Screens
Everything HOLLOWBELL puts on the glass, and the console a player drives it with. Spawned by `Hollow.boot()` onto `HollowSystems/presentation`; it needs nothing else on that entity.
Screens
Everything HOLLOWBELL puts on the glass, and the console a player drives it
with. Spawned by Hollow.boot() onto HollowSystems/presentation; it needs
nothing else on that entity.
What it draws
| Screen | Layer | Up when |
|---|---|---|
hollow.card | 800 | A card is up: the title (phase title / boot), how-to-play, the pause card (phase paused), and the death and victory cards, which rise 1.8 s after their phase so the ending plays underneath first |
hollow.hud | 20 | The opening (captions only) and the fight — and under the pause card, which is the run so far, held |
The console
inputMaps.menu is activated exactly while a card is up and released the
instant the last one closes. Because that map stands the player group down,
one activation does three things at once: the gameplay controls go quiet, the
engine's touch overlay swaps the Lamplighter's buttons for the menu's, and
Navigate / Confirm / Back become the only live controls.
inputMaps.lamplighter is held for the whole session for one control — pause
— so Escape, Start and the on-screen Pause pip all open the pause card from
wherever the player is.
| Family | Choosing | Acting |
|---|---|---|
| mouse + keyboard | W / S walks the focus; the pointer re-points it | click a row, or Enter / Space; Esc goes back |
| controller | left stick or d-pad walks the focus, with a held-repeat | South fires what is lit; East or Start goes back |
| touch | tap a row | the tap fires that row |
Every row is reachable by all three, and the how-to card names the controls of
whichever device is in hand (Zin.surface.current() picks the column,
Zin.gamepad.label resolves a button to the glyph that pad prints).
Fields
| Field | Default | What it does |
|---|---|---|
previewInEdit | false | Draw the title card in edit mode too, for authoring captures. Off by default so the other slices' edit-mode captures are of the crypt, not of a menu. |
What it reads
Hollow.state (hero, boss, chamber, phase), and the events phase, say,
chamberEntered, heroAttack (which is where the cooldown pips come from when
the hero slice publishes no fractions of its own), lootPicked,
relicEquipped and restart. It writes nothing but its own screens and the
input claims it holds.
Scoped to this part · feeds back into the world's score.