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component · drop-in viewer
Hud
The whole Patapon UI. Attach to the scene's `Game` entity beside `Rhythm` and `Battle`; it needs no sibling component directly — it reads `R.state` and the `game.Rules` bus (`beat`, `drum`, `command`, `comboBreak`, `fever`, `start`).
by·posted 3d ago
What it does
Hud
The whole Patapon UI. Attach to the scene's Game entity beside Rhythm and Battle; it needs no sibling
component directly — it reads R.state and the game.Rules bus (beat, drum, command, comboBreak,
fever, start).
- Title (
pp_title): sunset backdrop art (game/ui/art/title_backdrop), huge white black-outlined PATAPON wordmark, giant one-eyed Patapon (game/ui/art/patapon_giant) bobbing on the beat, the four commands, drum key chips and a pulsing PRESS SPACE prompt. Space/Enter starts the game (R.resetState("playing"),R.emit("start"),R.setPhase("playing")). - HUD (
pp_hud): white beat border flaring on everybeat, army HP and Zigoton fortress HP bars, COMBO counter with fever gauge and FEVER!! banner top-centre, beat pips, 4-drum panel bottom-left lighting perdrum, PATA!/PON!/CHAKA!/DON! words popping over the field, command / combo-break callouts. - Banner (
pp_banner): MISSION COMPLETE / MISSION FAILED on phasewon/lost; Space or R returns to title.
Discussion
Scoped to this part · feeds back into the world's score.
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