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asset⌬ modulemoduleprimary: init.luau·part ofpackage markersKit.package·originates fromworld f091e588-6…

barsFallback

description: Loads barsKit under a guard and supplies its own bars in barsKit's looks (or Lifeline's) if barsKit's Bar ever fails to load, so nameplates always show a bar.

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

description: Loads barsKit under a guard and supplies its own bars in barsKit's looks (or Lifeline's) if barsKit's Bar ever fails to load, so nameplates always show a bar.

markersKit.barsFallback

Exposes available, error, api, hud and looks. Also mode (barsKit, looks, lifeline or plain), status() and refresh(). Today barsKit loads and mode is barsKit.

Interface

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

conforms to

zero/source-extract/v2

markersKit.barsFallback: where nameplate bars come from, decided live. barsKit is loaded under a guard so markersKit keeps running if its Bar ever fails to load (it loads today, fresh engine included). The plates use the best bar they can get, in this order: "barsKit" barsKit's api + hud loaded: plates sit on real barsKit Bar components "looks" only barsKit's looks loaded: the plate draws barsKit's own look itself "lifeline" barsKit missing: the plate draws Lifeline's matching bar style itself "plain" neither loaded: a plain bar Anything missing is retried (2 s, then doubling up to 60 s), so when barsKit loads later in the session the plates switch over to real barsKit Bars. Read live: F.available, F.mode, F.api, F.hud, F.looks, F.error.

loadLooks( ) → void

loadApi( ) → void

loadHud( ) → void

loadLifeline( ) → void

clock( ) → number

attempt( ) → void

refresh(force: boolean?) → string

Retry loading whatever part of barsKit is still missing. Throttled (2 s doubling to 60 s) unless `force`. Returns the current mode.

argtypedescription
forceboolean?

tint(node: any, col: string) → void

argtypedescription
nodeany
colstring

lifelineLooks(LB: any) → any

argtypedescription
LBany

has(look: string) → boolean return LIFELINE_FOR

argtypedescription
lookstring

style(look: string) → string return LIFELINE_FOR

argtypedescription
lookstring

view(v: any) → any

argtypedescription
vany

size(look: string, v: any) → void

argtypedescription
lookstring
vany

render(look: string, v: any) → any

argtypedescription
lookstring
vany

has(_id: string) → boolean return true end

argtypedescription
_idstring

view(v: any) → any return v or

argtypedescription
vany

size(_look: string, v: any) → void

argtypedescription
_lookstring
vany

render(look: string, v: any) → any

argtypedescription
lookstring
vany

has(part: string) → boolean

argtypedescription
partstring

currentLooks( ) → any

currentMode( ) → string

__index(_: ?, k: ?) → void

argtypedescription
_?
k?

_realApi( ) → any

The real barsKit api, even while a test simulates it missing (for taking down bars it already put up).

_simulate(missing: any?) → void

Tests: pretend parts are missing, e.g. { api = false } or { api = false, looks = false, lifeline = false }, or stand in for barsKit with { api = fakeApi, hud = fakeHud } (as if it loaded late). nil restores the real state.

argtypedescription
missingany?

status( ) → any

Diagnostics: { mode, available, tries, nextRetryIn, error }.

Sub-parts

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

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module · pulled in
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# Lifeline.bars The 13 health bar styles as pure functions: `Bars.render(style, Bars.view(healthComp, smoothing?, compact?))` returns a widget tree. `Bars.STYLES` lists the names.
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# looks The look catalog and renderers. Each look is a pure function from a view `{ frac, trail, kind, text, label, shield, phases, segments, t, compact, ... }` to a UI widget tree. It is tagged with its theme families, what it suits, its shape, its placement (`screen`, `world` or `both`), and its size in points with a size class (`small`, `medium`, `wide` or `tall`). The HUD, the gallery and `BK.render` use these functions: - `list({ family, suits, shape, placement, size, includeLifeline })` - `get(id)`, `shapes()`, `size(id, view)` and `render(id, view)` The 13 Lifeline styles are passed through as `lifeline:<style>`.
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# hud Runs every Bar: it smooths the value, keeps the ghost trail (held for `TRAIL_HOLD` seconds, then drained at `TRAIL_RATE`) and flags low warnings. It lays out the bars: - Screen bars go per anchor, scaled to the screen and inside the safe area. Centred bars slide sideways, then step a row. A bar never leaves the screen: it shrinks into a gap if it must. - Bars keep clear of the touch buttons and of keepOut rects, and are hidden under cover rects. - World bars go over their targets, drawn under the screen bars. Everything lands on one UI screen, `barskit_hud`. `freeRect` finds the room the HUD leaves free. `release` takes a bar out and hands back the entity made for it, if any, and `footprint` counts what is registered, for leak tests. Bar components drive the module; `build(W, H, t, k)` and `_step` are exposed for tests.
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module · born here
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# draw Shared drawing helpers for the renderer modules: UI node shortcuts (`box`, `row`, `label`, `svgNode`), colour maths (`rgb`, `rgba`, `mix`, `isColor`), easing, an SVG pen with outline and glow (`pen`), arc paths, a 5×7 pixel font drawn as SVG (`pixelSvg`, `pixelText`), number formatting with thousands separators (`num`) and a stable hash for per-number jitter. Internal, but safe to use for your own HUD pieces.
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package · pulled in
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# Lifeline — health, damage & respawn kit Drop-in health for anything that can get hurt (players, enemies, breakable props), with damage zones, heal zones, projectiles, respawning, events for your own scripts, and a large wardrobe of looks: **13 health bar styles, 7 damage-number styles (4 presets) and 5 mix-and-match hit effects**, all switched by changing one field. Multiplayer-safe: only the peer that owns an entity decides what happens to its health. ![The 13 bar styles](docs/bar-styles.png) ## Installing it into your world The package is called **Lifeline** — asset `Lifeline.package`, guid `7b85ce05-3903-4374-b654-2d4ffea295a5`, MIT licensed. (Its showcase world is *Lifeline — Health, Damage & Respawn Kit*.) One install, any of these ways: - **From the ZeroMind library in the editor** — search for `health` or `Lifeline` and install the **Lifeline** package. - **By guid, from the engine shell:** ``` zero zeromind installAsset 7b85ce05-3903-4374-b654-2d4ffea295a5 ``` - **From Luau:** ```lua tools.use("zeromind", "preview", "7b85ce05-3903-4374-b654-2d4ffea295a5") -- what it would write tools.use("zeromind", "installAsset", "7b85ce05-3903-4374-b654-2d4ffea295a5") -- do it ``` - **From an agent:** `zeromind.install { guid = "7b85ce05-3903-4374-b654-2d4ffea295a5" }`. It lands in your `/source` as `Lifeline.package/`, so after installing, every piece resolves by that name: `Lifeline.Health`, `Lifeline.LifelineHUD`, `Lifeline.DamageZone`, `Lifeline.HealZone`, `Lifeline.Projectile`, `Lifeline.ProjectileLauncher`, `Lifeline.SpawnPoint`, and `require("Lifeline.api")` / `require("Lifeline.bars")`. Nothing in it is world-specific — you bring the entities. Run `zeromind.update` later to pull new versions. ## Five-minute start **1. Give things health.** Add `Lifeline.Health` to the player body on your scene's PlayerPrototype, and to any enemy or prop. Put enemies and props on **synced** entities (`entity.spawnSynced`) so every player sees the same health. ```lua body.component.add("Lifeline.Health", { maxHealth = 100, regenRate = 5, maxShield = 25 }) crate.component.add("Lifeline.Health", { maxHealth = 40, onDeath = "remove" }) ``` **2. Show it.** Add `Lifeline.LifelineHUD` to one plain (non-synced) entity in the scene. Every peer runs its own copy. ```lua entity.spawn("HUD").component.add("Lifeline.LifelineHUD", { playerBar = "hearts", worldBar = "overhead" }) ``` **3. Hurt and heal.** Add a zone to any entity. It's a box of `sizeX × sizeY × sizeZ` around the entity and moves with it. ```lua lava.component.add("Lifeline.DamageZone", { sizeX = 4, sizeZ = 4, kind = "fire", amount = 5, mode = "perSecond" }) spikes.component.add("Lifeline.DamageZone", { kind = "spikes", amount = 25, mode = "onEnter" }) pad.component.add("Lifeline.HealZone", { amount = 10, interval = 0.5 }) ``` **4. From code.** ```lua local Lifeline = require("Lifeline.api") Lifeline.damage(target, 20, { kind = "fire", source = attacker, crit = false }) Lifeline.heal(target, 15) Lifeline.fire { origin = muzzlePos, direction = aim, damage = 15, source = shooter } -- projectile Lifeline.on("died", function(e) print(e.target, "died to", e.kind) end) ``` **5. Respawn.** Dead players come back after `respawnDelay` seconds at a random free `Lifeline.SpawnPoint` (or at the scene's `PlayerSpawn` if you haven't placed any), with full health and a moment of spawn protection. That's it. The `scenes.main` showcase in this world uses every piece. ## What happens on death (`onDeath`, per entity) | value | effect | |---|---| | `auto` (default) | `respawn` for players, `reset` for everything else | | `respawn` | back at a spawn point after `respawnDelay`, full health | | `reset` | back where it started after `respawnDelay`, full health | | `remove` | disappears after `removeDelay` | | `stay` | stays dead until `Lifeline.revive(target)` | ## Health fields (most useful) `maxHealth`, `health`, `maxShield`/`shield` (soaks damage first), `regenRate` + `regenDelay`, `shieldRegenRate` + `shieldRegenDelay`, `invulnerabilityTime` (i-frames after a hit; damage-over-time ticks ignore it), `invulnerable` (god mode → "IMMUNE"), `armor` (flat reduction → "BLOCKED"), `respawnDelay`, `spawnProtection`, `displayName`, `team`, `barStyle` (bar drawn over this entity, `none` hides it), `bossBar` (show the big boss bar when near), `bodyHeight`/`bodyRadius` (bar placement and hit volume), `killBelowY`. Read-only: `isDead`, `deaths`. ## Events `Lifeline.on(name, fn)` fires on **every** peer for `damaged`, `healed`, `blocked`, `died`, `respawned`, or `"*"` for all. The payload is `{ event, target, amount, shieldAmount, kind, source, crit, health, shield, maxHealth, reason, origin, pos, isPlayer, name }`. It returns a connection with `:Disconnect()`. Each Health component also exposes typed events: `entity.component.get("Lifeline.Health").events.died:connect(fn)`. ## Styles: change one field On `LifelineHUD` (or at runtime per player with `Lifeline.setStyle { bar = …, worldBar = …, number = …, feedback = … }`): - **Bars** (`playerBar`, `worldBar`, Health's `barStyle`): `classic` (lost chunk drains away), `segmented`, `ring`, `hearts` (half hearts, shield hearts, heartbeat at low HP), `boss`, `overhead`, `minimal`, `stacked` (shield on health), `scifi`, `fantasy`, `cartoon`, `pixel`, `orb`. - **Numbers** (`numberStyle`): `classic` (pop / shaky crit / green heal / IMMUNE-BLOCKED), `combo` (hits on one target add up into a running total), `comic`, `minimal`. - **Feedback** (`feedback`, any mix): `flash shake vignette heartbeat direction`, or `all` / `none`. ## Multiplayer & anti-cheat Health fields are `Sync`. Only the entity's owner mutates them, and the relay refuses writes from anyone else — so one player cannot set another player's health from their own machine. - **Hit something you own** (your avatar, or a prop your peer took) — it changes on your machine and the new value goes on the wire. Every other peer draws exactly that number: health bars, numbers and death screens all read the same synced field. - **Hit something another player owns** — `Lifeline.damage` doesn't decide anything. It sends a request to that entity's owner over `multiplayer.send`, and the owner validates it before applying. `Lifeline.setDamageFilter(function(comp, amount, info, fromPeer) ... end)` is where that validation goes: return the amount to allow (clamped if you like), or 0 to refuse. `fromPeer` is set only when the hit arrived from another peer's request. - **Zones** run on every peer but act only on entities that peer owns, so a player in a fire zone is burned exactly once, by their own machine. A player's damage events are broadcast by the owner, so remote players see the same flash, numbers and score hooks. - **Events** (`Lifeline.on`) fire on every peer — same channel the kit uses for its own visuals. **The honest limit:** the engine's model is that the owning peer is the authority for its own entities. That is what stops *other* players from touching your health, and it is what this kit is built on. It does not, by itself, stop a modified client from lying about *its own* health (a hacked client could ignore a fire zone). If your game needs damage that a cheating client can't dodge, run the damage on a peer you control and funnel it through `setDamageFilter` — the filter runs on the owner, so it's the place to require proof, rate-limit, or refuse anything that doesn't match your own simulation. ## Other hooks `Lifeline.kill`, `Lifeline.revive`, `Lifeline.get(target)`, `Lifeline.all()`, `Lifeline.isAlive`, `Lifeline.setSpawnPicker(fn(comp, points) -> entity)`, `Lifeline.kinds` (damage kinds → colour/label, add your own). ## Contents `Health`, `DamageZone`, `HealZone`, `Projectile`, `ProjectileLauncher` (player blaster on a key, or an auto turret), `SpawnPoint`, `LifelineHUD` components, plus the `api`, `bars`, `numbers`, `feedback` and `zone` modules.
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package · pulled in
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# barsKit 1.3.0 Health and resource bars for any world: **one kit, lots of looks.** You pick a look and say what the bar shows. To change the look later you change one word, live, and nothing else gets rewritten. - **20 looks of its own**, plus Lifeline's 13 as `lifeline:<style>`, in **8 theme families**: sci-fi, fantasy, cartoon, pixel, minimal, realistic, horror and cozy. Each look says its **shape**, whether it is a **screen or world** bar, and its **size**, so you can pick one without trying them all. - **Works with the SecondWind health kit (formerly healthKit) out of the box**: your health, shield, armour, hearts and lives, and the health of any enemy, NPC or prop. - **Not tied to health**: it can show stamina, mana, energy, XP, a boss, or any number your game keeps. The `Resource` component gives you a pool that drains and refills if you don't have one yet. - **Feels good**: the value eases to its new level, the lost chunk lingers as a ghost before draining, the bar pulses when low, numbers are optional, and each kind of resource has sensible colours. - **Fits any screen**: the HUD scales with the screen and respects safe areas, so it stays readable on a phone as well as a desktop. Bars never leave the screen, and the gallery or a panel of yours and the HUD never cover each other. - **Leaves nothing behind**: `BK.remove` takes a bar down along with the entity it was made on, and closing or removing the gallery takes its screens with it. - **Multiplayer**: your HUD bars always show *your* body. Bars over other players, enemies and props read synced SecondWind health, so everyone sees the same value. It depends on **SecondWind 1.2.0** (the health kit formerly called healthKit) and, through it, **Lifeline 1.0.1**. Both install with it. ## Install and use Install the package into your world with `zeromind_install` (search ZeroMind for "barsKit"). SecondWind and Lifeline come with it. ### 1. Give your player health first A health bar shows the health the health kit keeps, so **the player's body needs health before any health, shield, armour, hearts or lives bar can show anything.** Without it, the bar finds no health to read and is **hidden entirely**. You get no error, just no bar. The same goes for an enemy or prop you put a bar on. The health kit installs with barsKit. It is **SecondWind** (it used to be called healthKit: same package, same guid), and it lands in `deps/7a497fbf-1b4e-4655-8abf-e588fa7caa5c/SecondWind.package`. A short name such as `SecondWind.api` or `healthKit.api` does not reach into `deps/`, so load it by its full name, as below. Add these lines to your scene's `build.luau`, inside `content()`, after the default player setup (`body` is the player body it makes): ```lua -- the health kit (SecondWind, formerly healthKit), by the name its install gives it local VITALS = asset.resolve("deps.7a497fbf-1b4e-4655-8abf-e588fa7caa5c.SecondWind.Vitals", "component") body.component.add(VITALS, { maxHealth = 100 }) -- every joining player gets health -- or with a regenerating shield, the way this world's own scene does it: -- body.component.add(VITALS, { model = "shield", maxHealth = 100, maxShield = 40 }) -- anything else that should have a health bar: here, an enemy to hit local enemy = entity.spawnSynced("Grunt") enemy.component.add("Asset", { source = asset.resolve("@builtin::avatars.humanoid", "avatar") }) enemy.localPosition = { 0, 0, 6 } enemy.component.add(VITALS, { maxHealth = 250, displayName = "Grunt" }) ``` Adding the `Vitals` component gives the entity SecondWind's health and Lifeline's `Health` with it. In `build.luau`, add the component as above rather than calling `HK.attach`: the scene rebuilds every time you edit the file, and a second `HK.attach` on the same body stops the rebuild with "already has a Vitals component". From game code that runs while you play, use the API by the same full name: `local HK = require("deps.7a497fbf-1b4e-4655-8abf-e588fa7caa5c.SecondWind.api")`, then `HK.attach(entity, { ... })`, `HK.damage(...)` and `HK.heal(...)`. See the SecondWind README for health models (`hitPoints`, `shield`, `armor`, `hearts`, `lives`), death styles and teams. To check it worked: `BK.read("health", body).ok` is `true` once the body has health, and `false` before. If your game keeps its own health instead of using SecondWind, skip this step and point the bar at your number (`show = "value"` with `bar:set`, or `BK.bind`; see *Pointing a bar at something*). Stamina and mana bars need a `Resource` instead (see *No stamina or mana yet?*). ### 2. Put bars on screen ```lua local BK = require("barsKit.api") -- your health in the top-left corner local hp = BK.bar({ look = "ghost", show = "health" }) -- a little bar over an enemy's head (the enemy needs health too, step 1) BK.bar(enemy, { look = "overhead" }) -- a boss plate across the top BK.bar({ look = "boss", target = "The Iron Warden", anchor = "topCenter", phases = "0.66 0.33" }) -- switch the look: one word, live BK.setLook(hp, "pixel") BK.setLookAll("hologram") -- every bar at once BK.setLookAll("ornate", { placement = "screen" }) -- just the HUD ``` In a scene, you can add the component directly: `e.component.add(asset.resolve("barsKit.Bar", "component"), { look = "orb", show = "mana", anchor = "bottomRight" })`. Every field below is also settable in the editor's inspector. ## Pointing a bar at something `show` says what the bar shows, and `target` says whose it is. With no target, a screen bar reads the local player and a world bar reads the entity it sits on. | `show` | reads | |---|---| | `health` (default) | SecondWind health (works on players, enemies and props) | | `shield`, `armor`, `hearts`, `lives` | the matching SecondWind value | | `stamina`, `mana`, `xp`, anything else | the `Resource` of that name on the target | | `value` | a number you set with `bar:set(value, max)` | You can also bind any function, or point at any component field: ```lua BK.bind(bar, function() return myGame.energy, myGame.maxEnergy end) BK.bind(bar, { component = "Turret", field = "heat", max = 100 }) -- or maxField = "maxHeat" BK.bar({ look = "segmented", show = "value", kind = "ammo" }):set(12, 30) ``` ### No stamina or mana yet? Make a resource ```lua BK.resource(player, "stamina", { max = 100, regenRate = 25, regenDelay = 0.8, drainRate = 35, drainKey = "ShiftLeft" }) BK.resource(player, "mana", { max = 120, regenRate = 8 }) if BK.spend(player, "mana", 30) then castFireball() end -- false (and nothing spent) when there isn't enough BK.gain(player, "mana", 10) BK.bar({ look = "orb", show = "mana", anchor = "bottomRight" }) ``` A `Resource` regenerates after `regenDelay` seconds without spending, and drains while `drainKey` is held or `draining` is true. `demo = true` makes it drain and refill on its own, for showcases. The owner of the entity is the authority; other peers' `spend`/`gain` calls are sent to it, and the value syncs to everyone. Note: a *second* Resource on one entity is a named component instance. On player avatars, add it at runtime with `BK.resource(...)` (for example in `localPlayerReady`) rather than on the PlayerPrototype, because named second instances don't carry over when the prototype is cloned. ## The looks **Where** is `screen` (HUD only), `world` (over an entity only) or `both`. **Size** is the HUD size in points at scale 1, and the size class is in brackets: `small`, `medium`, `wide` or `tall`. | id | name | shape | where | size | families | suits | |---|---|---|---|---|---|---| | `line` | Thin line | line | both | 240×22 (medium) | minimal | health, stamina, xp, energy | | `segmented` | Segmented | segmented | both | 264×36 (medium) | realistic, sci-fi | health, armor, energy, ammo | | `ring` | Radial ring | ring | both | 88×88 (small) | sci-fi, minimal | health, shield, energy, cooldown | | `hearts` | Heart containers (full, half and empty; blue shield hearts) | hearts | both | 180×52 (medium) | fantasy, cozy, pixel | health, lives, hearts | | `boss` | Boss bar (name, phase marks, phase count) | bar | screen | 560×62 (wide) | fantasy, horror, realistic | boss | | `overhead` | Over-head bar | bar | world | 180×34 (medium) | minimal, realistic | overhead, enemy, npc | | `ghost` | Ghost bar (the lost chunk lingers, then drains) | bar | both | 280×30 (medium) | realistic, minimal | health, boss, shield | | `stacked` | Shield on health | stacked | both | 272×44 (medium) | sci-fi, realistic | health, shield, armor | | `arc` | Crosshair arc | arc | screen | 76×76 (small) | minimal, sci-fi | stamina, energy, ammo, crosshair | | `orb` | Glass orb | orb | screen | 108×126 (small) | fantasy, realistic | mana, health, energy | | `gauge` | Vertical gauge | vertical | screen | 58×176 (tall) | realistic, sci-fi | fuel, heat, oxygen, energy | | `pips` | Pips / dots | pips | both | 194×32 (medium) | minimal, cozy, cartoon | lives, charges, ammo, combo | | `pixel` | Pixel art | bar | both | 248×34 (medium) | pixel, cartoon | health, mana, stamina, xp | | `hologram` | Sci-fi hologram | bar | both | 300×52 (medium) | sci-fi | shield, energy, oxygen | | `ornate` | Ornate fantasy frame | bar | both | 312×50 (medium) | fantasy | health, mana, boss | | `bubbly` | Bubbly cartoon | bar | both | 272×46 (medium) | cartoon, cozy | health, xp, stamina | | `blood` | Blood vial (drips, flickers near death) | bar | both | 270×48 (medium) | horror | health, sanity, boss | | `monitor` | Heart monitor (ECG that flatlines at zero) | trace | screen | 214×62 (medium) | realistic, horror, sci-fi | health, stress | | `stitched` | Stitched felt | bar | both | 262×44 (medium) | cozy, cartoon | health, hunger, warmth | | `megabar` | Tick column (retro platformer meter) | vertical | screen | 30×150 (tall) | pixel, cartoon | health, energy, weapon, boss | The eleven shapes are `line`, `bar`, `segmented`, `stacked`, `ring`, `arc`, `hearts`, `pips`, `orb`, `vertical` and `trace`. Lifeline's own styles are there too, each with the same labels: `lifeline:classic`, `segmented`, `ring`, `hearts`, `boss`, `overhead`, `minimal`, `stacked`, `scifi`, `fantasy`, `cartoon`, `pixel`, `orb`. ### Asking the kit ```lua BK.looks() -- every look: { id, name, families, suits, description, -- shape, placement, size = { w, h }, worldSize = { w, h }, sizeClass } BK.looks({ family = "horror" }) -- blood, monitor, boss BK.looks({ suits = "mana" }) -- orb, pixel, ornate BK.looks({ family = "cozy", suits = "health" }) BK.looks({ placement = "world" }) -- looks that can float over an entity ("both" counts) BK.looks({ size = "small" }) -- ring, arc, orb (or "medium", "wide", "tall") BK.looks({ shape = { "ring", "arc" } }) -- one shape or several BK.looks({ family = "pixel", shape = "bar" }) -- filters combine BK.looks({ includeLifeline = true }) BK.families() -- { { id, name, looks } } for the 8 families BK.shapes() -- { { id, name, looks } } for the 11 shapes BK.suits() -- everything looks say they suit BK.render("orb", { frac = 0.4, kind = "mana" }) -- draw a look inside your own UI tree ``` ## Bar fields | field | default | what it does | |---|---|---| | `look` | `ghost` | Which look. Change it any time. | | `show` | `health` | What it shows (see above). | | `target` | — | Whose value: an entity name or id. Empty means the local player (screen) or this entity (world). | | `placement` | `screen` | `screen` = HUD; `world` = floats over the target. | | `anchor` | `topLeft` | Screen corner or edge: `topLeft`, `topCenter`, `topRight`, `left`, `center`, `right`, `bottomLeft`, `bottomCenter`, `bottomRight`, `crosshair`. Bars on one anchor stack by `order`. | | `label` | — | Caption. Defaults to the resource's name (or the boss's name). | | `kind` / `color` | auto | Colour by resource kind (health, shield, armor, stamina, mana, energy, xp, boss, rage, oxygen, heat, ammo, lives, hunger, generic), or a hex override. | | `numbers` | `auto` | `value` (75 / 100), `percent`, `none` or `auto`. | | `lowWarning` | `0.25` | Below this fraction the bar pulses. 0 turns it off. | | `size` | `1` | Scale on top of the screen-size scale. | | `phases` | — | Boss phase marks as fractions, e.g. `"0.66 0.33"`. | | `segments` | auto | Cell, pip or heart count, where the look uses one. | | `worldHeight`, `range` | 2.2, 30 | World bars: height above the target, and how far from the camera they still show. | | `hideWhenFull`, `hideOwn` | false, true | Hide while full; don't draw a world bar over your own body. | | `offsetX`, `offsetY`, `visible` | | Fine placement and on/off. | Methods on a Bar (call them with a colon): `bar:setLook(id)`, `bar:cycleLook(dir)`, `bar:bind(fn | spec)`, `bar:set(value, max)`, `bar:sample()`. On a Resource: `res:spend(n)`, `res:gain(n)`, `res:set(v)`, `res:fraction()`. The API mirrors them: `BK.setLook`, `BK.bind`, `BK.sample`, `BK.read(show, target)`, `BK.bars()`, `BK.barOf(entity)`, `BK.localPlayer()`. ## Multiplayer - Bar settings are local (not synced). Each peer runs its own HUD, so your screen bars always read **your** avatar. - World bars and boss bars read SecondWind's synced state, so every player sees the same value over the same enemy. - `Resource` values are owned by the entity's owner and synced. `BK.spend`/`BK.gain` from another peer are sent to the owner. - Damage and healing go through SecondWind (`HK.damage`, `HK.heal`), which already routes them to the authority. ## The gallery (`barsKit.Showcase`) Add the `Showcase` component to any entity to get the gallery: - Every look side by side, all following one value that drains and refills. Each card is labelled with the look's name, its id and families, and a gold line giving its shape, where it goes and its size. - Filter chips for families, recolour chips for resource kinds, a numbers toggle, and Lifeline's looks. - A switcher that flips your own health bar through every look. Use `[` / `]` or the ◀ ▶ buttons; `G` hides or shows the gallery. The gallery and the HUD never cover each other, at any screen size: - The panel takes the largest part of the screen the HUD leaves free (`BK.freeRect`), clear of every screen bar and the touch buttons. - While the gallery is open the switcher sits inside it. When it is closed, the switcher stands alone and screen bars step clear of it. - Bars that would land under the panel (the crosshair arc, world bars) are hidden until it closes. - Cards are dealt into even rows. Rows differ by at most one card, and every row is stretched to fill the width, so there are no empty spots. **On a desktop-sized window, every look and its label is on screen at once, with no scrolling.** The gallery tries every column count from 3 to 8, splits the panel's height evenly between the rows, and picks the grid that draws the looks largest without shrinking any one of them too far (`BK.layout.fitGrid`). A 1080p window comes out as 6 columns by 4 rows, and a shorter 1280×682 window as 7 by 3. The cards get compact there: the family line shortens or drops families ("+2") instead of being cut off. A panel too small to fit every card at a readable size scrolls instead, with the larger cards. That covers a phone in either orientation, where the touch buttons and the boss plate leave the gallery a small panel. On a phone the cards reflow to two columns, and a card's labels shorten rather than get cut off. ```lua local g = entity.find("BarsGallery").component.get(asset.resolve("barsKit.Showcase", "component")) g:gridInfo() -- the grid it drew last: { fits, scrolls, cols, rows, cellH, gridH, minScale, cards, panel } g:layoutFor(1920, 1080) -- lay it out for another screen size without drawing: info, widget tree ``` `G` toggles the gallery, as does setting the component's `open` field. Removing the component or despawning its entity takes down both of its screens. ## Phones and touch screens - Bars scale with the screen but never drop below 0.85 on a phone, so text stays legible. - Corner bars are laid out first. A centred bar (a boss bar) that meets one first slides sideways, and only then steps a row down (or up, for a bottom bar), so nothing overlaps on a narrow screen. - A bar never leaves the screen. On a tiny screen with no clear row left, it shrinks into the widest gap of a row it tried. - While the player is on touch, screen bars step clear of the on-screen buttons (Jump, Sprint, …). Top stacks move down past them and bottom stacks move up. - World bars (over heads) draw under screen bars, with the nearest on top. ## Your own panels and the HUD All of these use UI points, the same space as `ui.screenSize()`. Pass `nil` as the rect to clear a key. ```lua -- keep screen bars out of a rect (a minimap, a chat box): the bars move BK.keepOut("minimap", { x = 1100, y = 10, w = 170, h = 170 }) -- a panel of yours covers a rect (an inventory): bars that would land under it are hidden until you clear it BK.cover("inventory", rect) -- or let the HUD tell you where there is room: the largest rect clear of every bar, touch button and keepOut local sz = ui.screenSize() local rect = BK.freeRect(sz.width, sz.height, { pad = 8, margin = 6, minW = 300, minH = 200 }) BK.screenRects() -- where the HUD drew its screen bars last frame: { { x, y, w, h, anchor, look, hidden } } BK.layout -- the pure helpers the gallery uses: largestFree, evenRows, rowWidths, packLines, fitGrid, overlaps ``` ## Removing bars ```lua local hp = BK.bar({ look = "ghost", show = "health" }) -- makes an entity for the bar BK.remove(hp) -- removes the bar and despawns that entity; true when it took a bar down BK.remove(hp) -- false: the bar is already gone (calling it again is harmless) local tag = BK.bar(enemy, { look = "overhead" }) BK.remove(tag) -- removes only the Bar component; the enemy stays BK.unbind(bar) -- undo BK.bind: the bar goes back to its `show` field BK.isBound(bar) -- is a function or field spec bound right now? ``` Removing a Bar component by hand, despawning its entity or removing a `Resource` cleans up the same way. No HUD entries, bindings, covers, keepOuts or screens stay behind; the tests check this. ## Known limits Checked on 2026-10-18 in the desktop app: a fresh install into a brand-new, empty world, and two people in Gaugeworks at once. barsKit loaded in full and every bar in this README worked there. Each limit below happened. - **#19201: a player's name tag reads "{PlayerName}".** Some avatars show the literal text `{PlayerName}` over their heads instead of a name. This is the engine's own name tag, not a barsKit bar. barsKit's gallery panel is opaque, so the tag never shows through a gallery label. - **#19260: older copies of dependencies sit in `versions/` folders.** A fresh install leaves single-module copies of two of the kit's dependencies beside the full packages. The health kit's own folder (`deps/7a497fbf-1b4e-4655-8abf-e588fa7caa5c/SecondWind.package`) holds no old copies. - `deps/45f92606-2e79-4b2b-8e03-b1fa2649e5c2/versions/<hash>/Lifeline.package/` holds older copies of the Lifeline health package's `api` module and its `Health` component. - `deps/40bc9b7f-d32c-427f-b0ac-22d25071e2fa/versions/<hash>/MatchFlow.package/` holds an older copy of MatchFlow's `rules` module. - The warning in the log comes from the copied Lifeline `Health` component, which can't find its `api` module: "component source failed to load … `deps.45f92606-…versions.<hash>.Lifeline.Health` … module `~.api` in the calling script has no root to resolve against". - barsKit uses the full `Lifeline.package` and `MatchFlow.package` and never these copies. Bars, the gallery and `Bar` and `Showcase` components saved in a scene all load and survive a world reload. Nothing needs deleting. - **#19449: a second `Resource` on one entity reaches other players mixed into the first.** The engine syncs one instance of a component per entity. If a body has both a stamina and a mana `Resource`, the other players' copy of that body has one `Resource`: it keeps the first pool's name and max, but its value follows the second pool. In the Gaugeworks test, another player read your "stamina" as 120 out of 100 while your mana was full. **Your own bars are right**, because they read your own copy. Bars that show *another* player's second pool are not. Until #19449 is fixed, keep pools that other players need to see on separate entities (for example a child entity per pool), or show only one synced pool per body. - **#19169: a second session that joins a game someone is already playing doesn't fully get its player.** The first player in a game is not affected. Seen twice in Gaugeworks on 2026-10-18: - **Web browser version:** the joining player got no player view (the camera stayed on the spawn and they couldn't move) and none of the world's screens, so no barsKit bars, gallery or switcher. barsKit's code did run in that session: its health took the demo's hits and its bars reached the other player. The engine just never finished handing that player their body. The browser console showed only the engine refusing to spawn the world's shared entities again (the dummy, the pot, the boss and the crate), nothing from barsKit. - **Desktop app:** the joining player got their HUD and saw the right health, boss and dummy values. But bars over the bodies (barsKit's and the health kit's own) were drawn at ankle height instead of over the heads. - **Web browser version, one player:** a fresh install of 1.3.0 works. All of these work: the gallery with every card, your health bar with numbers, a boss bar, an over-head bar, `G` and `[` / `]`. #19201 shows there too. Two people in the web version can't be checked until #19169 is fixed. ## Version 1.3.0. `require("barsKit.api").VERSION`. Tests: `barsKit.testSuite`, 68 tests (run with the `tests` toolbox). - 1.3.0: the release where barsKit behaves differently: it runs on **SecondWind 1.2.0** (formerly healthKit) and draws a backing plate behind numbers over bars. Both came in 1.2.1; this version number says so. No call or setting changed. Known limits now name the platform they were checked on (the desktop app; the 1.2.1 notes wrongly said the web browser version) and add **#19449**: a second `Resource` on one entity reaches other players mixed into the first. A new test checks that the version agrees in `package.yaml`, `BK.VERSION`, the README's title and its Version line. Heart containers now draw real heart shapes at 180×52, with all five hearts inside the card, even in a session where Lifeline's heart renderer has not loaded yet. It used to fall back to 100×46 solid red squares with the fifth one cut off, seen in the phone gallery. barsKit now keeps trying to load Lifeline's renderer and switches to it once it loads. `BK.remove` now returns false for a bar that is already gone, as documented; it used to return true again. Known limits describe what #19260 really leaves on a fresh install: old Lifeline `api` and `Health` copies and an old MatchFlow `rules` copy. - 1.2.1: tidy-up release; no call or setting changed. barsKit now uses the health kit by the name a fresh install gives it: **SecondWind 1.2.0** (formerly healthKit, same package and guid), loaded by its full name. Before this, barsKit and its README's first example failed to load in a new world. The first example now works pasted as-is into a new world with only barsKit installed, and keeps working when you edit the scene again. The gallery's sample value and screens run only while the gallery is placed on an entity and the game is playing, not when its script loads. The gallery panel and switcher are opaque, so nothing in the world shows through their labels. A number drawn on top of a bar (over-head, ghost, pixel art, ornate, bubbly) sits on a backing plate, so the pale ghost trail can't hide it. The heart monitor's readout lines no longer touch. Gallery components get `sample()` and `isRunning()`. Known limits now list only what still happens on a fresh install. - 1.2.0: every look is on screen at once on desktop-sized windows, labelled and without scrolling: the gallery picks its column count and card size to fit the panel (`BK.layout.fitGrid`, `BK.layout.packLines`), and adds `gridInfo()` and `layoutFor()`. Phones scroll as before. The shared value, boss bar, overhead dummy, ghost bar and look switcher are unchanged. The README now says to give your player health first, and how, and lists the known limits. - 1.1.0: every look says its shape, where it goes (screen, world or both) and its size, and `BK.looks` filters on all three (`BK.shapes()` lists the shapes). The gallery places itself in the room the HUD leaves free and hides bars under it, keeps the switcher inside it while open, and deals cards into even rows. A centred bar slides sideways before stepping down and never leaves the screen, and world bars draw under screen bars. New: `BK.remove`, `BK.unbind`, `BK.isBound`, `BK.cover`, `BK.screenRects`, `BK.freeRect` and `BK.layout`. Removing a bar, unbinding or closing the gallery leaves nothing behind. - 1.0.2: lighter gallery: virtual scrolling (only the rows in view are laid out and painted), the look switcher is redrawn only when it changes, and the gallery rebuilds 20 times a second on phones (30 on desktop). On a phone the open gallery now costs about 3ms a frame instead of about 9.5ms. - 1.0.1: phone layout: a legible minimum scale, no overlap between corner and centre bars, bars and the gallery keep clear of touch buttons, and `BK.keepOut`. - 1.0.0: first release.
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# Bar One bar. Put it on any entity: `look` picks how it is drawn, `show` what it shows (health, shield, armor, hearts, lives, a Resource name, or value), and `target` whose value it is. `placement = "screen"` is part of the HUD at an `anchor`; `placement = "world"` floats it over the target. Change `look` at any time and it switches live. It needs no sibling components. To read healthKit values, the target needs healthKit Vitals/Health; to show a resource, it needs a Resource. Methods (colon calls, e.g. `bar:setLook("pixel")`): setLook, cycleLook, bind, set, sample.
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# Resource A named pool that drains and refills: stamina, mana, energy, oxygen, anything. Put it on a player or NPC. Fields: `resourceName`, `max`, `value`, `regenRate`, `regenDelay`, `drainRate` while `drainKey` is held or `draining` is true, and `demo` to cycle on its own. Methods (colon calls): spend (false if there is not enough), gain, set, fraction. The entity owner is the authority; other peers send requests and the value syncs. A second Resource on one entity is a named instance; `BK.resource` adds one for you.
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# sources Reads what a bar shows. It reads healthKit state (health, shield, armor, hearts, lives) and Resource components (stamina, mana, anything named), and also handles bound functions, `{ component, field, max or maxField }` specs, and plain values. `read(show, target)` returns `{ ok, value, max, kind, name, ... }`. It also resolves targets (names or ids, `localAvatar()`) and keeps the registry Resource components join. The HUD and api call it.
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# layout Pure screen-layout helpers in UI points, with no UI calls. `largestFree(bounds, obstacles, opts)` finds the biggest rect that touches none of the obstacles; the gallery uses it to sit beside the HUD rather than on top of it. `evenRows(spans, cols)` deals cards into rows that hold as nearly the same number of columns as they can, and `rowWidths(spans, avail, gap)` stretches each row to the full width. `packLines(widths, avail, gap)` counts the lines a row of chips wraps into. `fitGrid(items, availW, availH, opts)` sizes a card grid so every item is shown at once inside the height: it tries each column count, shares the height evenly between the rows, and keeps the grid that draws the items largest without starving the smallest. It returns `{ fits, cols, rows, spans, cellH, bodyH, scales, minScale }`, with `fits = false` (the best try) when nothing fits at the minimum card size.
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# palette Colours per resource kind (health, shield, armor, stamina, mana, energy, xp, boss, rage, oxygen, heat, ammo, lives, hunger, generic). `get(kind, frac, override)` returns fill, dark, light, glow, track and text colours, shifting health towards red as it runs low. Used by every look; `kindOf(name)` maps names such as "hp" or "mp" onto a kind.
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# api The public face of barsKit: `local BK = require("barsKit.api")`. - Put a bar up with `BK.bar(opts)` or `BK.bar(entity, opts)`. Take it down with `BK.remove`, which also despawns the entity `BK.bar(opts)` made for it. - Switch looks live with `BK.setLook` and `BK.setLookAll`. - Ask the catalog with `BK.looks({ family, suits, shape, placement, size })`, `BK.families()`, `BK.shapes()` and `BK.suits()`. Each look reports its shape, its placement (screen, world or both) and its size. - Bind any number with `BK.bind`. `BK.unbind` and `BK.isBound` undo and check it. - Make pools that drain and refill with `BK.resource`, `BK.spend` and `BK.gain`. - Lay your own UI out beside the HUD with `BK.keepOut`, `BK.cover`, `BK.screenRects`, `BK.freeRect` and `BK.layout`. `BK.VERSION` is the kit version. Game code calls the API; see the package README for examples.
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# markersKit **Version 2.0.5** On-screen combat feedback for shooters and brawlers: **crosshairs, hit markers, damage-direction indicators, floating damage numbers and nameplates**. There are 72 styles in six theme families (realistic, sci-fi, fantasy, cartoon, pixel, minimal), and they all work the same way: - **One setting switches a style**: `kit.setCrosshair("shotgun")`, or the `crosshair` field on the Feedback component. - **One call themes the whole kit**: `kit.setTheme("pixel")`. - **The catalog lists every style and what it is for**: `kit.catalog()`. Every style carries `tags` (`"spread"`, `"scope"`, `"heal"`, `"boss"`, …) so you can filter by what you need. - **healthKit damage drives it**: markers and numbers appear when healthKit reports damage. There is nothing to wire, in an empty world too. - **Every health-bar nameplate shows a bar** that follows healthKit health: a real barsKit `Bar` under the plate, on a fresh engine and after a restart. If barsKit's `Bar` ever fails to load, the plate draws the same look itself (see [what you see on a fresh engine](#what-you-see-on-a-fresh-engine)). - **Multiplayer-correct**: only the attacker sees their hit markers and numbers, only the victim sees where a hit came from, and everyone sees nameplates with each player's real name. - **Off means off**: disable the Feedback component (or call `kit.stop()`) and everything goes; delete it and nothing is left behind. - **Phone and web ready**: the HUD and gallery scale for portrait and landscape phones and keep out of safe-area cutouts. ## Quick start Run this in a world that has nothing in it except this package (from an agent's `execute`, a script, or a component's `awake`): ```lua local kit = require("markersKit.api") -- 1. The HUD: one Feedback component anywhere in the scene. Every player draws their own. local hud = entity.spawn("CombatFeedback") hud.component.add(asset.resolve("markersKit.Feedback", "component"), { theme = "scifi" }) -- 2. Some feedback right now, so you can see it working. kit.start({ theme = "scifi" }) kit.showHit("headshot") -- headshot marker round the crosshair kit.showNumber({ 0, 1.6, 6 }, 128, "crit") -- a crit number floating at a world point kit.showDirection(90, 0.8) -- "hurt from the right" print(kit.stats().markers, kit.stats().numbers, kit.stats().directions) --> 1 1 1 ``` To keep it in your world, put the two Feedback lines in your scene's `content()`. That is the whole setup: from then on every hit healthKit reports gives the attacker a marker and a number, and the victim a direction indicator. Give anything a nameplate with the Nameplate component (or `kit.nameplate(entity, { style = "boss" })`): ```lua local NAMEPLATE = asset.resolve("markersKit.Nameplate", "component") dummy.component.add(NAMEPLATE, { style = "health", name = "Training Dummy" }) boss.component.add(NAMEPLATE, { style = "boss", name = "The Iron Warden", height = 4 }) ``` Players get one automatically, showing the player's name (`playerNameplates = true`). Your own plate is hidden from you (`hideOwnNameplate = true`). While the kit draws player plates it hides the engine's own floating name label over players on your screen, so a name is never shown twice (`hideEngineNameLabels = true`; set it to `false` to keep the engine's label). The name on a plate is, in order: the Nameplate's own `name`, else the player's `PlayerAvatar.displayName` (for a player avatar or anything parented under one; it is synced, so every peer shows the same name), else a `displayName` set on the target's healthKit health, else healthKit's name for it, else the entity's name. `kit.nameOf(entityOrId)` returns the same name for your own UI. ## Installing into an empty world Install markersKit from ZeroMind and run the quick start: there is no extra step. This was checked by installing markersKit into a brand-new, empty world and following this README word for word. **What lands in `/source/deps`:** `barsKit.package` (1.2.0), `Lifeline.package` (1.0.1), `MatchFlow.package` (1.0.0) and healthKit 1.0.0. healthKit was renamed SecondWind after its 1.1.4 release, so its folder is `deps/7a497fbf-1b4e-4655-8abf-e588fa7caa5c/SecondWind.package` and its `package.yaml` says "SecondWind 1.2.0", but the code inside is healthKit 1.0.0 (its catalog reports `VERSION = "1.0.0"`). The `versions/` folders beside them hold copies of a few parts that barsKit and MatchFlow were built against; leave them alone. **What you get straight away:** - The quick start prints `1 1 1`. - healthKit loads: `attach`, `damage` and `heal` work, and healthKit damage drives hit markers, damage numbers and direction indicators. - Health-bar nameplates sit on real barsKit Bars that follow health (a plate read 1 → 0.7 after a 30-point hit and 0.8 after a 10-point heal), in edit mode, in play and after a world reload. - Crosshairs, themes, the catalog and the Gallery all work. **In the log:** for a few seconds right after installing, a burst of `needs version … which is being fetched`, `not found` and `component 'PlayerAvatar' is recorded as asset …` errors while the content lands. They stop once it has landed. After that you see `module 'Lifeline.api' not found` from `deps/7a497fbf-…/versions/…/SecondWind.Vitals`, which is healthKit 1.1.4's copy that barsKit brings along (issue #19260, see [Known limits](#known-limits)). markersKit and healthKit 1.0.0 do not use it, and nothing stops working. Two things here are still open platform issues, listed under [Known limits](#known-limits): healthKit arrives under the name "SecondWind 1.2.0" (#19270), and the copied SecondWind `Vitals` cannot find Lifeline (#19260). `require("markersKit.healthGuard").available` and `require("markersKit.barsFallback").mode` say what loaded (`true` and `"barsKit"` in a fresh install today). ## What is in the box | asset | what it is | |---|---| | `markersKit.api` | **Start here.** The one module a game needs: themes, styles, settings, feedback calls, nameplates, the catalog. | | `markersKit.Feedback` (component) | The HUD. One per scene. Its fields are the kit's settings, so you can style everything from the inspector or the scene. | | `markersKit.Nameplate` (component) | A nameplate over the entity it sits on: style, name, team, height. | | `markersKit.Gallery` (component) | The firing-range style browser this world opens with. Add it to your own range to compare styles in place. | | `markersKit.catalog` | Every style with its name, families and purpose. Also the theme table. | | `crosshairs`, `hitmarkers`, `directions`, `numbers`, `nameplates` | One renderer per category: `render(id, view)` returns a UI node tree. Use them to draw a style anywhere, such as a settings menu preview. | | `hud` | The per-peer runtime behind the api (queues, healthKit hookup, screen). | | `draw` | Shared drawing helpers (pens, SVG arcs, pixel font). | ## Choosing a style ```lua local kit = require("markersKit.api") for _, s in kit.catalog("crosshair") do print(s.id, s.name, s.purpose) end kit.describe("crosshair", "dynamic") --> { id, name, families, purpose, ... } kit.family("pixel") --> every pixel style in every category kit.styles("numbers") --> { "pop", "arc", "combo", ... } kit.themes() --> the six themes and the style each picks -- every style has tags: pick by what it does for _, s in kit.catalog() do if table.find(s.tags, "heal") then print(s.category, s.id) end end ``` Each entry is `{ id, category, name, families, tags, purpose }`. Switch with one call each. Each call returns `ok, err`, and an unknown id is refused with a message naming the catalog call to use: ```lua kit.setTheme("fantasy") -- every category at once kit.setCrosshair("dynamic", { color = "#7cf7ff", size = 1.2, thickness = 1.5 }) kit.setHitMarker("scifi") kit.setDirection("edge") -- "none" turns it off kit.setNumbers("combo") -- or "heal", "lifeline:pop", … kit.setNameplate("team") kit.set("showNumbers", false) -- any setting by name ``` On the component, set the same thing as a field: `theme = "pixel"`, `crosshair = "scope"`, and so on. `auto` means "the theme's choice". ## Themes Setting a theme picks one style per category plus the crosshair colour. Any single style can still be overridden afterwards. | theme | crosshair | hitMarker | direction | numbers | nameplate | colour | |---|---|---|---|---|---|---| | `realistic` | `dynamic` | `tactical` | `edge` | `realistic` | `realistic` | `#ffffff` | | `scifi` | `holo` | `scifi` | `chevrons` | `scifi` | `scifi` | `#7cf0ff` | | `fantasy` | `rune` | `fantasy` | `lifeline` | `fantasy` | `fantasy` | `#ffe6a8` | | `cartoon` | `bubble` | `cartoon` | `arrow` | `cartoon` | `cartoon` | `#ffffff` | | `pixel` | `pixelCross` | `pixel` | `pixel` | `pixel` | `pixel` | `#ffffff` | | `minimal` | `dot` | `minimal` | `ring` | `minimal` | `minimal` | `#ffffff` | ## Styles Generated from `kit.catalog()`, so the purposes here are the same words the catalog returns. ### Crosshairs (`crosshair`, 26) | id | name | families | tags | what it is for | |---|---|---|---|---| | `dot` | Dot | minimal | `basic` | A single small dot. Least screen clutter; good for third-person and casual shooters. | | `cross` | Classic cross | realistic, minimal | `basic` | Four arms with a centre gap: the default FPS crosshair that reads on any background. | | `crossDot` | Cross + dot | realistic | `basic` | Classic cross with a centre dot for precise aim at range. | | `tCross` | T cross | realistic, minimal | `basic` | Cross without the top arm so the target's head stays visible. | | `circle` | Circle | minimal | `basic` | An open ring: forgiving, readable aim for casual and arcade games. | | `circleDot` | Circle + dot | realistic, minimal | `basic` | Ring around a dot; the ring frames the target, the dot gives the exact point. | | `dynamic` | Dynamic spread | realistic, scifi | `dynamic` `spread` | Cross whose arms spread open while you move or shoot and tighten when you stop, showing your accuracy. | | `bloom` | Bloom ring | scifi, minimal | `dynamic` `spread` | Ring that grows with spread (bloom) and settles back: accuracy feedback without arms. | | `shotgun` | Shotgun ring | realistic | `dynamic` `spread` `shotgun` | Wide ring showing the pellet cone, with pellet dots and ticks; widens with spread. | | `scope` | Sniper scope | realistic | `overlay` `sniper` `fullscreen` | Full-screen scope overlay: black surround, fine reticle with mil-dots and a red centre. Use while aiming down a sniper. | | `chevron` | Chevron | realistic, minimal | `basic` | An upward chevron (ACOG style) with the tip as the aim point; precise but unobtrusive. | | `lockOn` | Lock-on reticle | scifi | `lock` `target` | Brackets that slide onto the target nearest your aim and lock with a LOCKED tag; for homing weapons and aim assist. | | `brackets` | Brackets | scifi | `themed` | Two angled brackets around a dot: a clean sci-fi HUD reticle. | | `diamond` | Diamond | minimal, scifi | `themed` | A small rotated square with a dot; tidy and modern. | | `triangle` | Triangle | scifi | `themed` | Triangle outline with a dot; a sci-fi interface look. | | `hex` | Hex | scifi | `themed` | Glowing hexagon with inner ticks: sci-fi energy weapons. | | `arcs` | Split arcs | scifi | `themed` | Three glowing arcs around a dot: futuristic plasma and laser guns. | | `pixelCross` | Pixel cross | pixel | `themed` | Chunky 8-bit plus made of square pixels: retro and voxel games. | | `pixelDot` | Pixel dot | pixel | `themed` | A pixel dot with four corner pixels; retro and low-res styles. | | `star` | Star | cartoon | `themed` | Bold-outlined cartoon star: playful party and kids' games. | | `bubble` | Bubble | cartoon | `themed` | Thick inked ring with a shine highlight: cartoon and toy shooters. | | `gap` | Four dots | minimal | `themed` | Four tiny dots around an empty centre: the lightest possible reticle. | | `rune` | Rune circle | fantasy | `themed` | Thin gold circle with diamond runes at the cardinals: bows, spells and fantasy RPGs. | | `compass` | Compass rose | fantasy | `themed` | A four-point compass star: magic and crossbow aiming. | | `holo` | Holo red dot | realistic | `themed` `sight` | Holographic sight: faint glass ring and a glowing dot. Modern military shooters. | | `milDot` | Mil-dot | realistic | `themed` `sniper` | Long thin cross with range dots along the arms: tactical and marksman rifles. | ### Hit markers (`hitMarker`, 8) | id | name | families | tags | what it is for | |---|---|---|---|---| | `classic` | Classic X | realistic, minimal | `basic` `default` `x` `fps` | Four diagonal ticks around the crosshair. Crit turns gold and grows, headshot adds a ring and tag, kill flashes red with a skull. | | `tactical` | Tactical | realistic | `subtle` `fast` `mil-sim` `x` | Thin, fast, quiet X for mil-sim shooters; kills add an ELIMINATED tag. | | `minimal` | Minimal dots | minimal | `subtle` `dots` `competitive` | Four tiny dots that blink: the least intrusive confirmation. | | `scifi` | Sci-fi chevrons | scifi | `glow` `chevron` `animated` | Glowing chevrons that snap inward; kills burst into a hexagon with TERMINATED. | | `pixel` | Pixel | pixel | `retro` `8-bit` `blocky` | Blocky 8-bit X with pixel sparkles; kills show a pixel skull and KO. | | `cartoon` | Cartoon POW | cartoon | `comic` `words` `bold` | Inked comic bursts with words: POW!, CRIT!, BONK! and K.O.! | | `fantasy` | Fantasy sparkle | fantasy | `sparkle` `star` `rpg` | Four-point star sparkles: silver hits, gold crits, crimson headshots, SLAIN on a kill. | | `burst` | Speed burst | cartoon, scifi | `animated` `speed-lines` `flashy` | Radial speed lines that fly outward; more lines and colour the bigger the hit. | ### Damage direction (`direction`, 9) | id | name | families | tags | what it is for | |---|---|---|---|---| | `ring` | Crosshair ring | realistic, minimal | `crosshair` `default` `subtle` | A red arc on a ring around the crosshair, centred on the attacker's side. The modern shooter default. | | `edge` | Screen edge glow | realistic, minimal | `screen-edge` `peripheral` `subtle` | The screen edge nearest the attacker glows red. Readable from the corner of your eye, never covers the crosshair. | | `arrow` | Cartoon arrow | cartoon | `arrow` `bouncy` `crosshair` | A fat outlined arrow orbiting the centre and pointing at the attacker, with a bounce. | | `compass` | Compass bar | scifi, realistic | `compass` `top-of-screen` `bearing` | A heading strip at the top of the screen with a red tick at the attacker's bearing; behind you shows at the ends. | | `vignette` | Side vignette | realistic | `screen-edge` `vignette` `immersive` | A blood-red vignette that leans toward the side the hit came from. | | `pixel` | Pixel arrows | pixel | `retro` `arrow` `screen-edge` | Blocky 8-bit arrows at the screen edge pointing at the attacker. | | `lifeline` | Lifeline arc | fantasy, realistic | `lifeline` `arc` `crosshair` | Lifeline's red arc-and-pointer around the centre, reused as is for worlds already using Lifeline. | | `chevrons` | Sci-fi chevrons | scifi | `glow` `radar` `animated` | Three glowing chevrons stacked toward the attacker that pulse outward like a radar warning. | | `none` | Off | minimal | `off` `none` | No damage-direction indicator. | ### Damage numbers (`numbers`, 19) | id | name | families | tags | what it is for | |---|---|---|---|---| | `pop` | Pop | realistic, minimal | `default` `punchy` `rise` `lifeline` | Numbers punch in over the target, settle and rise away. Crits use Lifeline's gold burst. The all-round default. | | `arc` | Arc fly-out | cartoon, realistic | `arc` `fly-out` `fan` | Each number is flung out sideways and falls in an arc, so rapid hits fan out instead of stacking. | | `combo` | Running total | realistic, scifi | `total` `stacking` `counter` `lifeline` | Hits on one target add into one growing total with an xN hit counter; it bumps on every hit and fades once you stop. | | `dramatic` | Dramatic crits | fantasy, cartoon | `crit` `big` `shake` | Normal hits stay small; crits, headshots and kills slam in huge with a starburst and a shake. Big moments feel big. | | `scroll` | Scrolling combat text | fantasy, realistic | `mmo` `column` `readable` | MMO-style text that scrolls steadily up beside the target in a tidy column, easy to read during long fights. | | `pixel` | Pixel | pixel | `retro` `8-bit` `blocky` | Chunky 3x5 pixel digits with a hard shadow that hop up in steps. Retro and arcade games. | | `scifi` | Sci-fi readout | scifi | `monospace` `glow` `readout` | Monospace digits in brackets with a scan-in flicker and a glow, like a targeting computer's readout. | | `fantasy` | Fantasy gilded | fantasy | `serif` `gold` `rpg` | Serif numbers in parchment white and gilded gold for crits, drifting up like embers. | | `cartoon` | Cartoon | cartoon | `comic` `bouncy` `lifeline` | Lifeline's tilted, inked comic-book numbers with a bouncy pop. | | `minimal` | Minimal | minimal | `small` `subtle` `competitive` `lifeline` | Small plain digits that rise and fade fast. Stays out of the way in competitive play. | | `realistic` | Tactical | realistic | `small` `translucent` `subtle` | Small, crisp, slightly translucent numbers that drift and fade without bounce, for grounded shooters. | | `heal` | Healer green | minimal, fantasy | `heal` `green` `support` `soft` | Built for support and healer classes: heals bloom as big soft green +N with a cross and rise gently, while damage stays small and plain so the healing reads first. | | `lifeline:pop` | Lifeline pop | realistic, minimal | `lifeline` `punchy` `rise` | Lifeline's own pop numbers, every hit drawn with Lifeline's pop look (heals use Lifeline's heal look). For worlds already using Lifeline's numbers. | | `lifeline:crit` | Lifeline crit burst | fantasy, cartoon | `lifeline` `crit` `burst` `gold` | Lifeline's gold crit burst on every hit: loud and celebratory, for arcade games where every hit should feel big. | | `lifeline:heal` | Lifeline heal | fantasy, minimal | `lifeline` `heal` `green` `soft` | Lifeline's soft green heal number for everything, so a support-only HUD stays calm. | | `lifeline:combo` | Lifeline combo | realistic, scifi | `lifeline` `total` `stacking` `counter` | Lifeline's running combo total with its xN counter; hits on one target add into one number. | | `lifeline:immune` | Lifeline blocked | realistic, scifi | `lifeline` `shield` `blocked` `immune` | Lifeline's shield-glyph IMMUNE/BLOCKED look, for tanks, shields and invulnerable phases. | | `lifeline:minimal` | Lifeline minimal | minimal | `lifeline` `small` `subtle` `competitive` | Lifeline's small plain digits, unchanged. | | `lifeline:comic` | Lifeline comic | cartoon | `lifeline` `comic` `bouncy` | Lifeline's tilted, inked comic numbers on every hit (crits keep the gold burst). | ### Nameplates (`nameplate`, 10) | id | name | families | tags | what it is for | |---|---|---|---|---| | `name` | Name only | minimal, realistic | `name-only` `social` `no-bar` | Just the name, with a small marker on players. For social spaces, or when health should stay hidden. | | `health` | Name + health | realistic, minimal | `default` `health-bar` `enemy` | The standard overhead plate: name over a health bar (barsKit 'overhead'). Good default for enemies and dummies. | | `team` | Team coloured | realistic, scifi | `team` `health-bar` `pvp` | Name, team chip and a segmented bar all in the team's colour, so friend and foe read at a glance. | | `boss` | Boss | fantasy, realistic | `boss` `wide` `health-bar` | A wide boss bar (barsKit 'boss') under a big title with a skull crest. For bosses and elites. | | `pixel` | Pixel | pixel | `retro` `8-bit` `health-bar` | Pixel-font name over barsKit's chunky 8-bit bar. | | `scifi` | Sci-fi hologram | scifi | `hologram` `monospace` `health-bar` | Monospace bracketed name over barsKit's flickering hologram bar. | | `fantasy` | Fantasy ornate | fantasy | `ornate` `serif` `health-bar` | Serif name with flourishes over barsKit's gilded ornate bar. | | `cartoon` | Cartoon bubbly | cartoon | `bubbly` `bold` `health-bar` | Bold rounded name over barsKit's bubbly, glossy bar. | | `minimal` | Minimal line | minimal | `hairline` `small` `health-bar` | Small name over a hairline bar (barsKit 'line'). Lowest clutter. | | `realistic` | Realistic ghost | realistic | `ghost-trail` `plain` `health-bar` | Plain name over barsKit's ghost bar, whose trail shows how much a hit just took. | Every crosshair takes `color`, `size` (0.5–3) and `thickness` (0.5–4). Every hit marker has four variants (`hit`, `crit`, `headshot`, `kill`); `markerColor` tints the normal one. Every numbers style has `hit`, `crit`, `headshot`, `kill` and green `heal` looks, and `numberScale` sizes them. Special behaviour: - **`dynamic`, `bloom`, `shotgun` and `brackets`** spread open as you move or fire and tighten when you stop. Spread comes from your avatar's speed (`spreadFromMovement`) plus `kit.kick(amount)`, which you call when your weapon fires. Every hit also kicks a little. - **`lockOn`** grabs the healthKit target nearest the crosshair within `lockRange` metres and fills its lock over `lockTime` seconds. Read the lock with `kit.lockTarget()` (`id, locked`), and pin a target yourself with `kit.lockOn(entity)` (`nil` releases it). - **`combo`** and **`lifeline:combo`** (numbers) merge your hits on one target into one running total while you keep hitting. Heals never merge. - **`heal`** (numbers) is the green healing look as a style of its own (`kit.setNumbers("heal")`): heals bloom as big soft green `+N` with a cross, while damage stays small and plain so the healing reads first. For medics, support classes and regen showcases. Every other style turns heals green too, just less loudly. - **`lifeline:*`** (numbers) are Lifeline's own number styles, drawn by Lifeline's renderer: `lifeline:pop`, `lifeline:crit`, `lifeline:heal`, `lifeline:combo`, `lifeline:immune`, `lifeline:minimal`, `lifeline:comic`. - **Nameplate bars** sit on real barsKit `Bar` components (`show = "health"`, `placement = "world"`, target = the plate's entity) on a fresh engine, after a restart and for every player, so they follow healthKit health and look exactly as they do anywhere else barsKit is used. Each style picks the barsKit look (`overhead`, `pixel`, `hologram`, `ornate`, `bubbly`, `line`, `ghost`, `segmented`); `boss` uses a large `ghost` bar in the world because barsKit's `boss` look is screen-only (the gallery preview shows the `boss` look). The bar goes when the plate goes. If barsKit's `Bar` ever fails to load, the plate draws the same look itself instead, so it still shows a bar that follows health (see [what you see on a fresh engine](#what-you-see-on-a-fresh-engine)). - **`scope`** draws a full-screen sniper overlay. Switch to it while aiming down sights and back afterwards. ## Settings | setting | default | meaning | |---|---|---| | `theme` | `""` | One theme for the whole kit (empty = the defaults below). | | `crosshair` / `hitMarker` / `direction` / `numbers` / `nameplate` | `cross` / `classic` / `ring` / `pop` / `health` | The style in each category. | | `color` | `#ffffff` | Crosshair colour. | | `size`, `thickness` | `1`, `1` | Crosshair size and line thickness multipliers. | | `markerColor` | `""` | Normal hit-marker tint (empty = the style's own). | | `numberScale`, `nameplateScale` | `1`, `1` | Size multipliers. | | `showCrosshair`, `showMarkers`, `showNumbers`, `showDirection`, `showNameplates` | `true` | Turn a whole category on or off. | | `playerNameplates` | `true` | Give every player a nameplate with their name. | | `hideOwnNameplate` | `true` | Do not draw your own plate. | | `hideEngineNameLabels` | `true` | While player nameplates are drawn, hide the engine's own name label over players on this peer (no double names). | | `nameplateRange` | `45` | Metres beyond which plates are hidden. | | `spreadFromMovement` | `true` | Moving opens the dynamic crosshairs. | | `lockOn`, `lockRange`, `lockTime` | `auto`, `60`, `0.6` | Lock-on reticle behaviour. | `kit.settings()` returns a copy of the current settings. `kit.reset()` puts the defaults back. ## Multiplayer Every peer runs its own HUD, and it decides what to show by asking "is this mine?": | event (from healthKit) | who sees what | |---|---| | `damaged` | **The attacker** (`by` is my avatar, a child of it such as a weapon, or a synced thing I own) sees the hit marker and the number over the target. **The victim** (`target` is my avatar) sees the direction indicator, pointing at `origin` (or at the attacker). Nobody else sees anything. | | `healed` | The healer sees the green number. A self-heal shows on yourself. | | `killed` | The killer sees exactly one kill marker (the damage that caused the kill does not add a second one). | | nameplates | Everyone. Plates read health from healthKit, which is already synced. | **Synced and unsynced targets.** A synced target (a player, or anything with `setSynced(true)`) takes damage on its owner's peer, and healthKit sends the event to everyone, so every player sees the same health and the rules above decide who sees what. An unsynced target exists separately on every peer: hits on it are simulated only on the peer that made them, so its bar can differ between players. Make shared targets synced. The gallery's dummies are synced scene entities, so everyone sees the same health drop. The dummies' owner (the first player in, the host) applies the range's scripted strikes as real healthKit damage, credited to the `RangeGallery` entity rather than to a player, and every player's Gallery shows the markers and numbers for them. Your own shots at a dummy still follow the rules above: only you see your markers. In edit mode nobody owns the dummies yet, so the Gallery previews the strikes without changing health. "Me" is the scene's local player avatar (from the PlayerPrototype), so the scene needs nothing extra. Worlds with their own player system can say who "me" is with `kit.setLocalPlayer(entityOrId)`, or replace the test entirely with `kit.setMineFilter(function(byId) return ... end)`. `kit.isMine(id)` answers the question for your own code. The `kit.show*` calls are pure local display. They draw on the peer that calls them and deal no damage. Call them from your own client-side code when you are not using healthKit. ## One set of numbers: healthKit and Lifeline alongside markersKit markersKit draws its own hit markers, damage numbers and damage direction. Lifeline draws its own as well, and healthKit's `HUD` component adds Lifeline's HUD by itself. Turn theirs off so each hit shows one number and one direction cue: - **Lifeline's `LifelineHUD`:** set `showNumbers = false`, and take `direction` out of `feedback` (e.g. `"flash shake vignette heartbeat"`). Its health bars, flash and death screen keep working. - **healthKit's `HUD`:** set `addLifelineHUD = false` if you don't want Lifeline's HUD added at all. Otherwise apply the line above to the `LifelineHUD` it adds. ```lua for _, e in entity.findAll("*") do local ll = e.component.get("LifelineHUD") if ll then ll.showNumbers = false; ll.feedback = "flash shake vignette heartbeat" end end ``` To keep Lifeline's look instead, use its styles through markersKit: `kit.setNumbers("lifeline:pop")` (or `lifeline:crit`, `lifeline:combo`, …) with Lifeline's own numbers off. The engine's name labels over players are handled separately by `hideEngineNameLabels`. ## What you see on a fresh engine **Today, on a freshly started engine and after every restart:** barsKit loads in full, so every nameplate with a health bar (`health`, `team`, `boss`, `pixel`, `scifi`, `fantasy`, `cartoon`, `minimal`, `realistic`) sits on a real barsKit `Bar` component (`show = "health"`) from the first frame, with the plate's name and dressing on top. The bar reads the same synced healthKit health as everything else, so it drops as the target takes damage, refills when it heals and fades out when it dies, and every player sees the same bar on a synced target. `name` stays bar-less. Nothing about barsKit shows up in the log. **If barsKit's `Bar` ever fails to load** (an older engine, a broken install), every health-bar plate still shows a bar that follows health: the plate draws it itself, picking the best it can get, and markersKit logs one warning saying which: | `barsFallback.mode` | when | the plate shows | |---|---|---| | `"barsKit"` | barsKit's `api` and `hud` load (**today**) | a real barsKit `Bar` component over the target | | `"looks"` | only barsKit's `looks` loads | the same barsKit look (overhead, segmented, boss, pixel, hologram, ornate, bubbly, line, ghost), drawn inside the plate | | `"lifeline"` | barsKit does not load at all | Lifeline's matching bar style, drawn inside the plate | | `"plain"` | neither loads | a plain green bar | markersKit keeps retrying what is missing (after 2 s, doubling up to once a minute). If barsKit's `Bar` starts loading later in the session, the plates switch to real barsKit Bars on the next frame, with nothing for you to do. ```lua local BF = require("markersKit.barsFallback") print(BF.mode, BF.available) --> "barsKit" true (a fresh engine today) print(BF.status().tries) -- load attempts so far kit.plateView(dummy.id) --> { frac = 0.6, bar = "barsKit", realBar = true, style = "health", ... } ``` ## Switching off and cleaning up Everything the kit draws lives only while it is switched on, and goes when it is switched off. | you do | what happens | |---|---| | disable the last enabled Feedback component | the HUD screen is unregistered; crosshair, markers, numbers, directions, every nameplate and every barsKit bar it put up go | | enable a Feedback again | the HUD comes back (and lifts a `kit.stop()`) | | delete the Feedback (or its entity) | the same as disabling, and nothing is left behind | | `kit.stop()` | switches the HUD off on this peer even while Feedbacks are enabled, until `kit.start()` or a Feedback is enabled again | | disable or delete a Nameplate | its plate and its bar go; enabling it puts them back | | disable or delete the Gallery | its panel screen is unregistered; enabling it brings the panel back | Nameplates are drawn only while the HUD is on (an enabled Feedback, or `kit.start()`). ```lua kit.active() --> is the HUD running on this peer? kit.stopped() --> did kit.stop() switch it off? kit.stats() --> { markers, numbers, directions, plates, drawn, bars, feedbacks, registered, active, stopped, engineLabelsHidden } ``` `plates` counts registered plates, `drawn` the plates on screen this frame and `bars` the real barsKit Bars the kit has up (0 while the plates draw their own bars, see the fresh-engine section). `kit.plateView(entity)` says what one plate showed last frame. The Gallery component has `refresh()` (draw the panel now) and `shown()` (is the panel on screen?). ## Without healthKit ```lua kit.hit(target, 35, { kind = "crit" }) -- healthKit target: deals real damage (and feedback follows); -- anything else: just shows the marker + number kit.heal(target, 20) kit.showHit("kill") kit.showNumber(entityOrIdOrPosition, 42, "headshot") -- kinds: hit, crit, headshot, kill, heal kit.showDirection(fromPositionOrEntity, 0.7) -- or an angle in degrees (0 = ahead, 90 = right) kit.clear() ``` ## Dependencies markersKit 2.0.5 depends on these published packages. They are declared in `package.yaml` (`dependencies:`) and install with the kit. | package | version | guid | world | what markersKit uses it for | |---|---|---|---|---| | **healthKit** | 1.0.0 | `5da0a53c-5953-4adc-80fb-f5afb02f6568` | `7a497fbf-1b4e-4655-8abf-e588fa7caa5c` | Health, damage, death and respawn. Its `damaged`, `healed` and `killed` events drive markers, numbers and directions; nameplates read its health and names. | | **barsKit** (Gaugeworks) | 1.2.0 | `c154eb07-ce7c-48ca-8232-4ce1a8754214` | `d9f6c7f4-b6e3-4865-958f-8b9ed971056d` | Nameplate bar looks: each health-bar plate sits on a real barsKit `Bar` showing healthKit health (and draws its looks itself if the `Bar` ever fails to load). | | **Lifeline** | 1.0.1 | `7b85ce05-3903-4374-b654-2d4ffea295a5` | `45f92606-2e79-4b2b-8e03-b1fa2649e5c2` | The `lifeline` direction indicator, the `lifeline:*` number styles and the crit burst are Lifeline's own renderers, reused rather than copied. Its bar styles are what plates draw if barsKit does not load at all. | | **MatchFlow** | 1.0.0 | `31cf13b4-df7d-4888-85e2-7947a7301614` | `40bc9b7f-d32c-427f-b0ac-22d25071e2fa` | Comes in with healthKit (rounds and teams); markersKit does not call it directly. | ## The gallery `markersKit.Gallery` turns a scene into a style browser: a panel listing every style of every category with a live preview and its purpose, while dummies whose names start with `Dummy` take scripted hits. The role is read from the dummy's name: `normal`, `crit`, `headshot`, `kill`, `heal`, `combo`, `boss`, `team`, `plate`. | control | default key | |---|---| | show / hide the panel | `G` (or the Styles button) | | previous / next style | `[` / `]` (or the arrow buttons) | | next category | `\` (or the tabs) | Every key can be changed with the component's `toggleKey`, `prevKey`, `nextKey` and `categoryKey` fields. On a portrait phone the panel docks to the bottom with three cards a page. On landscape it docks to the side. ## Phones and the web The HUD measures the screen every frame. Landscape screens scale against 1280×720, and portrait screens lay out as a ~430-point-wide phone, so crosshairs, numbers and plates stay legible from a desktop monitor down to a phone. Everything is UI-tree drawing (SVG and labels), with no textures or shaders to load, so it runs the same in the web build. ## Tests `markersKit` (testSuite) covers every public call of `api`, `catalog` and `hud`, every renderer for every style and hit kind, tags on every style, the `heal` and `lifeline:*` number styles, multiplayer filtering, player names from `PlayerAvatar`, healthKit integration, real barsKit bars under plates, the barsKit-not-available case (every fallback tier drawing every bar style, bars following healthKit damage and heals, switching to real Bars when barsKit loads later, two players seeing the same bars and never their own plate), the healthKit-not-available case (the quick start, `kit.hit`/`kit.heal`, nameplates and the Gallery without healthKit, and hooking up when healthKit loads later), switching off and cleaning up (Feedback, Nameplate and Gallery disabled, re-enabled and deleted; `stop()`/`start()`), phone layouts, and the version and dependencies agreeing across the catalog, `package.yaml` and this README. Run it in edit mode (it is refused in play). `tests` is a toolbox, not a Luau global, so call it through `tools.use`. From Luau (an agent's `execute`, or a script): ```lua local r = tools.use("tests", "run", { suite = "markersKit" }) print(r.passed, r.stats.passed, r.stats.failed, r.stats.skipped) --> true 66 0 0 ``` Or from the engine shell: ```bash zero tests run markersKit ``` Both write the full report to `/source/tmp/test_results.md` and `/source/tmp/test_results.json`. ## Known limits Two platform issues are open. Both show up only after installing into an empty world, and neither stops markersKit from working: - **#19270: healthKit arrives as "SecondWind 1.2.0".** The healthKit dependency is installed in a folder named `SecondWind.package`, and its `package.yaml` and README say "SecondWind 1.2.0". The code inside is healthKit 1.0.0, which markersKit pins: its catalog reports `VERSION = "1.0.0"`, and attach, damage and heal work. - **#19260: the copied SecondWind `Vitals` cannot find Lifeline.** healthKit 1.1.4's `Vitals`, copied into `deps/7a497fbf-…/versions/` because barsKit was built against it, logs `module 'Lifeline.api' not found` whenever it loads. markersKit and healthKit 1.0.0 do not use that copy, and nothing stops working. Fixed since earlier versions: barsKit's `Bar` not loading on a fresh engine (#19188), and healthKit not loading at all after an install into an empty world (see the 2.0.4 changelog). ## Changelog ### 2.0.5 - README: "Known limits" lists the two platform issues still open after installing into an empty world, healthKit arriving as "SecondWind 1.2.0" (#19270) and the copied SecondWind `Vitals` not finding Lifeline (#19260). "Installing into an empty world" points to them. - README: the Tests section shows commands that really run the suite (`tools.use("tests", "run", { suite = "markersKit" })` from Luau, `zero tests run markersKit` from the shell). The old `tests.run(...)` line failed because `tests` is not a Luau global. - No change to styles, settings or the api. ### 2.0.4 - Checked again on today's platform: barsKit's real `Bar` loads on a fresh engine and after a restart (#19188 is fixed), so every health-bar nameplate sits on a real barsKit `Bar` that follows health, for every player. The plate-drawn bar stays as a safety net. - Installed into a brand-new, empty world, healthKit 1.0.0 now loads with no extra step, so the README's workaround (deleting the healthKit 1.1.4 copies) is gone. The quick start was followed word for word in a fresh install. - README: "Installing into an empty world", "What you see on a fresh engine" and the nameplate-bar notes describe what you see today; new "Known limits" section. No change to styles, settings or the api. ### 2.0.3 - healthKit is loaded behind a guard (new `markersKit.healthGuard`), so markersKit loads and runs even when healthKit cannot. That is the case today right after installing into an empty world (see "Installing into an empty world"). Without healthKit, crosshairs, markers, numbers, directions, themes, nameplate names and the gallery preview all work. `kit.hit`/`kit.heal` show the marker and number without dealing damage. markersKit hooks up to healthKit as soon as it loads. - Six new tests cover the healthKit-not-available case. Tests that need healthKit stand down, reported as skipped with the reason, where it cannot load. ### 2.0.2 - Fix: health-bar nameplates showed no bar at all on a fresh engine and after a restart. With barsKit's `Bar` missing (#19188), plates still reserved room for a barsKit Bar that never came. Now a plate leaves that room only when a real Bar is up. Otherwise it draws its own bar in its style's barsKit look, or Lifeline's matching bar style if barsKit's looks are missing too, or a plain bar as a last resort. The bar follows healthKit health and is the same for every player. - `barsFallback` decides live and keeps retrying (2 s doubling to 60 s), so plates switch to real barsKit Bars if barsKit's `Bar` loads later in the session. New `barsFallback.mode`, `status()` and `refresh()`, plus `kit.plateView(entity)`. - README: the fresh-engine section says exactly what you see. Six new tests cover the barsKit-not-available case. ### 2.0.1 - barsKit is loaded with a guard: if it fails (#19188), the kit still runs and nameplates draw a plain bar. New `markersKit.barsFallback` module. - README: how to keep a single set of numbers with healthKit and Lifeline installed, and the barsKit known issue. - Gallery world: opens looking at the range, six spawns along the firing line, no "{PlayerName}" placeholder. - **2.0.0** (breaking): Renamed from combatFeedbackKit to **markersKit**; require `markersKit.api` (and `markersKit.*` assets). Every style carries `tags`. 8 new number styles: a green `heal` style and Lifeline's `lifeline:pop`, `lifeline:crit`, `lifeline:heal`, `lifeline:combo`, `lifeline:immune`, `lifeline:minimal` and `lifeline:comic` (19 in all, 72 styles). Nameplate bars are now real barsKit `Bar` components hooked to healthKit health. Player plates show the player's own `PlayerAvatar.displayName`. The gallery dummies are synced, so every player sees the same health. Switching off works: disabling a Feedback, Nameplate or Gallery hides what it drew, re-enabling brings it back, deleting leaves nothing behind, and `kit.stop()` is a real off switch (new `kit.active()`, `kit.stopped()`, `stats().drawn/bars/active/stopped`, Gallery `refresh()`/`shown()`). Dependencies are declared in `package.yaml`. - **1.0.0**: First release (as combatFeedbackKit). 26 crosshairs, 8 hit markers, 9 direction indicators, 11 number styles, 10 nameplates, 6 themes, a catalog, the Feedback, Nameplate and Gallery components, and a test suite.
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