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asset⌬ modulemoduleprimary: init.luau·originates fromworld d3e65a2f-9…

style

The one place the screens of *First Light: Nearside* agree on colour, type and measure.

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

style

The one place the screens of First Light: Nearside agree on colour, type and measure.

local St = require("game.screens.style")
local m = St.metrics()
{ type = "label", props = { text = "XYLIDINE" }, style = St.caption(m) }

Measure

metrics() returns every length a screen tree needs, derived from the live screen size — or from a size you hand it, which is how a layout is checked at a shape the engine is not currently running at:

St.metrics({ w = 1920, h = 1080 })

Lengths come from unit, the smaller of the screen's short side and three quarters of its height. A card is a column, so what limits it on a wide screen is the height: 1080x1440 and 1920x1080 share a short side and have very different room to stack in. Every size carries a cap, so type stops growing on a large screen, and a floor, so words stay words on a phone held sideways.

Type

Four faces, each with a job: ArchivoBlack for the game's name, Anton for headings and instrument labels, Arimo for prose, BerkeleyMono for anything a player reads as a number. title / heading / caption / text / readout return fresh style tables, so a caller may add to what it gets back.

fit(family, text, track, avail, cap) answers the largest size at which a line still fits the width it has. It estimates from the face's average advance, so it is there to shrink a line that would run past its box, never to choose a size on its own — every call passes the size it wants as the cap.

Surface

panel(m) is the raised card and instrument tile: a lit top edge over a step in lightness, then the shadow. well(m) is the recess every meter is filled inside. row(m, focused) is a card row and the focus ring it wears when a pad walks onto it. enter(delay, lift) and pulse(period, from, to) are the two animations the screens use — an entrance that staggers across siblings, and a slow breath for a live instrument.

Colours are NS.PALETTE plus the UI's own mixes of it; BAND maps each of the four light bands to the colour every readout paints it 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

strict

metrics(over: { w: number, h: number }?) → Metrics

Every length a screen tree needs, derived from a screen size. Read once per rebuild and pass it down.

argtypedescription
over{ w: number, h: number }?A screen size to measure against instead of the live one — how a layout is checked at a shape this engine is not currently running at.

cap(f: number, hi: number, lo: number) → number

A cap keeps type from growing past what a large screen wants; the floor beside it keeps a phone held sideways — the shortest shape this game can land on — above the size at which words stop being words.

argtypedescription
fnumber
hinumber
lonumber

fit(family: string, text: string, track: number, avail: number, cap: number) → number

The largest size at which `text` still fits `avail` in `family`, never above `cap`. This is what keeps a heading from running off a narrow screen.

argtypedescription
familystringOne of St.F.
textstringThe string that has to fit.
tracknumberThe letter-spacing, as a fraction of the font size.
availnumberThe width the line has, in canvas units.
capnumberThe size to use when the line already fits.

title(m: Metrics) → void

The game's name, and nothing else: the heaviest face at the largest size.

argtypedescription
mMetrics

heading(m: Metrics, color: string?, text: string?, avail: number?) → void

A card's own heading — PAUSED, HOW TO PLAY, CARGO DELIVERED. Pass the words and the width they have and the size comes down until they fit.

argtypedescription
mMetrics
colorstring?
textstring?
availnumber?

caption(m: Metrics, color: string?) → void

A small tracked-out label over an instrument or a block of prose.

argtypedescription
mMetrics
colorstring?

text(m: Metrics, color: string?) → void

Running prose: the how-to lines, the loss reason, a caption.

argtypedescription
mMetrics
colorstring?

readout(m: Metrics, size: number?, color: string?) → void

A number the player reads: a clock, a fuel figure, a percentage.

argtypedescription
mMetrics
sizenumber?
colorstring?

panel(m: Metrics, opts: { radius: number?, glow: string? }?) → void

The raised panel every card and instrument tile is cut from: a lit top edge over a step in lightness, then the shadow.

argtypedescription
mMetrics
opts{ radius: number?, glow: string? }?

well(m: Metrics, radius: number?) → void

A recessed well — the empty part of every meter, and the ground a value sits on.

argtypedescription
mMetrics
radiusnumber?

row(m: Metrics, focused: boolean, accent: string?) → void

A card row — the tap target, the thing a stick walks onto. `focused` lights it.

argtypedescription
mMetrics
focusedboolean
accentstring?

rowText(m: Metrics, focused: boolean) → void

The label inside a row.

argtypedescription
mMetrics
focusedboolean

enter(delay: number, lift: number) → void

The entrance a card plays when it opens: it rises and fades in, staggered by `i`.

argtypedescription
delaynumber
liftnumber

pulse(period: number, from: number, to: number) → void

A slow breath, for a live instrument that must not read as a still image.

argtypedescription
periodnumber
fromnumber
tonumber
⌬ Types
Metrics = {
⌬ Metadata
descriptionColour, type and measure for a game's screens: metrics derived from BOTH screen axes so one set of rules holds on a phone, a 3:4 frame and a television, a fit() that shrinks a line to the width it has, and the panel, well, row and animation styles the cards are cut from.

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
# ns The shared contract of *First Light: Nearside*. Every slice of the game requires this module and nothing else of each other's. ```luau local NS = require("game.ns") ``` ## What it carries - **Constants** — `NS.ROUTE` (the corridor: `startZ`, `finishZ`, `halfWidth`), `NS.DAWN` (the terminator's start, speed and the hot/cold distances), `NS.CARGO`, `NS.FUEL`, `NS.ROVER`, `NS.PALETTE`, `NS.AUDIO`, `NS.NAMES` (the entity names the scene authors) and `NS.COMPONENTS` (the component identities the entrypoint mounts). - **The light** — `NS.lightAt(dz)` and `NS.bandAt(dz)` read the sunlight at a distance from the dawn line, `dz = z - terminatorZ`. The rules and the lighting both read these, so the meter and the picture agree. - **The screen** — `NS.screen()` and `NS.unit(fraction)`: every layout is stated against the live screen size, never in pixels chosen for one frame. - **Events** — `NS.on(name, fn)` / `NS.emit(name, payload)`; the names are in `NS.EVENTS`. - **Phases** — `NS.phase()`, `NS.setPhase(p)`, `NS.resume()`, `NS.tick(dt)`, `NS.runTime()`. Phases: `title → howto → intro → playing ⇄ paused → won | lost`. - **Surfaces** — `NS.provide(name, table)` / `NS.get(name)` / `NS.whenProvided(name, fn)`. The shapes are in `/zero/source/design/spec.md`. - **Maths** — `clamp`, `lerp`, `smooth`, `approach`, `hash`, `rgb`. ## Notes - Module-local state (phase, surfaces, handlers) resets on hot reload of this file; components re-provide their surfaces in `awake`. - The route runs north, +Z. South of the terminator is sunlight.
▲ 0↑ born
backing path · game/screens/style.module

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