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dread

Slice C of *Lamplighter's Round*. Three things live here.

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

game.dread — the Pale, the HUD, and how fear feels

Slice C of Lamplighter's Round. Three things live here.

1. The Pale

A three-metre hooded figure built from primitives — a hem pooling on the cobbles, a heavy skirt, a hunched shoulder line, a narrow hood, arms too long for the body — with a cold light where a face should be. It carries its own point light, because the fog swallows anything that does not.

It hunts on the vendored vendor.stalker brain, driven by the game's central rule and nothing else:

Lamplight makes you safe but visible. The dark hides you from the Pale and feeds your Dread.

So Core.lightAt(player) is fed straight in as the stalker's visible, hidden, exposure and flashOn senses. Standing under a burning lamp is what lets it see you across the district; standing in the dark is what makes it lose you — and what fills the meter that kills you.

The moment it takes an interest is deliberately unmistakable: the face flares and its light swells, the screen stings red, and the HUD says IT HAS SEEN YOU.

This slice writes Core.state.paleState and Core.state.paleDist and nothing else, and emits paleCaught when the Pale reaches the player.

2. The feel — the dreadveil post pass

One fullscreen effect, registered at priority 240 on the scene layer so it runs after the district's fog, bloom and tonemap and never dims the HUD. Three properties, pushed every frame:

PropertyDriven byWhat it does
dreadCore.state.dreaddrains the colour, cools what is left, and closes the vignette from a wide frame to a keyhole
beata double-thump heartbeat envelope, 52 bpm calm to 138 bpm at full dreadsqueezes the vignette and warms the rim on every thump
stingthe Pale noticing you, decaying at 1.55/sbruises the rim red and flares the frame cold

The bruise is keyed to the screen radius rather than to the vignette, so a closed keyhole reddens its own rim instead of washing the whole frame red.

3. The HUD driver

ui.hud owns every pixel; this module owns the snapshot. It reads Core.state for the meters and the rules slice's own published surface for everything the player is offered:

  • Rules.UPGRADES / upgradeRank / upgradeCost / canBuy / upgradeEffect → the three upgrade rows, including the exact reason a row is dim and the number that rank currently buys
  • Rules.prompt() → the line under the reticle
  • Rules.buyUpgrade(name) → what a click on a row does
  • Rules.restart() → what WALK IT AGAIN does

The slow half of the HUD refreshes at 7 Hz and the focus screen at 18 Hz, rising to every frame while a taper is held or a sting is fading.

Inspecting it

require("game.dread").debug() returns the live hunt reading, the sting and heartbeat envelopes, the veil's registration and whether the HUD is mounted.

Interface

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

conforms to

zero/source-extract/v2

Lamplighter's Round — the Pale, the HUD, and how fear feels. OWNED BY SLICE C (feel-and-UI). The contract with the rest of the game, which must keep working: * it writes Core.state.paleState and Core.state.paleDist and NOTHING else. * it emits "paleCaught" when the Pale reaches the player. * it READS Core.state for the HUD; it never writes dread/oil/embers. * it calls Rules.buyUpgrade(name) for the upgrade panel. Three things live here: 1. THE PALE — a figure built from primitives, lit by its own cold glow, hunting on the game's central rule: lamplight makes you safe but VISIBLE; the dark hides you from the Pale and feeds your Dread. 2. THE FEEL — a `dreadveil` post pass whose vignette closes and whose colour drains as Dread climbs, with a heartbeat throb under it and a hard red sting the moment the Pale takes an interest. 3. THE HUD — snapshots of Core.state pushed into `ui.hud`, which owns every pixel. Upgrade clicks come back here and go to Rules.

ModelLightAudioAudioListener

addVeil( ) → void

ensureMaterials( ) → void

attempt(what: string, fn: ?) → void

Best-effort entity work: the Pale's parts can be torn down under us by a hot reload or a mode flip, and a failed write there must not kill the frame.

argtypedescription
whatstring
fn?

part(name: string, parent: ?, model: string, material: string, pos: ?, scale: ?) → void

argtypedescription
namestring
parent?
modelstring
materialstring
pos?
scale?

despawnPale( ) → void

spawnPale( ) → void

animatePale(t: number, heat: number) → void

The figure breathes, sways, and flares when it has your scent.

argtypedescription
tnumber
heatnumber

upgradeTracks( ) → void

rulesPrompt( ) → string

The line the rules want shown where the player's eyes already are.

roundCause( ) → string

Which of the three endings the round reached: "dark", "dry" or "pale". Empty while a round is still being walked.

buy(name: string) → void

argtypedescription
namestring

restartRound( ) → void

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

argtypedescription
idstring
_valueany?

thump(p: number, centre: number, width: number) → number

A double thump: the lub, then the softer dub a fifth of a beat later.

argtypedescription
pnumber
centrenumber
widthnumber

heartbeat(dt: number, dread: number) → void

Returns this frame's envelope, and true on the frame the cycle turns over — the instant the heart is struck, which is when the sound is fired.

argtypedescription
dtnumber
dreadnumber

ensureHeartClip( ) → void

tone(t: number, f: number, decay: number, amp: number) → number

argtypedescription
tnumber
fnumber
decaynumber
ampnumber

spawnHeart( ) → void

strikeHeart(amp: number) → void

argtypedescription
ampnumber

snapshot(_pos: ?) → void

What the HUD should be showing this instant.

argtypedescription
_pos?

build( ) → void

start( ) → void

update(dt: number) → void

argtypedescription
dtnumber

stop( ) → void

debug( ) → void

Exposed so the round can be inspected without reaching into the module.

Sub-parts

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

23items
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module · born here
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# ui.hud — the lamplighter's HUD The **view** for *Lamplighter's Round*, and nothing else. It turns a plain snapshot table into two widget trees and registers them; it reads no game state, holds no game state, and decides nothing. `game.dread` builds the snapshot every frame and hands it here. ```luau local Hud = require("ui.hud") Hud.mount(onCallback) -- register + show both screens Hud.refresh(view) -- push a snapshot ("hud" / "focus" to refresh one) Hud.unmount() ``` ## The two screens | Screen | Layer | Carries | Changes | |---|---|---|---| | `lamp_hud` | 10 | the lamp rail, the Dread meter, the oil gauge, the ember count and the three upgrade tracks | slowly — refreshed a few times a second | | `lamp_focus` | 12 | the hold-to-light ring, the prompt, the message, the Pale warning, the win/lose card, and the screen-edge bruise | fast — every frame while a taper is held or a sting is fading | ## The snapshot Every field is optional; a partial snapshot still renders. - `phase` — `"prelude"` / `"round"` / `"won"` / `"lost"` - `dread` `oil` `lightProgress` `sting` — each 0..1 - `lampsLit` `lampTotal` `embers` — counts - `tracks` — the ordered upgrade rows, each `{ key, label, blurb, rank, max, cost, can, reason, effect }`. `cost = nil` means the track is maxed; `can` / `reason` come straight from the rules, so a dim row says exactly why it is dim. - `prompt` `message` — the two lines of text - `paleState` `paleDist` — what the Pale is doing ## Callbacks `mount` takes an `onCallback(id, value)` and registers it through `ui.registerCallbackEnv`, because a module is not a component and a widget callback needs a persistent owner. Two ids are raised: - `buy:<track>` — a track row was clicked while it was affordable - `round:restart` — WALK IT AGAIN on a win or lose card ## Why it looks the way it does Warm gaslight (`#ffb257`) against cold moon (`#8fa6c4`), soot-black smoked glass plates with a brass hairline, serif small-caps for labels and a monospace face for every number. The Dread meter runs cold steel → ember → blood as the number climbs, and picks up a double-thump opacity pulse past 45%, faster the higher it goes. Nothing on the lamp rail animates its `scale`: animating an SVG's size re-rasterises it at a new display resolution every frame, and nine of those cost more than the whole rest of the HUD. Opacity is free.
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module · born here
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# rules The round loop of *Lamplighter's Round*: Dread, oil, the hold-to-light interaction, the Ember economy, the prelude, and the win/lose resolution. `require("game.rules")`. It reads `game.core` and writes only the state fields Core names it the owner of. ## The shape of the round You carry a lantern. It is not light enough to see by — it is light enough to keep your nerve for a little while. **Dread** rises whenever you are away from a burning lamp, slowly at first and faster the longer you stay out, and falls hard the moment you step into gaslight. The lantern buys you most of a minute; walking burns it, running burns it faster, and when it is dry the dark has you at the full rate. Lighting a lamp is the one thing that helps and the one thing that costs. You hold the taper, and **while you hold it you cannot move at all** — the rules write the body's walk speed to zero. Letting go does not throw the attempt away: the flame gutters, draining back at 1.5× the fill rate, so a flinch costs you and a change of mind is final. An attempt that got past 15% and then died emits `lampFailed`. The Pale takes you **in the dark**. Under a burning lamp it can reach you and it costs 38 Dread, but it cannot have you — the gaslight is the sanctuary the whole round is walked for. That branch lives here because the round's ending is the rules' to own. ## Measured behaviour Every number below was read out of a live round, not derived: | | | |---|---| | Standing still in the dark, full lantern | dead in **32.7 s** (`cause = "dark"`) | | A walked 11 m crossing | +8 Dread, −8 oil | | Holding the taper at the far end | peaks at **~18** Dread | | The lamp taking | Dread **0** again inside 1.2 s, oil full | | Lantern dry | the Dread rate roughly doubles; ending `cause = "dry"` | | A full nine-lamp round | won at **0:18** clear, **0:48** with the Pale hunting | ## Upgrades One Ember per lamp, so a round pays out nine. Rank *n* costs *n* Embers and each track stops at rank 3, so a maxed track costs 6 of the 9 — you can max one and open a second, never all three. Buying is refused unless you are standing in lamplight. | Track | Rank 0 → 3 | |---|---| | `reach` | interact range 3.0 → 6.6 m | | `stride` | walk speed 2.5 → 3.7 m/s (written to the body's CharacterController) | | `wick` | light time 2.6 → 0.9 s | A full Dread bar also adds 30% to the light time — shaking hands — which is the reason to rest before crossing rather than after. ## What the HUD calls ```luau local Rules = require("game.rules") Rules.buyUpgrade(name) -- -> ok, reason spend an Ember Rules.canBuy(name) -- -> ok, reason why a button is dimmed Rules.upgradeCost(name) -- -> cost | nil nil once the track is maxed Rules.upgradeRank(name) -- -> rank, maxRank Rules.upgradeEffect(name) -- -> "4.2 m" the number it changes, now Rules.UPGRADES -- ordered { name, label, blurb } Rules.prompt() -- -> the line to print near the reticle Rules.stats() -- -> everything the meters and end cards want Rules.targetLamp() -- -> lamp, index, distance, inReach Rules.setLightHeld(down) -- drive hold-to-light from a screen button Rules.restart() -- begin a fresh round from a win/lose card ``` `stats()` returns `phase cause time lampsLit lampTotal dread dreadFrac oil oilFrac embers lightProgress lighting inLamplight lampLight darkTime sinceLastLamp reach lightSeconds targetDistance targetInReach held`. ## Input Hold-to-light is the engine's own **`interact`** control on `@builtin::inputMaps.default` — `KeyE` on a keyboard, the west face button on a pad, an on-screen button on a phone. The module activates that map and subscribes to the control rather than polling a key code, so all three devices work with no extra plumbing. `setLightHeld` ORs a HUD button on top of it for a bespoke on-screen control. ## Notes for the other slices * Lamp positions are read from `Core.lamps` every frame — move the posts wherever the street wants them; nothing here assumes a layout. * `Core.state.paleDist` feeds a Dread multiplier that rises to 2.2× as the Pale closes inside 14 m. While that field is left unwritten the multiplier sits at 1 and the pressure never engages. * Subscriptions are made in `build()`, never at module scope: the scene entrypoint clears the event bus on every rebuild, so a handler registered once at load is silently dropped the first time any slice hot-reloads.
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soundclip · born here
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# SoundClip Managed audio asset. `data.zaud` is the engine-native ZAUD payload the runtime decodes and plays; compression settings live in the `.metadata` `settings` block (edit to re-encode).
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module · pulled in
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# stalker A module script.
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module · born here
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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/dread.module

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