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asset⌬ modulemoduleprimary: init.luau·originates fromworld 8319a68f-5…

cards

Every screen *First Light: Henter of the Glew* puts BETWEEN the player and the hill.

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

cards

Every screen First Light: Henter of the Glew puts BETWEEN the player and the hill.

local C = require("game.ui.cards")
ui.registerScreen("fl_card", C.title(vm, L, opts), 1000)
BuilderCardRows
C.title(vm, L, opts)the crest, the name, the tagline, the best nightto_hill, to_howto
C.howto(vm, L, opts)glew, the hent, hoggies, the light-line, the tiers, and every way to playto_hill, to_title
C.pause(vm, L, opts)where the round stands: lantern, time left, bestresume, again, to_title
C.ending(vm, L, opts)the stamp, the count, the word, the tiersagain, to_title

Every builder is pure: it takes the view model, the live game.ui.theme layout, and opts — which row holds the focus, what the connected pad's buttons are called, and the prompt strip to print — and returns a tree. Nothing here registers, shows, or writes game state; game.ui.Screens does all of that.

The three families, in the card itself

A row is at least L.touch points tall and carries its own onClick, so a pointer click, a finger tap and a pad's confirm on the lit row all land on the same node. Exactly one row wears the focus ring — an amber left bar, a lit border and a coloured glow — which is the controller's cursor. The how-to card prints the keyboard, controller and touch bindings side by side, and every card's footer names the keys, the pad buttons and the tap for what it offers.

Shape

L.compact (a screen with more width than height) lays the how-to card's three rules ACROSS instead of down, and L.dense tightens the vertical rhythm, so the same card fits a 3:4 phone, a 16:9 laptop and a phone held sideways without clipping or shrinking the type below reading size.

Interface

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

conforms to

zero/source-extract/v2

strict

eyebrow(L: T.Layout, text: string, colour: string?) → void

argtypedescription
LT.Layout
textstring
colourstring?

body(L: T.Layout, text: string, colour: string?) → void

argtypedescription
LT.Layout
textstring
colourstring?

rule(L: T.Layout) → void

argtypedescription
LT.Layout

cap(L: T.Layout, text: string) → void

A key cap: what a player presses, drawn as the thing they press.

argtypedescription
LT.Layout
textstring

promptRow(L: T.Layout, keys: { string }, text: string) → void

argtypedescription
LT.Layout
keys{ string }
textstring

footer(L: T.Layout, prompts: { { keys: { string }, text: string } }) → void

argtypedescription
LT.Layout
prompts{ { keys: { string }, text: string } }

rowNode(L: T.Layout, row: Row, focused: boolean, delay: number) → void

The one interactive thing on a card. A pointer clicks it, a finger taps it, a pad walks the focus onto it and confirms. All three land on this node.

argtypedescription
LT.Layout
rowRow
focusedboolean
delaynumber

rowStack(L: T.Layout, rows: { Row }, focus: string?, delay0: number) → void

argtypedescription
LT.Layout
rows{ Row }
focusstring?
delay0number

shell(L: T.Layout, id: string, kids: { any }) → void

The night behind, the dawn already showing at the top of the frame, and the plate the card is printed on. Translucent on purpose: the hill stays visible behind every card, which is what the game is about.

argtypedescription
LT.Layout
idstring
kids{ any }

title(vm: CardVm, L: T.Layout, opts: Opts) →

The title card: the crest, the name, and the two ways onto the hill.

argtypedescription
vmCardVmThe card view model.
LT.LayoutThe live layout.
optsOptsFocus id and pad button names.

ruleRow(L: T.Layout, art: string, artW: number, head: string, text: string, delay: number) → void

argtypedescription
LT.Layout
artstring
artWnumber
headstring
textstring
delaynumber

ruleColumn(L: T.Layout, art: string, artW: number, head: string, text: string, delay: number) → void

The same three rules laid ACROSS instead of down, for a screen with more width than height. The pieces and the words are identical; only the axis changes, so nothing is lost on a laptop or a phone held sideways.

argtypedescription
LT.Layout
artstring
artWnumber
headstring
textstring
delaynumber

controlLine(L: T.Layout, family: string, keys: { string }) → void

argtypedescription
LT.Layout
familystring
keys{ string }

howto(vm: CardVm, L: T.Layout, opts: Opts) →

The how-to-hent card: the three things on the hill, the three tiers, and every way to play it.

argtypedescription
vmCardVmThe card view model.
LT.LayoutThe live layout.
optsOptsFocus id and pad button names.

tierPip(L: T.Layout, tier: string, at: number) →

One tier pip: a dot in the tier's colour and the count it takes.

argtypedescription
LT.LayoutThe live layout.
tierstring"bronze" / "silver" / "gold".
atnumberThe count that earns it.

pause(vm: CardVm, L: T.Layout, opts: Opts) →

The pause card: where the round stands, and the three ways out of it.

argtypedescription
vmCardVmThe card view model.
LT.LayoutThe live layout.
optsOptsFocus id and pad button names.

stat(label: string, value: string, colour: string) → void

argtypedescription
labelstring
valuestring
colourstring

ending(vm: CardVm, L: T.Layout, opts: Opts) →

The end card: the stamp, the count, and the two ways on from it.

argtypedescription
vmCardVmThe card view model, with `tier` set (nil is the loss).
LT.LayoutThe live layout.
optsOptsFocus id and pad button names.
⌬ Types
Row = {Opts = {CardVm = {
⌬ Metadata
descriptionPure widget-tree builders for the title, how-to-play, pause and end cards of First Light: Henter of the Glew. Rows are touch-sized and carry their own onClick, exactly one wears the controller focus ring, and a compact layout lays the same card across on a short screen.

Sub-parts

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

11items
▣
module · born here
❒asset
# glyphs The drawn art of *First Light: Henter of the Glew*, as SVG markup: the crest the title card carries, the two rail instruments the HUD reads down its left edge, the Henter and the hoggy the how-to card teaches with, the stamp an end card presses, and the small marks a line of text needs beside it. ```lua local G = require("game.ui.glyphs") G.crest -- the summit cairn against first light G.lantern(24, 75, Core.QUOTA) -- the phial, filled, notched at the tiers G.dawnRail(0.4, 0.15) -- the light-line, and where the Henter stands G.stamp("gold") -- the mark an end card presses ``` `crest`, `henter`, `hoggy`, `mote` and `rule` are constant strings. The three that draw a value — `lantern`, `dawnRail`, `stamp` — build from a template and **memoise on the value they draw**, so a rail whose reading has not changed hands back the same string and its raster stays cached instead of being redrawn every frame. The dawn rail is the hill seen edge-on: the summit at the top, the foot at the bottom, the light-line walking down between them, and the Henter's own place marked under it — so the gauge answers the question the clock alone cannot. Consumed by `game.ui.hud` and `game.ui.cards`.
▲ 0↑ born
▣
module · born here
❒asset
# theme The palette, the type scale and the layout metrics every screen of *First Light: Henter of the Glew* is measured from. ```lua local T = require("game.ui.theme") local L = T.layout() -- read it fresh every frame local W = T.layout({ width = 1920, height = 1080 }) -- ask about another shape ``` `T.layout()` derives every size from the LIVE `ui.screenSize()`: one scale factor `s` taken from the short edge, a card width capped by both edges, a touch target no smaller than a thumb, and `compact` / `dense` for a screen with more width than height. Nothing here is a number chosen for one frame, which is what lets the same screens read on a phone held either way, a laptop, and a television. | | | |---|---| | `T.color` / `T.wash` | night blue, violet, mist, glew amber, ember, bone — solid and translucent | | `T.font` | `display` (EB Garamond) for the folk-tale voice, `body` (PT Serif) for what a player reads at speed | | `T.layout(size?)` | the metrics: `s`, `pad`, `railW`, `cardW`, `touch`, `type.*`, `compact`, `dense` | | `T.label` / `T.svg` / `T.abs` | the node shapes every screen repeats | | `T.enter` / `T.breathe` | a one-shot entrance and an idle glow | Consumed by `game.ui.hud`, `game.ui.cards` and `game.ui.Screens`.
▲ 0↑ born
backing path · game/ui/cards.module

Problems

Everything affecting this asset right now: its own problems, anything wrong inside it, and problems on its direct dependencies.

0problems
No problems reported. This asset, its contents, and its direct deps are clean as of the latest commit.
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