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asset⌬ componentcomponentprimary: init.luau·originates fromworld ef2bf10b-d…

Screens

Puts every authored screen of *First Light: The Three Fires* on the glass and drives it. One instance, on the scene's `screens` entity; it needs nothing else on that entity.

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

Screens

Puts every authored screen of First Light: The Three Fires on the glass and drives it. One instance, on the scene's screens entity; it needs nothing else on that entity.

What it draws

ScreenLayerRedrawn
fl_scorch40nevera pulsing red bloom, shown while the censer burns its bearer
fl_hud50every framethe dawn bar, the triad and the censer
fl_caption60when the line changesa spoken line, as written text
fl_card1000when the card changestitle, how-to, pause, the three endings

They are separate screens because they change on completely different clocks: every number on the readout moves every frame, a card changes only when the player does something, and the scorch bloom never changes at all. Each is rebuilt only when its own content moves, and each can be shown and hidden without touching the others.

Three hands, one focus

A card carries an ordered ring of focusable rows (Cards.ids), and exactly one of them is lit with an ember ring. game.input.console — activated the instant a card goes up and released the instant the last one comes down — walks that ring from the arrow keys, WASD, the left stick and the d-pad; confirm acts on whatever is lit; back leaves the card. A mouse moves the focus by crossing a row and acts by clicking it, and a finger taps the row itself. All three end at the same onCallback id, and every id that changes the game's state does it by calling FL.request(...) — the loop slice decides what actually happens.

The hover only moves the focus on the frame the pointer ARRIVES on a row. A pointer left resting on one would otherwise re-take the focus every frame, and a stick could never move it anywhere.

The how-to-play card is local

Every other card follows FL.state.phase. The handbill is this component's own overlay, opened over whichever card is underneath and closed back onto it, so it is reachable from both the title and the pause card without the loop slice needing a phase for it.

While the clock is held

An editor pause stops update but the card on the glass is still the card the player is looking at, so editorUpdate goes on drawing and driving it. Only leaving play takes the game's screens down.

Interface

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

conforms to

zero/source-extract/v2

Screens — every authored screen of First Light: The Three Fires, on the glass, and the hand that drives them. One instance, on the scene's `screens` entity. It gathers what the cards and the readout need out of `FL.state`, decides which card is up, and hands the trees to `game.ui.Hud` and `game.ui.Cards`, which draw them. Every button ends at `FL.request(...)`, so the loop slice owns what actually happens. ## The four screens | Screen | Layer | Redrawn | Why |

kindNow( ) → string

Which card belongs on the glass right now.

act(id: string?) → void

argtypedescription
idstring?

goBack( ) → void

What Escape, the pad's east button and a card's own Back row all mean.

readAxis(v: any) → void

argtypedescription
vany

dropHandles( ) → void

listening( ) → boolean

Whether this component's own subscriptions are still attached. They can be severed by something other than this instance: a hot reload leaves the previous instance to run its `onDestroy` AFTER the new one has already subscribed, and that deactivate takes the fresh subscriptions with it. The map then reads as live and suppressing while nothing is listening to it — every control silent, `Zin.observe` reporting `subscribers = 0` — so liveness is checked from the handles rather than assumed from a flag.

activateConsole( ) → void

consoleIsLive( ) → boolean

Whether the engine itself still holds the console scheme live. The authority is the engine's list, not this component's `mapActive` flag. A hot reload resets the flag to false while the scheme the previous instance activated is still live and still suppressing `magus`, so a release that trusted the flag would return without deactivating anything and leave the game unplayable: every movement key would drive the menu and the magus would not move.

releaseConsole( ) → void

view( ) → any

cardTree(m: U.Metrics, kind: string) → any

argtypedescription
mU.Metrics
kindstring

hideAll( ) → void

refresh(dt: number) → void

argtypedescription
dtnumber

registerScreens( ) → void

awake( ) → void

update(dt: number) → void

argtypedescription
dtnumber

editorUpdate(dt: number) → void

argtypedescription
dtnumber

onCallback(id: string, _data: ?) → void

argtypedescription
idstring
_data?

onDestroy( ) → void

⌬ Metadata
descriptionRegisters and drives every screen of First Light: The Three Fires — the HUD, the caption band, the scorch bloom and the title / how-to / pause / end cards — and owns the menu focus ring, so every card is drivable by mouse, by touch and by a controller alone.

Sub-parts

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

22items
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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
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module · born here
❒asset
# Cards Every screen *First Light: The Three Fires* puts BETWEEN the player and the temple: the title, the how-to-play handbill, the pause card, and the three end cards — one per verdict. ```lua local Cards = require("game.ui.Cards") Cards.ids.title --> { "start", "howto" } Cards.title(m, { focus = "start" }) ``` Each builder is pure: it takes the live metrics from `game.ui.flui` and a view model, and returns a widget tree. It registers nothing, shows nothing and decides nothing — `game.ui.Screens` gathers the state, picks the card and hands it here. | Builder | Rows (`Cards.ids`) | |---|---| | `Cards.title` | `start`, `howto` | | `Cards.howto` | `closeHowto` | | `Cards.pause` | `resume`, `restart`, `howto`, `title` | | `Cards.ended` | `restart`, `title` | A row's `id` is both its `onClick` callback and the id `game.ui.Focus` walks, so a mouse, a finger and a pad all end at the same place. `Cards.ended` reads `view.result` — `triunity`, `grey` or `lost` — and changes its accent, its ornament and its words with it: a warm sunrise over the ridge for the true dawn, a cold one for the grey, and three cold flames for the night that kept the temple.
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module · born here
❒asset
# Hud The readout the night is played under, and the caption band that carries a spoken line as written text. ```lua local Hud = require("game.ui.Hud") Hud.tree(m, {}) -- the readout, redrawn every frame Hud.captionTree(m, line) -- one spoken line, redrawn only when it changes Hud.scorchTree(m) -- the red bloom while the censer burns its bearer ``` **The screen is taller than it is wide, so the HUD reads DOWN it.** Three things, stacked in the top quarter: - **The dawn bar** — the night as a bar the sun crosses, indigo at the left through the first blush to gold, with a disc riding `FL.progress()` and the time to first light over it. - **The triad** — the three fires placed in the SAME triangle the temple stands in: Adur Gushnasp up the screen, Farnbag to the left, Burzen-Mihr to the right, with the sightline between them drawn behind. Each is a ring gauge that fills with its heat around its own flame; a dead altar loses its colour and says `dark`. A glance says which way to run. - **The censer** — how much heat is being carried, with the scorch line marked in red, the vitality it is costing, and what the keeper is doing right now. The caption floats clear of the bottom fifth, which is where the touch stick and the touch buttons are drawn. ## Why there are three functions and not one They change on completely different clocks. Every number on the readout moves every frame, so it is rebuilt every frame. A caption changes once every few seconds, and the scorch bloom never changes at all — rebuilding either beside the gauges would be work for nothing, and keeping them apart is what lets each be shown and hidden without touching the others.
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module · born here
❒asset
# flui The look of *First Light: The Three Fires* — one place for the palette, the type scale, the ornament and the small composed pieces every card and the HUD are built out of. ```lua local U = require("game.ui.flui") local m = U.metrics() U.slab(m, { U.wingedDisc(m, 300), U.display(m, "First Light", 66) }) ``` ## Metrics `U.metrics()` reads `ui.screenSize()` and returns `{ w, h, k, portrait, cardW, gutter }`. Every size in this module comes out of it: `k` is a type scale that rides the SHORTER edge of the screen, so a tall phone and a wide monitor get type of the same physical weight, and the boxes are fractions with a ceiling — a card is 88% of the width but never wider than about 680. `U.px(m, n)` scales and rounds a design value to whole logical pixels. ## What is in it | Group | | |---|---| | Palette | `NIGHT` `STONE` `INK` `DIM` `FAINT` `BRONZE` `EMBER` `GOLD` `ASH` `BLOOD` `GREEN`, and `SERIF` / `SERIF_I` / `MONO` | | Ornament | `wingedDisc` (the sun between two wings, the sign over an Arsacid gate), `rule` (a hairline with a lozenge), `flame` (lit or the cold outline of one), `censerGlyph`, `sunrise` | | Type | `display` `eyebrow` `body` | | Boxes | `backdrop` (a dimmed, frosted full-glass field with an optional watermark), `slab` (the sandstone card), `choice` (a row a player picks), `controlHint`, `gauge`, `ring` | Every glyph is drawn as inline SVG from a template rather than imported, so it takes the colour it is asked for — a flame in each fire's own tint, ornament in bronze or in an ending's accent. ## Two rules the layout depends on - **A wrapping label's width goes on its CONTAINER, and that container must not centre its children.** A `wrap = true` label inside a box carrying `alignItems = "center"` collapses to one glyph per line, mid-word, however definite the box's width is. `U.body` is the shape that works; centre the text with `textAlign`. - **A row of cells is given an explicit width, never `flex = 1` alone.** Cells that only grow are pushed wider than the card by the longest label in them, and a card does not clip what overflows it.
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module · born here
❒asset
# FL <!-- 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.
▲ 0↑ born
backing path · game/ui/Screens.component

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