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asset⌬ modulemoduleprimary: init.luau·originates fromworld 18898ce3-1…

ui

The title card, the instruction form, the in-game HUD, the pause sheet and the two end cards — plus the `speak` contract that keeps a spoken line alive when its audio does not arrive.

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

game.ui — Lanternwake's screens

The title card, the instruction form, the in-game HUD, the pause sheet and the two end cards — plus the speak contract that keeps a spoken line alive when its audio does not arrive.

Everything is laid out for 1080 x 1440, portrait. Compositions stack down the frame: no bar across the top, no row of buttons across the foot, no two-column card.

Files

theme.luauThe design system: colours derived from Core.PALETTE, the two faces, the type scale, the paper and night surfaces, the rules, and the pressable line of type a choice is made of.
art.luauEvery mark that is not type — the lantern, the three sigil seals, the dread ring, the engraved vignette, the Vicar plate, the small marks. Built from boxes, not from inline SVG.
screens.luauThe six screens, each a pure function of a state snapshot.
init.luauThe wiring: what is on the glass, when, and what a click does.

What another slice can do with it

Nothing here needs to be required. Everything below is on the Core bus.

Put a line on the screen — the contract

Core.emit("speak", "vane_arrival", "Every door in this village is standing open.")

The sound slice plays the voice for the key; this slice prints the text, picks the speaker from the key's first word (vane_* → Dr. Vane, thackeray_* → Rev. Thackeray, register_*, ledger_*, letter_*, note_*), and holds it long enough to read. A line whose generation failed is still delivered, in full, in type.

Core.state.subtitle is adopted too, so a line staging writes directly is not lost between the two routes.

Put a prompt under the reticle

Core.emit("prompt", "Read the parish register", "E")   -- show it
Core.emit("prompt", "")                                 -- clear it

Correct the key legend on the instruction form

Rules owns the bindings, so rules owns what the form says about them:

Core.emit("controls", { { "Walk", "W A S D" }, { "Lantern", "F" } })

Write the end cards' closing line

Core.emit("endText", "won",    "…what the mystery slice decided actually happened.")
Core.emit("endText", "caught", "…and how the parish recorded her.")

Everything else is automatic

sigilSolved, clueFound, cryptOpen, vicarSpotted, vicarLost, playerCaught and lanternToggled are all listened for and struck on screen as announcements; phaseChanged decides which screen is up.

Which screen is up

phasescreen
boot, titlethe playbill
introthe HUD, in its cinematic form — readouts stood down, the spoken line kept
explorethe HUD
caught, lostthe caught card
wonthe escaped card

The instruction form and the pause sheet are overlays this slice raises itself, from the title card's Instructions, the HUD's pause mark, and Esc.

Core.state.uiScreen is the one Core field this slice writes.

Phase requests

Rules owns phase. A button here asks for a transition on the bus — uiBegin, uiAbandon, uiRestart — and gives rules a short grace period to answer. If nothing answers, this slice makes the move itself rather than leave a control that does nothing; it logs when it does. Handle those three events in rules and the fallback never runs.

Looking at a screen

Edit mode never ticks update, so this is how any screen is put on the glass to be photographed:

require("game.ui").preview("title")
require("game.ui").preview("hud", { fear = 0.7, sigils = 2, subtitle = "…" })
require("game.ui").preview("endw")
require("game.ui").preview(nil)     -- back to whatever the phase says

preview takes title · howto · hud · pause · endc · endw, and any snapshot field can be overridden for the shot. require("game.ui").debug() reports the live surface, the registered screens and the last validation.

Two things about the renderer these screens are built around

  • A size value strictly between 0 and 1 is a FRACTION of the parent, not a pixel count. A 0.96 px hairline becomes a bar 96% of the parent's height. Every computed weight in art.luau is clamped above 1 for that reason.
  • A wrapping label inside a centre-aligned column hugs its content and wraps to one word a line. Paragraphs go inside a column(width, …), which sets alignItems = "stretch", and the width lives on the container.

Interface

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

conforms to

zero/source-extract/v2

game.ui — LANTERNWAKE's screens. OWNS: the title card, the instruction form, the in-game HUD, the pause sheet and the two end cards — and the `speak` → on-screen-text contract that keeps a spoken line alive when its audio does not arrive. Reads Core.state. Writes exactly one field of it (`uiScreen`, which is this slice's to write) and never any other. The look lives in `theme.luau`, the engraving in `art.luau`, and every screen is a pure function of a snapshot in `screens.luau`. This file is only the wiring: what is on the glass, when, and what a click does.

cluesRead( ) → number

snapshot( ) → void

hudSignature(s: ?) → string

A cheap identity for the current frame's HUD. The tree is rebuilt only when this changes, so the infinite flicker and pulse loops are not reset every frame — fear is quantised because it moves continuously and the eye cannot see a sixteenth of an arc appear.

argtypedescription
s?

wantedSurface( ) → string

showOnly(key: string) → void

argtypedescription
keystring

sceneCamera( ) → void

setPostProcessing(on: boolean) → void

argtypedescription
onboolean

render(key: string) → void

argtypedescription
keystring

refresh(force: boolean?) → void

argtypedescription
forceboolean?

speakerFor(key: string) → string

argtypedescription
keystring

holdFor(text: string) → number

How long a line stays legible. A reader needs about a fifth of a second a word plus a beat to find it, and the floor matters more than the ceiling — a two-word line still has to be readable.

argtypedescription
textstring

speak(key: string, text: string) → void

argtypedescription
keystring
textstring

announce(head: string, sub: string?, hold: number?) → void

argtypedescription
headstring
substring?
holdnumber?

setPrompt(text: string?, key: string?) → void

argtypedescription
textstring?
keystring?

setControls(list: ?) → void

argtypedescription
list?

setEndText(kind: string, text: string) → void

argtypedescription
kindstring
textstring

requestPhase(event: string, target: string, grace: number) → void

Rules owns `phase`. A button here ASKS for a transition on the bus and gives rules a grace period to make it. If nothing answers, this slice makes the move rather than leave a control that does nothing — a dead button on a title card is a defect the player sees.

argtypedescription
eventstring
targetstring
gracenumber

servicePending( ) → void

click( ) → void

back( ) → void

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

argtypedescription
idstring
_valueany

live( ) → void

Every listener resolves the module again at CALL time instead of closing over this one. A hot-reload re-runs the module body and builds a fresh set of locals, but it does NOT re-run `Core.build`, so listeners registered by the previous copy stay subscribed — and would go on writing a state table nobody reads any more. Going through `require` means a listener from any copy lands on the live one.

wire( ) → void

onPhase(new: string) → void

argtypedescription
newstring

poke( ) → void

build( ) → void

onCallback(id: ?, value: ?) → void

argtypedescription
id?
value?

start( ) → void

update(dt: number) → void

argtypedescription
dtnumber

stop( ) → void

preview(which: string?, overrides: ?) → void

Edit mode never ticks `update`, so this is how any screen is put on the glass to be looked at — by this slice while it is being built, and by anyone photographing the game later. require("game.ui").preview("title") require("game.ui").preview("hud", { fear = 0.7, sigils = 2, subtitle = "..." }) require("game.ui").preview(nil) -- back to whatever the phase says

argtypedescription
whichstring?
overrides?

debug( ) → void

Sub-parts

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

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# core <!-- zero:scaffolded-readme --> <!-- Replace the line below with what this module provides and who consumes it, then delete both comment lines. --> TODO: describe this module.
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backing path · game/ui.module

Problems

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

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