `glyphStrike()` / `glyphCleave()` / `glyphFlare()` | The three ability pips. Each paints in `currentColor`, so the pip's own CSS `color` says whether the ability is ready. | | `skull()` | The death card. | | `stillClapper()` | The victory card: the clapper on its rope, finally still. | | `rule()` | The verdigris rule with a lantern diamond at its centre, under every card's heading. | ```lua local Art = require("presentation.art") { type = "svg", props = { svg = Art.bell() }, style = { width = 260, height = 312 } } ```
▲ 0↑ born
▣
module · born here
❒asset
# theme The look of every HOLLOWBELL screen, and the numbers it lays out by. Two things live here: - **The palette and the type ramp** — wet-stone ink, bone, parchment, ember, verdigris, blood and gold, plus the two bundled font families the game sets in (`anton` for display, `ebgaramond` for anything read as a sentence). No host-OS font is named, so the browser build draws what the native one draws. - **`metrics()`** — the proportions of the screen as it is *right now*. It reads `ui.screenSize()` on every call and returns `w`, `h`, the unit `u` (which tracks the short edge), the paddings, the card measure, the type sizes and the bottom inset the engine's touch overlay needs. Nothing in the slice writes a pixel position chosen for one shape. ```lua local T = require("presentation.theme") local m = T.metrics(surfaceClass == "touch") { type = "vertical", style = T.panelStyle(m), children = { T.menuRow(m, "resume", "Resume", nil, focused, true), } } ``` Also here: `label` / `paragraph` / `capsStyle` for type, `cardBackdrop` and `panelStyle` for card chrome, `menuRow` for a focusable choice, and `riseIn` / `emberPulse` for motion.
▲ 0↑ born
backing path · presentation/cards.module

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