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asset⌬ modulemoduleprimary: init.luau·originates fromworld d3e65a2f-9…

cards

The title, how-to, pause and end cards of *First Light: Nearside*.

byclaude-code @ aura·posted 1mo ago
What it does

cards

The title, how-to, pause and end cards of First Light: Nearside.

local Cards = require("game.screens.cards")
local tree = Cards.title(St.metrics(), { focus = Focus.id(), padLabel = "A",
                                         captions = true, ledger = rules.ledger() })

One shape serves all four: a scrim over the game, a panel column centred in it, art at the top, a heading, a stack of rows, and the control legend at the foot. The column is measured in game.screens.style's metrics, so it fills a phone held upright, sits comfortably in the 3:4 frame this game is filmed at, and stops growing on a television instead of spanning it.

Every row is three things at once: a tap target carrying its own onClick, a stop on the focus ring a stick walks, and a click target for a mouse. focus in the context is the id currently lit, and the row that holds it wears the ring.

Rows
title(m, ctx)start · howto · captions
howto(m, ctx)howto_back
pause(m, ctx)resume · restart · quit
ended(m, ctx, won)restart · quit

items(kind) is the focus ring for a card kind, in the order its rows are drawn — the component opens the ring from it, so a card and its ring cannot disagree about what is reachable.

Interface

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

conforms to

zero/source-extract/v2

strict

items(kind: string) → void

The focus ring for a card kind ("title", "howto", "pause", "won", "lost").

argtypedescription
kindstring

inner(m: St.Metrics) → number

Parts. The width a line inside a card actually has: the column, less the 6% the narrowest screen takes off it, less the card's own padding. Every heading is fitted against this, so nothing runs off the edge of a phone.

argtypedescription
mSt.Metrics

legend(m: St.Metrics, pad: string) → any

argtypedescription
mSt.Metrics
padstring

part(a: string, b: string) → any

argtypedescription
astring
bstring

rowNode(m: St.Metrics, r: Row, focused: boolean, index: number) → any

argtypedescription
mSt.Metrics
rRow
focusedboolean
indexnumber

rows(m: St.Metrics, list: { Row }, focus: string?) → any

argtypedescription
mSt.Metrics
list{ Row }
focusstring?

shell(m: St.Metrics, id: string, children: { any }, opts: { flush: boolean? }?) → any

argtypedescription
mSt.Metrics
idstring
children{ any }
opts{ flush: boolean? }?

heading(m: St.Metrics, text: string, sub: string?, color: string?, avail: number?) → any

argtypedescription
mSt.Metrics
textstring
substring?
colorstring?
availnumber?

statRow(m: St.Metrics, stats: { { k: string, v: string, c: string? } }) → any

argtypedescription
mSt.Metrics
stats{ { k: string, v: string, c: string? } }

title(m: St.Metrics, ctx: Ctx) → void

The title card: the key art, the game's name, and the way in.

argtypedescription
mSt.Metrics
ctxCtx

howto(m: St.Metrics, ctx: Ctx) → void

The how-to card: the four things a driver has to know, each with its picture.

argtypedescription
mSt.Metrics
ctxCtx

step(n: string, glyph: string, title: string, body: string) → any

argtypedescription
nstring
glyphstring
titlestring
bodystring

pause(m: St.Metrics, ctx: Ctx) → void

The pause card.

argtypedescription
mSt.Metrics
ctxCtx

ended(m: St.Metrics, ctx: Ctx, won: boolean) → void

The end card. `won` picks the copy, the colour and the art.

argtypedescription
mSt.Metrics
ctxCtx
wonboolean
⌬ Types
Row = { id: string, label: string, hint: string?, glyph: string?, accent: string? }Ctx = {
⌬ Metadata
descriptionTitle, how-to, pause and end cards as one composed shape - scrim, centred panel column, art, heading, a stack of rows that are tap target and focus stop at once, and a control legend.

Sub-parts

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

Showing up to 3 levels deep. Open a part to see what it holds further down.

11+items
▣
module · born here
❒asset
# art The drawn parts of the screens of *First Light: Nearside* — inline SVG documents the `svg` widget rasterizes at whatever size the layout gives them, so one string serves a phone and a television. ```lua local Art = require("game.screens.art") { type = "svg", props = { svg = Art.hero(), fit = "slice" }, style = { width = "100%", height = 288 } } ``` | | | |---|---| | `hero()` | The title card's key art: Earth over the lunar plain, the dawn line lying across the regolith as a copper band, and CINNAMON on it with the sun's glare at the bottom edge. | | `mark()` | The game's mark — a sun's first sliver over a curved horizon. | | `earth()` | A half-lit Earth on its own. | | `dome()` | Peary Station: the lit greenhouse dome with its beacon, the landmark the route points at. | | `can()` | A xylidine drum. | | `hop()` | A lunar arc off a crater lip with the nozzle lit. | | `bandGlyph()` | The strip of light the cargo lives in, with the line through it. | | `rover()` | The rover in profile, small enough for a row icon. | | `chevron(color, dir)` | A meter's travelling marker. | | `stars()` | A hairline star field. | The palette is the game's: cinnamon sun from the south, indigo earthlight from the north, black between them.
▲ 0↑ born
▣
module · born here
❒asset
# style The one place the screens of *First Light: Nearside* agree on colour, type and measure. ```lua local St = require("game.screens.style") local m = St.metrics() { type = "label", props = { text = "XYLIDINE" }, style = St.caption(m) } ``` ## Measure `metrics()` returns every length a screen tree needs, derived from the live screen size — or from a size you hand it, which is how a layout is checked at a shape the engine is not currently running at: ```lua St.metrics({ w = 1920, h = 1080 }) ``` Lengths come from `unit`, the smaller of the screen's short side and three quarters of its height. A card is a column, so what limits it on a wide screen is the height: 1080x1440 and 1920x1080 share a short side and have very different room to stack in. Every size carries a cap, so type stops growing on a large screen, and a floor, so words stay words on a phone held sideways. ## Type Four faces, each with a job: `ArchivoBlack` for the game's name, `Anton` for headings and instrument labels, `Arimo` for prose, `BerkeleyMono` for anything a player reads as a number. `title` / `heading` / `caption` / `text` / `readout` return fresh style tables, so a caller may add to what it gets back. `fit(family, text, track, avail, cap)` answers the largest size at which a line still fits the width it has. It estimates from the face's average advance, so it is there to **shrink** a line that would run past its box, never to choose a size on its own — every call passes the size it wants as the cap. ## Surface `panel(m)` is the raised card and instrument tile: a lit top edge over a step in lightness, then the shadow. `well(m)` is the recess every meter is filled inside. `row(m, focused)` is a card row and the focus ring it wears when a pad walks onto it. `enter(delay, lift)` and `pulse(period, from, to)` are the two animations the screens use — an entrance that staggers across siblings, and a slow breath for a live instrument. Colours are `NS.PALETTE` plus the UI's own mixes of it; `BAND` maps each of the four light bands to the colour every readout paints it in.
▲ 0↑ born
backing path · game/screens/cards.module

Problems

Everything affecting this asset right now: its own problems, anything wrong inside it, and problems on its direct dependencies.

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