Hud
The readout THE EIGHTH KETYL runs behind, and the caption band that carries a spoken line as written text.
Hud
The readout THE EIGHTH KETYL runs behind, and the caption band that carries a spoken line as written text.
The screen is taller than it is wide, so the HUD reads DOWN it. The plate rail hugs the left edge as a ladder of eight — the plates you have purged lit brass, the one you are standing on lit violet, the ones above still dark. The plate number and the growths left on it sit opposite. The two meters that decide whether the run continues sit across the bottom, where a thumb already is. Every cluster is anchored to a screen EDGE with a proportional inset, so a wide screen moves the same furniture apart rather than breaking the layout.
A HUD carries its own contrast. It draws over whatever the scene happens to be, bright or black, so each cluster sits on its own dark plate rather than trusting the frame behind it to be dark. An unreached plate on the rail is dim but still legible: a tone dark enough to disappear on a black plate is the same as not drawing the rung at all.
Wetness is said twice. The meter counts it, and past two thirds a wash pulses in at the edge of vision — faster the closer the run is to over — so the player feels it without reading a number.
What it provides
Hud.hud(state)— the whole display: plate rail, plate number, growths remaining as a number AND as a strip of mucous pips, the charge and wetness meters, the danger wash, and the riser prompt, which names the key, the pad button and the touch control at once.Hud.plateRail(opts)— the ladder of eight on its own.Hud.caption(opts)— a speaker rule, the speaker's name and the line, set in the serif for the chemist and in the mono for the column, so the two voices read differently on the page as well as in the ear.
Nothing here reads input or game logic. Hand it Still.state and it draws it.
Who consumes it
The Screens component, and nothing else.
Scoped to this part · feeds back into the world's score.