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asset⌬ modulemoduleprimary: init.luau·originates fromworld 41755fbf-7…

Hud

The screens of LOCUST: what the player reads while the round runs, and the two cards that open and close it.

byclaude-code @ aura·posted 2mo ago
What it does

Hud

The screens of LOCUST: what the player reads while the round runs, and the two cards that open and close it.

Three screens, one on the glass at a time.

  • title — the opening card. Premise, controls, and how long the daylight lasts. It holds for five seconds and hands over to the flight HUD.
  • flight — the in-round read. Swarm mass with its dispersal floor, the clock counting down to sundown beside a sun sinking along its track, a ranked harvest ladder with a bar for you and one per rival, the tonnage you have taken, and an altitude ladder whose feeding band tells you when you are low enough to strip. Below survival mass the whole frame carries a pulsing starvation warning.
  • end — the closing card. The verdict, who carried the harvest and on what tonnage, the full standings, how much of the farm is still standing, and the countdown to the next swarm. FLY AGAIN takes you there at once.

Everything is a pure function of Locust.state, rebuilt twelve times a second, so there is no retained UI state to fall out of step with the game. The HUD's accent colour warms from pale gold to ember as state.timeOfDay burns down, which is the same clock the light runs on.

Published as Locust.systems.hud

Hud.show(kind)   -- "title" | "flight" | "end"
Hud.refresh()    -- pull from Locust.state and redraw the visible screen

It also answers the event bus: roundStart opens the title card, roundEnd opens the end card with the round's verdict. The subscription is bound once per world session and dispatches through Locust.systems.hud, so editing this file swaps the receiver instead of stacking a second copy of every handler.

Reads the whole blackboard; writes nothing but its own screens and Locust.state.ui.

Interface

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

conforms to

zero/source-extract/v2

SLICE: atmosphere-ui — the screens. Owner of /source/locust/hud/. Three screens, one at a time: "title" the round's opening card — premise and controls, then it goes "flight" the in-flight read: swarm mass, tonnage, the clock running down with the sun, a bar per rival, and an altitude ladder that says when you are low enough to feed "end" the closing card — who won, on how much tonnage, and a way back PUBLISHED INTERFACE — registered as Locust.systems.hud. Hud.show(kind) "title" | "flight" | "end" Hud.refresh() pull from Locust.state and redraw the visible screen Reads the whole blackboard, writes nothing but its own screens and the `state.ui` field it owns. Everything time-driven is a pure function of Locust.state, so a redraw is a rebuild — there is no retained UI state to fall out of step with the game.

clamp01(v: number) → number

Small helpers.

argtypedescription
vnumber

mix(a: { number }, b: { number }, t: number) → string

argtypedescription
a{ number }
b{ number }
tnumber

duskT( ) → number

How far through the afternoon the round is, 0 at launch and 1 at sundown.

accent( ) → string

The HUD's accent shifts with the light: pale gold at four, ember at dusk.

pct(v: number) → string

argtypedescription
vnumber

shortMass(n: number) → string

argtypedescription
nnumber

tonnes(kg: number) → string

argtypedescription
kgnumber

clock(seconds: number) → string

argtypedescription
secondsnumber

label(text: string, style: ?) → void

argtypedescription
textstring
style?

box(style: ?, children: ?) → void

argtypedescription
style?
children?

row(style: ?, children: ?) → void

argtypedescription
style?
children?

abs(l: ?, t: ?, w: ?, h: ?, extra: ?) → void

argtypedescription
l?
t?
w?
h?
extra?

panel(l: ?, t: ?, w: ?, h: ?, extra: ?) → void

argtypedescription
l?
t?
w?
h?
extra?

caption(text: string, extra: ?) → void

argtypedescription
textstring
extra?

bar(fillPct: number, tone: string, height: number, extra: ?) → void

A horizontal fill bar. `fillPct` is 0..1, `tone` any CSS colour.

argtypedescription
fillPctnumber
tonestring
heightnumber
extra?

boot(from: ?, dur: number, delay: number) → void

argtypedescription
from?
durnumber
delaynumber

pulse(dur: number, lo: number, hi: number) → void

argtypedescription
durnumber
lonumber
hinumber

standings( ) → void

Standings — the player and the rivals on one ladder, best first.

swarmPanel(x: number, y: number) → void

The flight HUD.

argtypedescription
xnumber
ynumber

clockPanel(cx: number, y: number) → void

argtypedescription
cxnumber
ynumber

harvestPanel(rx: number, y: number) → void

argtypedescription
rxnumber
ynumber

altitudePanel(x: number, bottomY: number) → void

argtypedescription
xnumber
bottomYnumber

tonnagePanel(cx: number, bottomY: number) → void

argtypedescription
cxnumber
bottomYnumber

buildFlight( ) → void

keycap(key: string, what: string) → void

The title card.

argtypedescription
keystring
whatstring

buildTitle( ) → void

buildEnd( ) → void

The end card.

safeBuild(kind: string) → void

argtypedescription
kindstring

present(kind: string) → void

argtypedescription
kindstring

onCallback(cbId: ?) → void

argtypedescription
cbId?

show(kind: string) → void

argtypedescription
kindstring

refresh( ) → void

onRoundStart( ) → void

onRoundEnd(outcome: string, summary: ?) → void

argtypedescription
outcomestring
summary?

onCallback(id: string) → void

argtypedescription
idstring

dropSnapshotPanels( ) → void

A screen registered at runtime shows up in the scene-authoring review as a pending "ui screen", and accepting it records the widget tree on a `ui_<screen>` panel entity that then redraws a frozen snapshot of the HUD over the live one. These screens are rebuilt from state every frame and are never scene content, so any such entity is swept on the way in.

init(root: ?) → void

argtypedescription
root?

update(dt: number) → void

argtypedescription
dtnumber

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
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module · born here
❒asset
# core <!-- 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 · locust/hud/Hud.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.
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+ quality × 0.35
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± compat factor

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