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asset⌬ modulemoduleprimary: init.luau·originates fromworld 47bd3ec3-8…

hud

The screen is 1080 x 1440, portrait, and horizontal room is the scarce thing. So the HUD uses the corners and the tall axis, and the only element that reaches edge to edge is a line.

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

ui/hud — the fight instrumentation

The screen is 1080 x 1440, portrait, and horizontal room is the scarce thing. So the HUD uses the corners and the tall axis, and the only element that reaches edge to edge is a line.

  ┌──────────────────────────────┐
  │        THE SLAG SAINT        │   name, centred, between two bells
  │ ──────────────────────────── │   the health line — with phase ticks
  │ ◆◇◇  I BOUND            90%  │   pips left, remainder right
  │        POISE ─────────       │   under it, narrower
  │                              │
  │           E  QUENCH          │   centre, only while the core is open
  │                              │
  │      ┌────────────────┐      │   the spoken line, lower third
  │                              │
  │ EMBERWARD         120        │
  │ ████████████░░░░             │   health, then stamina, stacked
  │ ███████████████         MENU │   bottom-left vs bottom-right
  └──────────────────────────────┘

Hud.build(view) takes a plain view table and returns a tree; it reads no global state, which is what lets Screens.component drive it and a probe render it with invented numbers.

Two things the HUD does beyond reporting numbers: the boss and player bars carry a chip — a ghost fill that chases the real value a beat later, so a big hit reads as a big hit — and the frame closes in with a blood vignette as the Emberward drops under 40%, which does more for tension than a number.

Hud.subtitle(line, lift) is its own screen, drawn above every card, so a spoken line lands over an end card as readily as over the fight. lift raises the band out of the lower third when a card with its own menu is up.

Legibility is not left to the scene: the HUD paints its own top and bottom gradients, because the fight is graded blue-and-steam at one end and ember-and-particulate at the other and half the readouts would otherwise disappear into it.

Interface

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

conforms to

zero/source-extract/v2

ui/hud — the fight instrumentation, laid out for a 1080 x 1440 frame. Portrait discipline: the saint's name and its health line sit at the TOP and the only thing that spans the width is the bar itself, which is a line. The Emberward's own condition stacks in the BOTTOM-LEFT corner rather than reaching across. The Quench prompt takes the middle, where the player is already looking. Subtitles live in the lower third, in their own screen, so they draw over a card as readily as over the fight. Every function here takes a plain view table and returns a tree. It reads no global state, which is what lets `Screens.component` drive it and a probe render it with made-up numbers.

phasePips(phase: number, tone: string) → any

The saint's line — top of the frame

argtypedescription
phasenumber
tonestring

bossBlock(v: any) → any

The boss block: name, the health line with its phase ticks, and the poise meter under it.

argtypedescription
vany

playerBlock(v: any) → any

The Emberward's condition — bottom-left, stacked, never spanning

argtypedescription
vany

quenchPrompt(v: any) → any

The Quench prompt — centre of frame, where the eye already is

argtypedescription
vany

menuChip( ) → any

Whole HUD The menu affordance, bottom-right, opposite the Emberward's condition — the portrait frame's two bottom corners doing different jobs.

scrims( ) → any

The two gradients the HUD is legible against. A fight this bright at the top and this dark at the bottom would otherwise swallow half the readouts, and a full-bleed gradient is not a row of things — it is the ground.

build(v: any) → any

argtypedescription
vany

subtitle(line: any, lift: boolean?) → any

Subtitles — its own screen, drawn over everything Every spoken line in the game is printed here whether or not the sound slice managed to generate its clip, which is what makes a failed generation a quiet line rather than a lost one. `lift` raises the band out of the lower third, for when a card with its own menu is on the glass and the line would otherwise land on it.

argtypedescription
lineany
liftboolean?

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
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module · born here
❒asset
# rules <!-- zero:scaffolded-readme --> <!-- Replace the line below with what this module provides and who consumes it, then delete both comment lines. --> TODO: describe this module.
▲ 0↑ born
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module · born here
❒asset
# ui/art — the look of SLAG SAINT One place for everything the game's screens are made of, so they grade as a single object: the palette translated into CSS strings, the type ramp bound to real faces, the spacing and surface helpers, the motion, and the inline SVG that puts art on a screen instead of words alone. ## Type Three faces, three jobs, never mixed up. | role | face | used for | |---|---|---| | display | `Anton` | titles, verdicts, the boss's name, the saint's spoken lines | | prose | `EBGaramond` / `EBGaramondItalic` | anything read as a sentence | | readout | `BerkeleyMono` | labels, numbers, key caps — anything instrumental | `Anton` draws its caps low in the line box it is given — measured against `ui.getLayoutInfo`, about 0.3em below the box the layout reserved. Anywhere a display line is followed by something else, the display line carries the margin. `Art.menuItem` and the `lockup` in `ui/screens` already do. ## Art `Art.GLYPH` is the drawn material: `bell` (the saint's head, the game's mark), `saint` (the kneeling reliquary figure the title screen is built on), `sigil` (the order's quenching droplet), `blade` (the Emberward's weapon), `chain`, `mouse`, `pip`, `motes`. Each takes its colours, so the same glyph carries the cold grade on the victory card and the ember grade on the title. ## Still mode UI animation advances on game time. While the clock is stopped — edit mode, or a held session — a one-shot entrance freezes on its first keyframe, and a keyframe starting at `opacity = 0` leaves the element invisible for as long as the clock is stopped. `Art.setStill(true)` makes every motion helper return `nil`, so a tree built in that state carries no animation and renders at its base style. `Screens.component` flips it whenever the clock starts or stops. ## Two things measured in the engine, not assumed - **A wrapping label ignores `textAlign`.** Anything that must read as centred goes through `Art.lines`, which is one node per line centred by its column. - **`backdropFilter` samples the scene behind the whole UI stack**, not the card under it — so a frosted scrim over an opaque page punches the lit fight straight back through it. Frost only where seeing the fight is the point (`pause`, `howto`); the full-bleed cards paint their own ground instead.
▲ 0↑ born
backing path · ui/hud.module

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