README.md
Versions
Every version of this package its world published, newest first by when it first appeared. A version published again later keeps its place.
screens: the caption comes to the card, the HUD stops relaying out, and the room shows through CAPTIONS. Screens subscribes with Caption.on and claims the caption for as long as any card is up, so the Kid's line is printed inside the card and the sound slice's own band stands down; the claim is released the moment the last card comes down. The fourteen-event payload harvest and Screens:say - which nothing ever wrote to - are gone. FRAME COST. The HUD key is coarse (speed to 1 m/s, heading to 1/8 rad, the pop term at 6 Hz) and now carries the wind, fuel, altitude, called shot and landmark bits the new instruments read; a nextHudAt timer holds HUD pushes to 20 Hz while show/hide and the card branch stay per-frame. Measured over one flight: the old key changed 158 times where this pushes 76. Theme.pulse breathes on opacity with a finite count instead of an infinite transform: scale, which was relaying the whole tree out every frame. Every tree build is inside a pcall that logs once per fault and keeps the last good tree. THE CARDS. Title and end card are printed on a see-through backdrop over the real launcher, the untouched city and the camera's swing across the wreckage, and drop the drawn skyline emblem; cardBackdrop's see argument is now the share of the room that shows through. The end card renders a snapshot taken from the sessionEnd payload, so BACK TO THE BOX no longer blanks it to zeroes. The column no longer eats the backdrop's slack, so the how-to and end cards stop reading as a third of empty ground. An unearned star sits in a lit socket. The pause card wears a wind-up key rather than a crosshair. The how-to gains a row for winding and one for calling a landmark, and a legend saying which chip colour is which device. UNDERNEATH. Theme.chip and Theme.stat collapse four near-identical builders; restartSession collapses the two identical act branches; Focus keeps the open menu in modules.state() so an edit no longer leaves a card nothing can walk; Theme.punch, Focus.isFocused and Focus.generation are gone. Screens, cards, theme and Focus are --!strict with typed card views, and the three HUD views are hud.module's own exported types. onModuleReload re-registers everything. Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_0139MdCaDTnP2jpG8zgk5N2N
01M1TW79TWPTPQVKQKNH6H8B89ba8f9f2ac4Browse filesCompare with previousCompare from herepresentation: every authored screen of BLOCKBUSTER 767, and the console scheme that drives them Title, how-to-play, wind-up HUD, flight HUD, pause card, wreck tally and end card, each composed for a tall 1080x1440 frame and laid out from the live ui.screenSize() so it stays whole on a wide one. - game/ui/theme palette, four typefaces, and metrics capped against BOTH the shorter side and the height, so a card that fits 3:4 also fits 16:9 - game/ui/art the toy 767, the wind-up key, the block skyline, the rating stars, the airframe pictograms and the HUD marks, as SVG - game/ui/cards the five cards, as pure builders - game/ui/hud the wind-up, flight and resting readouts, all inside a top band that clears the touch stick and button zones - game/ui/Screens the driver: which card is up, which row is lit, the console map's lifetime, captions, and the three state moves that belong to presentation plus a watchdog on the opening - game/input/console.inputMap navigate / navUp / navDown / confirm / back / restart / pause, on keyboard and pad; cards are tapped Verified in play at 1080x1440: title -> how-to -> title -> play, pause card navigation and the end card's return to title, each driven with the keyboard alone, with a pad alone (inputSim pad + padStick + padPress) and with touch alone (inputSim touch on the rows). The HUD's lowest pixel sits at y=510 against a touch stick zone starting at 576 and a button band at 648.
01M1SFHE3SA6RGABWN0QP2TPZEf70f366623Browse filesCompare with previousCompare from hereplan: BLOCKBUSTER 767 — spec, scene, rules/game modules, slice skeletons
01M1SD2T24YDF7PM74EMN5S5E97b745c69c7Browse filesCompare from here