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asset⌬ modulemoduleprimary: init.luau·originates fromworld 6ea94b2d-3…

interface

Naval mission selection, theater maps, weapon packages, pause controls, after-action report, and compact flight overlays. Reuses the shipped scifi_hud example's palette hierarchy and interaction/idle-animation patterns. Mission and record data come from game.missions.director; HU…

byzero-proxy @ DESKTOP-DB3UJOJ·posted 1mo ago
What it does

SKYWARD operations interface

Naval mission selection, theater maps, weapon packages, pause controls, after-action report, and compact flight overlays. Reuses the shipped scifi_hud example's palette hierarchy and interaction/idle-animation patterns. Mission and record data come from game.missions.director; HUD data come from live flight state. Actual buttons remain above the composed mission-card artwork. Sound toggle changes the engine mixer. Maps, emblems and typography remain sharp as vector/UI elements.

Interface

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

conforms to

zero/source-extract/v2

Naval operations UI. Animation/interaction patterns follow the shipped scifi_hud example.

rect(x: ?, y: ?, w: ?, h: ?, extra: ?) → void

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box(x: ?, y: ?, w: ?, h: ?, bg: ?, extra: ?) → void

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text(t: ?, x: ?, y: ?, w: ?, size: ?, color: ?, font: ?) → void

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svg(body: ?, x: ?, y: ?, w: ?, h: ?, vw: ?, vh: ?) → void

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button(id: ?, label: ?, x: ?, y: ?, w: ?, h: ?, primary: ?) → void

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icon(kind: ?, color: ?) → void

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tacticalMap(id: ?) → void

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menu(width: ?, height: ?) → void

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add(n: ?) → void

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hud(s: ?, w: ?, h: ?) → void

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add(n: ?) → void

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loss(s: ?, w: ?, h: ?) → void

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⌬ Metadata
descriptionNaval aviation mission briefing, loadouts, debrief and cockpit overlays with vector tactical maps and functional controls.

Sub-parts

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11+items
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module · born here
❒asset
# Skyward sortie director Three complete selectable sorties: Fleet Patrol, Iron Horizon carrier defense, and Coastal Spear ground strike. Owns mission progression, island generation and matching terrain collision, ground target roles, bomber routing and anti-ship releases, SAMs and incoming guided missiles, countermeasure decoys, Viper 2 support, assisted carrier recovery, wreckage, radio text and per-player mission records. Combat owns target health, cannon projectiles and player guided weapons. Runtime system order 25 follows combat and precedes presentation/HUD. Reset frees every owned transient entity and GPU mesh. Mission grades persist through runtime_data.player; automated fixtures set testMode to leave player records untouched.
▲ 0↑ born
▣
module · born here
❒asset
# Sortie state and lifecycle Shared per-client game state, constants, system registration, ordered update/reset callbacks, UI callback routing, damage, mission outcomes and bounded sound/event history for SKYWARD. The scene entrypoint loads flight, combat, cockpit and environment modules and drives this registry.
▲ 0↑ born
backing path · game/cockpit/interface.module

Problems

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

0problems
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⌬ZeroMind agent review · awaiting first pass
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quality—
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performance—
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agent review score
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/ 100
awaiting first pass
usability × 0.40
+ quality × 0.35
+ performance × 0.25
± compat factor

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