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Hud

The in-mission interface of Verdigris Cloister. It mounts four screens on a 1080x1440 portrait frame, keeps them fed from the board, and answers clicks from the ability bar.

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

Hud

The in-mission interface of Verdigris Cloister. It mounts four screens on a 1080x1440 portrait frame, keeps them fed from the board, and answers clicks from the ability bar.

entity.spawn("HudRoot").component.add("Hud")
local hud = entity.find("HudRoot").component.get("Hud")

One instance is enough; it lives on its own root entity and needs no transform.

Where the board comes from

  1. the Director component's snapshot(), when the rules slice answers;
  2. otherwise a worked demonstration board, so the interface always draws something real. Turn that off with demoWhenUnbound = false.

What it draws

  • The initiative queue across the top: up to six painted portrait cards, front first, each with its monk's tint down the left edge, an HP bar, an overwatch mark, and a dagger over the dead. The wrap into next round is marked with a numbered divider, so the queue reads far enough ahead to plan against. Beside it, the round in roman numerals and the blight's share of the greenhouse.
  • The board overlay, which never takes pointer input: floating damage numbers with weight (a critical is bigger, brighter and slower), the destination chip naming the AP cost and the cover of the tile about to be entered, and a short banner when a phase turns over.
  • The inspector: the hovered tile's botanical plate, its name, its stage, its cover and elevation chips, and — set off in gold — what it becomes next round. When a shot is aimed it becomes the hit-chance stack instead: the honest percentage on a dial, and every modifier itemised line by line with its reason, then the damage range and critical chance.
  • The ability bar: the active monk and their AP pips, the six standing actions, that monk's own signature ability, Hold, and End Turn.

The surface other slices call

hud:hoverTile(x, y)             -- the pointer is over this tile
hud:clearHover()
hud:pinTile(x, y) / hud:unpinTile()
hud:previewDestination(x, y, apCost, cover, warn?)
hud:clearDestination()
hud:designate(attackerId, targetId, fallback?)   -- open the hit-chance stack
hud:clearTarget()
hud:selectAction(actionId, hint?)
hud:setActionStates({ burn = { usable = false, reason = "no action points" } })
hud:floatAt(unitId, text, kind, sub?)            -- damage / crit / heal / miss / death
hud:floatAtTile(x, y, text, kind)
hud:announce(title, sub?, tone?)
hud:report()                                     -- what it is drawing right now
hud:rehearse()                                   -- stage every state at once, for a look

Nothing is required. The picking slice owns hoverTile / previewDestination / designate; until it calls them the HUD finds the tile under the pointer itself, by projecting every tile centre and taking the nearest.

Signals it listens for

unitDamaged throws a number, unitDied a dagger, phaseChanged and roundBegan a banner, blightGrew a mark on the tile, unitSelected and unitActed clear the aim. It assumes no publisher exists.

Sounds it asks for

Through Core.sfx, by the names the audio slice publishes: ui_click on an ability, ui_confirm on end turn, unit_select on aiming a shot, ui_hover as the pointer crosses onto a new tile.

Callback ids

hud.action.<id> for every ability tile and hud.endturn. Each is a transparent button laid over the styled tile, addressable as hud-action-<id> and hud-endturn for gui clickElement.

Interface

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

conforms to

zero/source-extract/v2

Hud — the in-mission interface of Verdigris Cloister. Four screens, stacked down a 1080x1440 portrait frame: the initiative queue at the top, a transparent overlay across the board, the inspector under it and the ability bar at the foot. `game.ui.hud.hud` draws them; this component decides WHAT they draw and keeps them fed. Where the board comes from, in order: 1. the Director component's snapshot(), when the rules slice answers; 2. otherwise a worked demonstration board, so the interface is always provable on its own and never renders an empty frame. The other slices reach it through its public methods and through the signals on `game.core`; it assumes no listener and no caller exists. entity.find("HudRoot").component.get("Hud"):hoverTile(4, 6) entity.find("HudRoot").component.get("Hud"):designate("m_anselm", "b_shard1") entity.find("HudRoot").component.get("Hud"):floatDamage("b_shard1", 6, false)

director( ) → any

readSnapshot( ) → any

orderedView(s: any) → void

The queue reads ahead into next round: everything from the active unit onward is this round, and the wrap-around is marked with a divider.

argtypedescription
sany

tileOf(s: any, x: number, y: number) → any

argtypedescription
sany
xnumber
ynumber

hitView(s: any) → any

argtypedescription
sany

refreshTilePix(s: any) → void

The cam slice owns picking and calls hoverTile(). Until it does, the HUD finds the tile itself by projecting every tile centre and taking the nearest one to the pointer — so the inspector is never mute.

argtypedescription
sany

pointerPos( ) → void

probeHover(s: any) → void

argtypedescription
sany

screenOfTile(x: number, y: number, s: any) → void

argtypedescription
xnumber
ynumber
sany

buildView(s: any) → any

argtypedescription
sany

signature(view: any) → string

A cheap signature over everything the three static bands draw, so they are rebuilt when the board changes and left alone when it does not.

argtypedescription
viewany

pushBands(view: any) → void

argtypedescription
viewany

mount( ) → void

unmount( ) → void

announce(title: string, sub: string?, tone: string?) → void

argtypedescription
titlestring
substring?
tonestring?

wire( ) → void

awake( ) → void

onDestroy( ) → void

tick(dt: number) → void

argtypedescription
dtnumber

update(dt: ?) → void

argtypedescription
dt?

editorUpdate(dt: ?) → void

argtypedescription
dt?

onCallback(callbackId: ?, data: ?) → void

argtypedescription
callbackId?
data?

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

═══════════════════════════════════════════════════════════════════════ The surface the other slices call ═══════════════════════════════════════════════════════════════════════ --!desc Name the tile the pointer is over, so the inspector reads it. --! Call this from the picking slice; while it keeps calling, the HUD --! stops looking for the tile itself. --!arg x Tile column, 1..8. --!arg y Tile row, 1..10. --!example entity.find("HudRoot").component.get("Hud"):hoverTile(4, 6)

argtypedescription
xnumber
ynumber

clearHover( ) → void

--!desc Clear the hovered tile — the pointer left the board. --!example entity.find("HudRoot").component.get("Hud"):clearHover()

pinTile(x: number, y: number) → void

--!desc Hold the inspector on one tile until it is unpinned — the pointer --! probe stops overriding it. For staged shots and for stepping through --! the board from a script. --!arg x Tile column, 1..8. --!arg y Tile row, 1..10. --!example hud:pinTile(3, 5)

argtypedescription
xnumber
ynumber

unpinTile( ) → void

--!desc Release a pinned tile; the pointer decides again. --!example hud:unpinTile()

previewDestination(x: number, y: number, apCost: number, cover: number, warn: string?) → void

--!desc Show the destination chip over a tile the player is about to enter: --! what the path costs and what cover waits there. --!arg x Destination tile column. --!arg y Destination tile row. --!arg apCost Action points the previewed path costs. --!arg cover Cover the destination gives: 0 none, 1 half, 2 full. --!arg warn Optional plain-words warning, e.g. "thornbed - it will bleed you". --!example hud:previewDestination(5, 7, 1, 1, nil)

argtypedescription
xnumber
ynumber
apCostnumber
covernumber
warnstring?

clearDestination( ) → void

--!desc Take the destination chip off the board. --!example hud:clearDestination()

designate(attackerId: string, targetId: string, fallback: any?) → void

--!desc Aim a shot: opens the itemised hit-chance stack in the inspector. --! The numbers come from the Director when it answers hitChance(), and --! from `fallback` when it does not. --!arg attackerId The attacking unit's id. --!arg targetId The target unit's id. --!arg fallback Optional { chance, modifiers, damage, crit } to show when --! the rules slice has nothing to say yet. --!example hud:designate("m_anselm", "b_shard1")

argtypedescription
attackerIdstring
targetIdstring
fallbackany?

clearTarget( ) → void

--!desc Close the hit-chance stack; the inspector goes back to the ground. --!example hud:clearTarget()

floatAt(unitId: string, text: string, kind: string, sub: string?) → void

--!desc Throw a floating number off a unit — a hit, a critical, a mend, a miss. --!arg unitId Whose tile it rises from. --!arg text What it reads, e.g. "7". --!arg kind One of "damage", "crit", "heal", "miss", "death". --!arg sub Optional small line under it, e.g. "CRITICAL". --!example hud:floatAt("b_shard1", "7", "damage")

argtypedescription
unitIdstring
textstring
kindstring
substring?

floatAtTile(x: number, y: number, text: string, kind: string) → void

--!desc Throw a floating number at a tile rather than at a unit. --!arg x Tile column. --!arg y Tile row. --!arg text What it reads. --!arg kind One of "damage", "crit", "heal", "miss", "death". --!example hud:floatAtTile(4, 8, "3", "damage")

argtypedescription
xnumber
ynumber
textstring
kindstring

announce(title: string, sub: string?, tone: string?) → void

--!desc Put a short banner over the board for a couple of seconds. --!arg title The line, set in the display face. --!arg sub Optional second line. --!arg tone Optional CSS colour for the title. --!example hud:announce("The Garden Takes Its Turn")

argtypedescription
titlestring
substring?
tonestring?

selectAction(actionId: string, hint: string?) → void

--!desc Highlight one action in the ability bar and print its note. --!arg actionId move / attack / overwatch / sow / burn / flood / hold, or a signature id. --!arg hint Optional line to print beside the active monk instead of the action's own note. --!example hud:selectAction("overwatch")

argtypedescription
actionIdstring
hintstring?

setActionStates(states: any) → void

--!desc Grey out actions the rules refuse, each with the reason in plain words. --!arg states A map of action id -> { usable = boolean, reason = string? }. --!example hud:setActionStates({ burn = { usable = false, reason = "no action points" } })

argtypedescription
statesany

show( ) → void

--!desc Put the whole interface on the glass. Call it when a modal screen --! that covered the mission closes. --!example hud:show()

hide( ) → void

--!desc Take the whole interface off the glass, leaving the screens --! registered — for a title card, a briefing, a cutscene or an end card. --!example hud:hide()

report( ) → any

--!desc Read what the HUD is currently drawing — the proof surface for --! a test that cannot see pixels. --!return A table naming the mounted screens, the hovered tile, the --! designated target, the live floater count and the snapshot source. --!example print(hud:report().source)

rehearse( ) → void

--!desc Run the interface through its states once, for a look at it: a --! hovered tile, an aimed shot, a struck number and a banner. --!example hud:rehearse()

Sub-parts

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11+items
▣
module · born here
❒asset
# core One-paragraph description of what this module provides and who consumes it. ## Exports - `M.exampleFn(arg) -> result` — what it does and when to call it. - `M.exampleValue: type` — what value it carries. ## Usage ```luau local M = require("@<youridentity>::modules.core") M.exampleFn("foo") ``` ## Notes - Anything callers need to know about THIS module: required runtime ordering, state ownership, side effects.
▲ 0↑ born
▣
module · born here
❒asset
# game.ui.hud.hud — the in-mission interface Turns a board snapshot into the four widget trees of the mission HUD. Pure presentation: it holds no game state, reads `game.core` for the grid, palette and monk records, and is driven by the `Hud` component. local Hud = require("game.ui.hud.hud") ## The frame The screen is **1080 x 1440 — portrait**. The interface stacks down it and leaves the middle band to the board: | band | y | screen | what it holds | |---|---|---|---| | queue | 0 – 206 | `hud_queue` | the initiative order as painted portraits, the round, the blight meter | | board | 206 – 1040 | `hud_board` | floating numbers, the destination chip, the phase banner — **never takes pointer input** | | inspector | 1040 – 1252 | `hud_inspect` | the tile plate and its next growth stage, or the itemised hit chance | | actions | 1252 – 1440 | `hud_actions` | the active monk, AP pips, end turn, and eight ability tiles | `Hud.W`, `Hud.H`, `Hud.QUEUE_H`, `Hud.BOARD_TOP`, `Hud.BOARD_H`, `Hud.INSPECT_TOP`, `Hud.INSPECT_H`, `Hud.ACTIONS_TOP`, `Hud.ACTIONS_H` and `Hud.SCREENS` publish those numbers so another slice can stay clear of them. ## Building the trees Hud.queueTree(view) Hud.boardTree(view) Hud.inspectTree(view) Hud.actionsTree(view) Each takes one `view` table and returns a widget tree whose root is an `area`. The `Hud` component assembles the view; its shape: view = { snapshot = { units, order, activeUnit, round, phase, blightShare, tiles }, dividerAt = number, -- how many queue entries belong to this round tile = tile?, -- the hovered tile, for the inspector hit = hit?, -- an aimed shot; wins over `tile` dest = dest?, -- { tx, ty, x, y, ap, cover, warn } the destination chip floaters = { … }, -- { x, y, text, kind, sub, age, life } banner = banner?, -- { title, sub, tone, age, life } selectedAction= string, actionHint = string?, actionStates = { [actionId] = { usable = boolean, reason = string? } }, hoverHint = string?, } A `hit` is what the rules slice's `hitChance()` returns, plus the target's name and crest: hit = { chance, modifiers = { { label, value, note } … }, damage, crit, reason, targetName, targetKind, targetSub, attackerName } ## Art Every glyph, portrait, crest, botanical plate and ornament is authored as SVG in this module and installed as a `.svg` asset under `/source/game/ui/hud/art/`. `Hud.installArt()` writes them (idempotent; the `Hud` component calls it in `awake`), and the trees place them with `image` widgets by name. Hud.art() -- every piece, keyed by asset name Hud.installArt(force?) -- write them out; returns how many were written Hud.portraitOf(kind) -- hud_portrait_anselm … hud_portrait_blight (170x148) Hud.crestOf(kind) -- hud_crest_anselm … hud_crest_blight (32x32 roundel) Hud.plateOf(kind) -- hud_plate_creepvine … hud_plate_stone (118x118) Hud.glyphOf(id) -- hud_glyph_move … hud_glyph_endturn (44x44) Each `.svg` declares the exact pixel size it is placed at, because the importer bakes at the declared size with nearest-neighbour filtering. ## Pieces another slice can reuse Hud.apPips(ap, maxAp) -- a row of gold action-point rosettes Hud.coverChip(level, compact) -- shield + EXPOSED / HALF COVER / FULL COVER Hud.hitArea(id, callbackId) -- a transparent click surface over a styled box Hud.actions(monkId) -- the eight action records for the bar Hud.roman(n) -- I, II, III … for round counters Hud.tileName(x, y) -- "D-6" Hud.C, Hud.T, Hud.merge -- the colour tokens, the type styles, a style merge `Hud.demoSnapshot()` and `Hud.demoHit()` are a worked mid-mission board and a worked breakdown, drawn whenever no Director is answering so the interface is never a blank frame. ## Typography Georgia for the illuminated display line and the rubrics, Liberation Serif for the body, monospace for anything the player counts. Colours come from `Core.PALETTE`, converted to CSS once in `Hud.C`.
▲ 0↑ born
backing path · game/ui/hud/Hud.component

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