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asset⌬ componentcomponentprimary: init.luau·originates fromworld 085e7168-5…

Screens

The cards between the player and the ring. Mounted once, on the scene's `Screens` anchor, and it needs nothing else on that entity.

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

Screens

The cards between the player and the ring. Mounted once, on the scene's Screens anchor, and it needs nothing else on that entity.

What it draws

ScreenLayerWhat it is
greasepaint-card900The title card, the how-to-play handbill, the interval between two acts, the pause card and the two end cards — whichever the phase calls for.
greasepaint-subtitles1400The strip a spoken line is printed in — up only while somebody is speaking, and no wider than the strip.

Every tree comes from game.ui.screens, which is pure. This component holds the state and that module holds the look.

What it owns

  • Which card is up — read from Core.state().phase, never written. The Director owns the phase; this only draws it.
  • game/input/console.inputMap — activated the instant a card goes up and released the instant the last one comes down, so the table's own controls are live exactly when no card is.
  • The focus — one lit row at a time, through game.ui.Focus. A stick and the arrow keys walk it, confirm acts on it, a mouse crossing a row moves it there, and a finger tapping a row does both at once. The three families never disagree about what is selected, because they all move one ring.

Public fields

  • consoleMap: inputMap — the controls a card answers to. Defaults to console; live only while a card is up.

What a row does

ROW_COMMAND maps a row id to the Core.cmd it asks for: start → startRun, howto, back, resume, restart, quit → quitToTitle, and decline → pickReward { index = 0 }, which is both TAKE NOTHING and KEEP THEM ALL. A row named reward<n> picks that face. This component decides nothing about the run — it only asks.

Backing out means what the card it is on means by it: the how-to returns where it came from, the pause card resumes, and a card with nothing behind it stays put.

Lifecycle

  • awake() — registers both screens, reads the connected pad's legends, subscribes (tagged) to voice.line, phase.changed and reward.offer, and enters the current phase.
  • update(dt) / editorUpdate(dt) — one tick a frame in either mode: walks the focus, follows the pointer, acts on a pending confirm, counts the subtitle down, and re-renders only what changed.
  • onCallback(id) — a click or a tap on a row points the focus there and acts.
  • onDestroy() — unsubscribes, releases the map, and unregisters both screens.

What it rebuilds, and when

A card is a static tree, and rebuilding one costs more than everything else this component does. So a card is built ONCE on the frame it goes up — enterPhase folds every reason it was dirty into that one build — and after that only when the focus moves, the pad's legends change, or the barker says something. Going into the how-to and coming back out is two builds, not four.

Hover follows the same rule through game.ui.pointer: the pointer is asked what is under it only on a frame where the cursor actually moved, so a still cursor, a thumb and a pad cost nothing. On a quiet frame this component measures 0.02 ms.

Two things it does that are not obvious

The input handlers only record. A control subscription made in awake outlives a hot reload, so an afternoon of edits leaves several handlers on one control. They write into a pending value and update acts on it once a frame, so N handlers and one handler do exactly the same thing.

It takes the cursor back. With pointer lock on, no widget reads a hover and no click reaches a row, so a card would answer to a pad and a keyboard and be dead under a mouse and a finger. A card releases the lock for as long as it is up.

Probes

  • profiler.scripts --minMs 0 — the Screens row is what a card costs a frame.
  • gui.bounds { id = "screens-hit-<row>" } — where a row is, for a click or a tap.
  • gui.state { id = "screens-hit-<row>" } — whether the pointer is on it.
  • ui.hitTest(x, y) — what a click at a point would reach; subs-root should appear only over the strip itself.

Interface

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

conforms to

zero/source-extract/v2

game.ui.Screens — the cards between the player and the ring. Mounted once on the scene's `Screens` anchor. It puts the title card, the how-to-play handbill, the interval between two acts, the pause card and the two end cards on the glass, and above all of them the subtitle strip every spoken line is printed in. It owns three things and nothing else: * WHICH card is up — read from Core.state().phase, never written. The Director owns the phase; this component only draws it. * `game/input/console.inputMap` — activated the instant a card goes up and released the instant the last one comes down, so the table's own controls are live exactly when no card is. * The FOCUS — one lit row at a time, through game.ui.Focus. A stick and the arrow keys walk it, confirm acts on it, a mouse crossing a row moves it there, and a finger tapping a row does both at once. The three families never disagree about what is selected because they all move one ring. Every tree it shows comes from game.ui.screens, which is pure: this component holds the state and that module holds the look. WHY THE INPUT HANDLERS ONLY RECORD. A control subscription made in `awake` outlives a hot reload of this file, so an afternoon of edits leaves several handlers on one control. They therefore write into `pending` and `nav`, and `drive` acts on that once a frame — so N handlers and one handler do exactly the same thing, and a reloaded card does not walk two rows per press. WHAT IT REBUILDS, AND WHEN. A card is a static tree; rebuilding one costs more than everything else this component does. So a card is built on the frame it goes up, and after that only when the focus moves, the pad's legends change, or the barker says something. Hover is the same discipline: the pointer is asked what is under it only on a frame where the cursor moved, through game.ui.pointer.

freeTheCursor( ) → void

readLegends( ) → void

The glyph the CONNECTED pad prints, resolved rather than assumed: a PlayStation pad says Cross where an Xbox pad says A, and a how-to card that says the wrong one is worse than one that says nothing.

renderCard( ) → void

renderSubtitles( ) → void

act(id: string?) → void

argtypedescription
idstring?

back( ) → void

Backing out of a card. Which card decides what backing out means: the how-to returns where it came from, the pause card resumes, and a card with nothing behind it stays put rather than dropping the player somewhere.

openFocus(phase: string, prefer: string?) → void

argtypedescription
phasestring
preferstring?

releaseMap( ) → void

claimMap( ) → void

enterPhase(phase: string) → void

argtypedescription
phasestring

drive(dt: number) → void

argtypedescription
dtnumber

awake( ) → void

update(dt: number) → void

argtypedescription
dtnumber

editorUpdate(dt: number) → void

argtypedescription
dtnumber

onCallback(id: string) → void

argtypedescription
idstring

onDestroy( ) → void

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.

22+items
▣
module · pulled in
❒asset
# Focus Menu focus navigation for the cards of GREASEPAINT. A controller has no pointer, so every menu carries an ordered ring of focusable ids and exactly one of them is lit; this module walks that ring. - `Focus.open(list, prefer)` — open a menu: the ids in stick order, and which starts lit. - `Focus.axis(v, dt)` — feed the `navigate` axis; one flick is one step, a held stick repeats. - `Focus.point(id)` — a mouse crossing a row or a finger tapping it moves the focus there. - `Focus.id()` / `Focus.isFocused(id)` — read it. - `Focus.close()` — nothing is focused until the next `open`. - `Focus.release()` — let go of a held direction, so a stick held through a transition does not keep walking. The ring is whatever the card offers, so an interval with three faces and a fourth row is a ring of four and needs nothing said about it here: `open` takes the list `screens.itemIds` returns for the phase. A held stick repeats on a delay measured in seconds AND in frames. On a machine running long frames a single flick can be one frame carrying half a second of `dt`, and a delay measured only in time turns that flick into two steps. Fed by `game/input/console.inputMap`; consumed by `game.ui.Screens`, which asks it which row to draw lit.
▲ 1↓ import
▣
module · born here
❒asset
# game.ui.pointer What is under the cursor, asked cheaply. ```lua local Pointer = require("game.ui.pointer") local moved, x, y = Pointer.moved("table") if moved then local id, index = Pointer.find(x, y, "^gp%-card%-(%d+)$") if index then focus(tonumber(index)) end end ``` - `Pointer.moved(key) -> moved, x, y` — has the cursor moved since this key last asked. Reads the cursor position out of the input state, cached once a frame and shared between callers. No hit test happens here, so a frame with a resting cursor costs a few hundredths of a millisecond. The first ask for a key answers `true`, so a row already under a resting cursor lights on the frame its screen comes up. - `Pointer.forget(key)` — make the next `moved(key)` answer `true` anyway. What sits under a resting cursor changes when the screen under it does: a new hand is dealt, a card is played, a set of rows is rebuilt. The caller says so with this. - `Pointer.idsAt(x, y) -> { string }` — the widget ids under a point, top-most first. This is the expensive half (about 1.3 ms), so it is asked on the frames `moved` answers true for and no others. - `Pointer.find(x, y, pattern) -> id, capture` — the first id under the point that matches a Lua pattern, plus that pattern's first capture. - `Pointer.at() -> x, y` — the cursor, without disturbing any key's mark. On a touchscreen and on a pad the cursor never moves, so `moved` answers false forever and nothing here costs anything — which is right, because hover means nothing to a finger or a thumbstick. Taps and pad focus reach the table and the cards by their own routes.
▲ 0↑ born
▣
module · born here
❒asset
# screens Every card GREASEPAINT puts between the player and the ring, as a 1931 circus handbill: cream stock, a woodcut display face, and a double rule at every edge. **Every function here is a pure builder.** Hand it a view model and it hands back a widget tree. Nothing in this module reads input, registers a screen or writes game state; `game.ui.Screens` owns all of that and this module only knows what a card should look like. ## Layout Every number comes from the live frame through `metrics()`, which is `Core.frame()` plus the column the words stand in. There is no pixel constant: the type is a fraction of the SHORTER screen edge, the column of words is a fraction of the frame, and a card whose column is wide enough sets its blocks in two. The same card lands on a phone held either way, on a laptop and on a television. A flex column that centres its children makes them hug their content, so a wrapping paragraph inside one collapses to a glyph per line. Everything here therefore sits in a column of a KNOWN width and centres its text with `textAlign`. ## The ink A handbill was printed in two inks on cream stock: a warm black, and one red. The red is spent where the game means it — the name of the game, the tent's own grin, the words SHE STAYED. Section heads, menu accents and the tent mark's stripes take velvet; the control table's touch column takes mustard. A card that reddens its section heads has nothing left to say the grin with. ## The scrim A card is paper held up in a tent, not a page in a book. The frame behind it carries a scrim of 0.58–0.66 and a blur, so the beam, the sawdust and whoever is standing in the ring are still there behind the paper. ## What it provides | | | |---|---| | `metrics()` | The live frame and every size derived from it. | | `withScreen(w, h, fn)` | Build against a stated frame instead of the live one — how a card is proved to hold at a second shape. | | `build(phase, opts)` | The card for a Core phase, or nil in the phases that show the ring alone. | | `title` `howto` `reward` `pause` `won` `lost` | The cards themselves. | | `itemIds(phase, state)` | The focusable row ids a phase offers, in the order a stick walks them. | | `hasCard(phase)` | Whether a phase puts a card up at all. | | `roman(n)` | An act number in the roman the tent prints it in. | | `patternWords(clownId)` | A clown's telegraphed pattern as a sentence — "guards for 8, then swings for 13 and laughs, then laughs". | | `fitSize(text, width, ideal, em, tracking)` | The largest size at which a string still fits a width. | | `item` `itemList` `eyebrow` `rule` `para` `familiesFooter` | The pieces a card is built from. | | `tentMark` `rosette` `manicule` `maniculeDown` `grinMark` `ringMark` | The woodcut marks, as inline SVG. | ## Rows `item()` returns a row that is the focus target, the click target and the touch target at once. Its visible box carries the look; a transparent `button` with the id `screens-hit-<id>` is laid over it at the same size, because that is the only widget that senses a pointer. The lit row takes a sodium wash from the left, a ring, and the pointing hand a handbill puts beside the line it wants read. ## The interval `reward` builds both intervals off `state.reward`: - `mode = "take"` — TAKE ONE. Three faces off the pool, and a fourth row, TAKE NOTHING, that declines them. - `mode = "leave"` — LEAVE ONE BEHIND, at the act `Core.RULES.LEAVE_ACT`. The three faces are Ada's own cards, and the fourth row, KEEP THEM ALL, sends all three back. Both name who is waiting, from `state.reward.next`: the clown's name, its Nerve, and `patternWords` of what it is about to do. The faces are the handbill the hand holds, built by `CardArt.face` at interval size, so the SAWDUST a player is offered is the SAWDUST they have been playing. The focus is carried OUTSIDE the stock — a lit border in the gutter and a hand pointing down at it — because a face that grew or reddened when it was lit would be a different card. ## Who consumes it `game.ui.Screens`, and nothing else.
▲ 0↑ born
▣
module · born here
❒asset
# subtitles The strip every spoken line in GREASEPAINT is printed in. Nobody in this game is heard without also being read. The sound slice generates each line and emits `voice.line { speaker, text, durationMs }`; this module holds the line that is currently up, counts it down, and builds the plate it is printed on. Ada never speaks — everything printed here is somebody else. A line survives a failed generation intact: the text is what the strip prints, and the audio only rides along with it. A line that arrives with no duration is given `Core.readingTime`'s instead. ## What it provides | | | |---|---| | `show(who, line, durationMs)` | Put a line up. | | `tick(dt)` | Count it down; true on the frame it goes away. | | `clear()` | Take it down now — what a phase change does. | | `generation()` | Changes whenever the content does, so a caller re-renders only then. | | `tree(phase, override)` | The strip as a widget tree — or **nil** when nobody is speaking. | ## The strip exists only while a line is up `tree` returns nil when nothing is being said, and the caller takes the screen down. When a line IS up the strip is a window of exactly its own size, rooted in an `area` with `interactable = false`, so it floats over whatever card is up and lets every click through to the row under it. Both halves of that matter. The strip sits on the layer above every card, and a window on that layer wider than the strip is what a hit test finds wherever it looks — which leaves every row of the card underneath unreachable by a mouse and a finger for as long as anyone is speaking. ## Placement Where it sits is a fraction of the LIVE frame, through `Core.frame(override)`. In battle its bottom edge rests at 0.565 of the height — clear of the clown's plate above it and of the rail of counters below it — and everywhere else it drops to 0.93, under whatever card is up. ## Who consumes it `game.ui.Screens`, and nothing else.
▲ 0↑ born
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module · born here
❒asset
# Core The one table every part of GREASEPAINT reads. It carries the game's constants — the cards, the four clowns, the barker's lines, the palette and the fonts — the live state of the night, and the event bus the game talks over. Every other module requires this and nothing else of each other. `game.rules.Director` is the **only** writer of `Core.state()`. Everything else reads the state, listens on the bus, and asks the Director for changes through `Core.cmd`. ```luau local Core = require("game.Core") Core.state().nerve -- read the night Core.on("clown.hit", function(p) ... end) -- react to it Core.cmd("playCard", { index = 2 }) -- ask the Director to act ``` ## Constants - `Core.RULES` — Nerve, Breath, hand size, the Laughter ceiling and where the meter carries to after a laugh, how warm the house can get and what a step of heat is worth, what a held Grin bites, how many acts a night runs, which act's interval takes a card away instead of giving one, the starter deck and the reward pool. - `Core.CARDS` — the twelve cards, each with `kind` (`gag` / `guard` / `trick` / `curse`), `cost`, and whatever it does: `dmg`, `block`, `heal`, `laughter`, `effect` (`weaken` / `reflect` / `burn`), `exhaust` when playing it takes it out of the act, and the `text` its face prints. - `Core.CLOWNS` — Pinch, Bello, Slats and Mr. Marrow: `hp`, a looping `pattern` of intents, and three spoken `lines` (`enter`, `laugh`, `die`). - `Core.RUN` — the three-clown pool and the finale. - `Core.BARKER` — the Ringmaster's four narrated lines, and `heat`, the one he marks each step of the warming house with. - `Core.PALETTE` / `Core.FONTS` / `Core.ANCHORS` / `Core.SEAT` / `Core.PHASES` / `Core.EVENTS` / `Core.COMMANDS`. ## State - `Core.state()` — the live night. Phase, act, turn, Nerve, Breath, Block, Laughter, the `heat` the house has reached, the `library` (every card the night owns) and the working piles drawn from it (`deck`, `hand`, `discard`, `exhaust`), the current `clown`, the `reward` on offer — its `cards`, the `next` clown it names and its `mode` (`take` or `leave`) — the focused index, and the `order` the four acts run in. - `Core.reset()` — replaces the state with a fresh night, in place, so a reference held across a restart stays valid. ## The bus - `Core.on(name, fn, tag?) -> unsubscribe` — subscribe. A `tag` makes it idempotent: registering the same event and tag again replaces the earlier subscription rather than stacking a second copy, which is what keeps a reloaded component from handling everything twice. - `Core.off(name, tag)` — drop a tagged subscription. - `Core.emit(name, payload)` — fire to every subscriber, in order. A listener that errors is reported and the rest still run. - `Core.cmd(name, payload)` — `Core.emit("cmd." .. name, payload)`. - `Core.listenerCount(name)`, `Core.clearListeners()`. ## Chance The night's randomness is one stream, seeded per run, so a seed replays a whole night: the act order, the shuffles, which card the tent paints, which three cards a reward offers. - `Core.random()` — the next value in [0, 1). - `Core.randomIndex(n)` — an integer in [1, n]. - `Core.shuffle(list)` — shuffle in place, return the list. - `Core.rand(salt)` — a stable value for a salt, independent of the stream. ## The frame Every screen, plate and card lays out from the live frame, so any shape holds. - `Core.frame(override?)` — `{ w, h, u, wide }`. `u` is a hundredth of the short side: the unit every proportion is stated in. `wide` is true from an aspect of 1.25 up. Pass `{ width, height }` to lay out against a shape the engine is not running at. - `Core.rgba(hex, a)` — a palette hex with an alpha, as the `rgba()` string a widget takes. - `Core.hairline(n)` — a rule of `n` pixels, never thinner than one whole one. ## Also - `Core.card(id)` / `Core.clown(id)` — a record, or nil. - `Core.readingTime(text)` — how long a spoken line should sit on screen, in milliseconds, when no generated clip has answered for it. Between 1.4 and 9 seconds, whatever the length.
▲ 0↑ born
backing path · game/ui/Screens.component

Problems

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