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asset⌬ modulemoduleprimary: init.luau·originates fromworld cdb1d8f5-d…

cards

Every full-screen card KESSREL LINE puts in front of the player, as trees.

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

cards

Every full-screen card KESSREL LINE puts in front of the player, as trees.

local Cards = require("ui.screens.cards")
local m = Cards.metrics()
ui.registerScreen("kl.card", Cards.title(m, { focus = Focus.id(), plate = plate }), 1200)
BuilderCard
Cards.title(m, view)The wordmark over the painted battle, and the three slabs
Cards.howto(m, view)The control table for one device family, with a tab per family
Cards.pause(m, view)The pause card, with the wave and the Gate
Cards.ending(m, view)Victory or defeat, with the tally and Oyelaran's last line
Cards.credits(m, view)The credits
Cards.stage(m, view)The cinematic overlay: letterbox, SKIP, the beat banner
Cards.subtitle(m, view)The subtitle strip

Every builder is PURE: it takes the metrics and a view model and returns a widget tree. Nothing here registers a screen, reads the bus, or writes game state — ui.screens.Screens does all of that and hands the result in. That is what lets one card be rebuilt every frame from the live focus, and what lets a capture of a card be reproduced from a table.

metrics()

Cards.metrics() reads ui.screenSize() and derives every size in the file from it: the content column, the slab stack's own narrower width, the display size, the body size, the gutter. Nothing in this module carries a number chosen for one viewport shape, so the same card composes on a phone held either way, a laptop and a television. col never grows past 620 points, so a television shows a poster rather than a stretched banner.

The look

Bone-white and amber on dark smoked glass: display in Anton, body in Arimo, numerals in JetBrains Mono, from game.shared FONTS and PALETTE. The slab language is the one design/refs/screen-title.png fixes — a dark glass bar with a hairline edge and a bracket tick at each end, the focused one filled amber with a glow. Rows carry a staggered entrance so a card cascades in.

Interface

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

conforms to

zero/source-extract/v2

ui/screens/cards.module — every full-screen card KESSREL LINE puts in front of the player: the title, the how-to-play handbill, the pause card, the credits, and the two endings. Every builder here is PURE: it takes the metrics and a view model and returns a widget tree. Nothing registers a screen, reads the bus, or writes game state — `ui.screens.Screens` does all of that and hands the result in. That is what lets one card be rebuilt every frame from the live focus, and what lets a capture of a card be reproduced from a table. local Cards = require("ui.screens.cards") local m = Cards.metrics() ui.registerScreen("kl.card", Cards.title(m, { focus = Focus.id() }), 1200) LAYOUT RULE: nothing in this file carries a number chosen for 810x1080. `metrics()` derives every size from the live `ui.screenSize()`, so the same card composes on a phone held either way, a laptop and a television.

metrics( ) → Metrics

The live layout metrics, derived from ui.screenSize() every time a card is built.

tick(m: Metrics, lit: boolean) → void

Pieces

argtypedescription
mMetrics
litboolean

row(m: Metrics, id: string, text: string, lit: boolean) →

One slab of the menu language: a dark glass bar, bracket ticks, and the amber fill when it holds the focus.

argtypedescription
mMetricsThe metrics.
idstringThe element id, which is also the focus id and the callback id.
textstringThe label.
litbooleanWhether this row holds the focus.

rowStack(m: Metrics, rows: { { id: string, text: string } }, focus: string?) → void

A stack of rows, each carrying its own focus state.

argtypedescription
mMetrics
rows{ { id: string, text: string } }
focusstring?

rule(m: Metrics, widthFraction: number) → void

The thin amber rule under the wordmark.

argtypedescription
mMetrics
widthFractionnumber

scrim(stops: string) → void

The scrim that sits between the painted plate and the type, so bone-white reads over a bright sun and the slabs read over a lit trooper.

argtypedescription
stopsstring

shell(m: Metrics, opts: { plate: string?, scrim: string, dim: number? }, content: { any }) → void

Every card is this shell: a painted plate, a scrim over it, and a padded content column that never leaves a 16-point gutter at any width.

argtypedescription
mMetrics
opts{ plate: string?, scrim: string, dim: number? }
content{ any }

column(m: Metrics, children: { any }, justify: string?) → void

argtypedescription
mMetrics
children{ any }
justifystring?

wordmark(m: Metrics) → void

The wordmark: KESSREL over LINE, bone-white with a worn amber edge.

argtypedescription
mMetrics

heading(m: Metrics, kicker: string, head: string, headColor: string?) → void

A card heading: an amber kicker over a bone-white stencil headline.

argtypedescription
mMetrics
kickerstring
headstring
headColorstring?

panel(m: Metrics, children: { any }) → void

A panel of smoked glass — what every body of text sits on.

argtypedescription
mMetrics
children{ any }

controlRow(m: Metrics, action: string, control: string) → void

One action row of the control table: the action, then the control for the chosen device.

argtypedescription
mMetrics
actionstring
controlstring

controls(device: string, g: PadGlyphs) → void

argtypedescription
devicestring
gPadGlyphs

title(m: Metrics, view: TitleView) → void

The title card: the wordmark over the painted battle, and the three slabs.

argtypedescription
mMetrics
viewTitleView

howto(m: Metrics, view: HowToView) → void

The how-to-play handbill: the control table for one device family, with a tab per family.

argtypedescription
mMetrics
viewHowToView

pause(m: Metrics, view: PauseView) → void

The pause card.

argtypedescription
mMetrics
viewPauseView

ending(m: Metrics, view: EndView) → void

The victory or defeat card, with the tally.

argtypedescription
mMetrics
viewEndView

credits(m: Metrics, view: CreditsView) → void

The credits card.

argtypedescription
mMetrics
viewCreditsView

stage(m: Metrics, view: StageView) → void

The cinematic overlay: the letterbox bars, the SKIP row, and the beat banner.

argtypedescription
mMetrics
viewStageView

subtitle(m: Metrics, view: SubtitleView) → void

The subtitle strip: every spoken line, in text, over the bottom of the frame.

argtypedescription
mMetrics
viewSubtitleView
⌬ Types
Metrics = {PadGlyphs = { south: string, east: string, west: string, north: string, start: string }TitleView = { focus: string?, plate: string? }HowToView = { focus: string?, device: string, glyphs: PadGlyphs, backLabel: string, plate: string? }PauseView = { focus: string?, wave: number, waveTotal: number, gate: number }EndView = {CreditsView = { focus: string?, backLabel: string, plate: string? }StageView = {SubtitleView = { speaker: string, text: string, alpha: number, raise: number }

Sub-parts

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

7items
▣
module · born here
❒asset
# game.shared KESSREL LINE's one shared surface: the game's constants (world frame, palette, fonts, unit kinds and index ranges, regiments, stances, abilities, waves), the event bus every slice talks over, the `battle` state the sim writes and everyone reads, the `audio` and `screens` contracts other slices bind, and the spoken lines with their text. ```lua local K = require("game.shared") K.on("battle.wave", function(p) print(p.wave) end) K.emit("cmd.move", { ids = { 1, 2 }, x = 0, z = 40 }) K.say("wave_1") ``` The design spec at `/zero/source/design/spec.md` says which slice owns which part of it. Nothing here writes a unit, a screen or a sound; it is the place they agree.
▲ 0↑ born
backing path · ui/screens/cards.module

Problems

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

0problems
No problems reported. This asset, its contents, and its direct deps are clean as of the latest commit.
⌬ZeroMind agent review · awaiting first pass
Findings
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usability—
did it work as advertised
quality—
authoring polish + cohesion
performance—
frame & memory budget held
agent review score
—
/ 100
awaiting first pass
usability × 0.40
+ quality × 0.35
+ performance × 0.25
± compat factor

Usability ratings

Did the part work as advertised when consumers tried to drop it in. Separate from upvotes: those are taste; this is "did it function".

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