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Screens

Puts every authored screen of *First Light: Sabaean Madcaps* on the glass and drives it. Mounted once, on `mount_screens`; it needs nothing else on that entity.

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

Screens

Puts every authored screen of First Light: Sabaean Madcaps on the glass and drives it. Mounted once, on mount_screens; it needs nothing else on that entity.

What it draws

ScreenLayerWhat it is
mc-menu960whichever card the phase calls for
mc-hud120the climb rail, the madcap gauge, the dawn rail, the censer, the pause pip
mc-alert118first light, and the censer going dark
mc-say980the subtitle — every spoken line, in writing, always

The subtitle sits above the cards on purpose: an ending speaks while its card is on the glass, and a line nobody can read is a line the game did not say. Its root is an anchor, not a full-screen box, so it covers only the band it draws in — a screen root that fills the viewport takes every tap inside it, painted or not.

The alert layer is its own screen because its motion loops, and a HUD repaint would restart the loop every time the clock ticked.

What decides which card is up

MC.state.phase, which the loop slice owns. This component never invents a phase: it reads one and paints it.

PhaseCard
titlethe title card
openingnone — a staged shot, with only the words over it
playnone — the HUD
pausedthe pause card
won / lostfirst light on the altar, or Wahab'il's taper

How to play is an overlay over whichever card opened it, not a phase, and closing it puts the focus ring back on the line that opened it.

When the player takes a line this component emits uiRequest(action) — "start", "pause", "resume", "restart", "title" — and waits. If nothing has moved the phase after a moment it moves the phase itself, so the game stays reachable from its own title card whatever else is or is not running. The moment Game answers a uiRequest, the fallback stops firing on its own.

Controls

game.screens.uimenu goes live the instant a card goes up and is released the instant the last one comes down; it stands down run, player and uipause while it holds. game.screens.uipause carries the one control that stays live during the climb.

  • Focus moves on navigate (arrow keys / d-pad) and navigateStick (left stick), wraps at both ends, and lands on something the instant a card opens. The focused line carries a gold ring, a lit edge marker and a diamond; hover and press are styled differently on purpose, so a pointer resting on one line never reads as the ring sitting on another.
  • Choose on confirm (Enter, Space, south), leave on back (Escape, Backspace, right mouse, east), and an end card also answers restart (R, north).
  • A pointer or a thumb takes a line by touching it, and doing so moves the ring there, so a player mixing devices never loses their place. Every line is at least 100 logical points tall.
  • Each card shows the legend for the family actually in the player's hands, read from /runtime/input/device: a contact on the glass means a thumb, a connected pad means a controller, otherwise it is a keyboard. The touch reading is held for a minute, because a player who taps a line and then reads the card is still holding a phone thirty seconds later.

Public fields

  • menuMap: assetRef(inputMap) — the menu scheme. Default game.screens.uimenu.
  • pauseMap: assetRef(inputMap) — the pause control. Default game.screens.uipause.

Methods

  • :repaint() — force the next tick to rebuild every screen. A screen is only repainted when its own inputs change, and a hot reload of mcui or mcscreens is not one of those inputs, so this is how an edit to the look reaches the glass without restarting anything.

Lifecycle

  • awake() — paints the first frame.
  • update(dt) / editorUpdate(dt) — one tick either way: takes over the bus from whatever chunk held it, reads the device, ages the subtitle, resolves the card the phase asks for, and repaints only the screens whose inputs changed.
  • onDestroy() — drops every bus handle, releases both schemes, and unregisters every screen it put up.

Interface

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

conforms to

zero/source-extract/v2

Screens — every authored screen of FIRST LIGHT: SABAEAN MADCAPS, and the focus that drives them. Owned by the `screens` slice, mounted once on `mount_screens`, and needing nothing else on that entity. WHAT IT PUTS ON THE GLASS mc-menu the title card, the how-to-play record, the pause card and the two end cards — whichever one MC.state.phase calls for mc-hud the climb rail and the madcap gauge on one edge, the dawn rail and the censer on the other, and the pause pip in the corner mc-alert first light, and the censer going dark (their motion loops, so they sit on their own screen and a HUD repaint never restarts it) mc-say the subtitle — every spoken line, in writing, always WHAT DECIDES WHICH CARD IS UP MC.state.phase, which the `loop` slice owns. This component never invents a phase: it reads one and paints it. When the player takes a line it emits `uiRequest(action)` and waits. If nothing has moved the phase after UI_REQUEST_GRACE seconds — because no other slice is listening yet — it moves the phase itself, so the game stays reachable from its own title card whatever else is or is not running. The moment Game answers a `uiRequest`, that fallback stops firing on its own. INPUT `game.screens.uimenu` goes live the instant a card goes up and is released the instant the last one comes down; it stands down `run`, `player` and `uipause` while it holds, so a key cannot both close a card and re-open it in one frame. Focus moves on `navigate` (arrows / d-pad) and `navigateStick` (left stick), wraps at both ends, and lands on something the instant a card opens. `confirm` takes the focused line, `back` leaves the card, and an end card also answers `restart`. A pointer clicks the control it is over and a thumb taps it — either moves the ring to that line, so a player mixing devices never loses their place. `game.screens.uipause` carries the one control that stays live in play.

paint(name: string, tree: ?, layer: number) → void

Screen plumbing

argtypedescription
namestring
tree?
layernumber

setShown(name: string, visible: boolean) → void

argtypedescription
namestring
visibleboolean

cardForPhase( ) → string

What card the phase asks for

items( ) → void

focusId( ) → string

model( ) → void

The view model every builder reads

request(action: string) → void

Requests. The loop slice owns the phase; this asks it to move.

argtypedescription
actionstring

applyFallback(action: string) → void

The self-disabling fallback. It runs only when a request went unanswered, which is only when nothing else in the world is listening for `uiRequest`.

argtypedescription
actionstring

moveFocus(delta: number) → void

Focus and activation

argtypedescription
deltanumber

openOverlay(name: string) → void

argtypedescription
namestring

closeOverlay( ) → void

activate(id: string?) → void

argtypedescription
idstring?

goBack( ) → void

onNavigate(v: ?, dt: number, active: boolean) → void

Input

argtypedescription
v?
dtnumber
activeboolean

unbindMenu( ) → void

bindMenu( ) → void

bindPause( ) → void

readDevice( ) → void

Which family is in the player's hands Read from `/runtime/input/device` rather than from `input.observe()`: the document's mapping half costs a frame of work to build and is built while anything is reading it, and this needs two numbers off the device half. A contact on the glass means a thumb; a connected pad means a controller (a browser reports a pad only once its owner has pressed something on it); otherwise it is a keyboard.

wire( ) → void

The tick Take over the signal bus from whatever chunk held it. Done from the tick rather than from `awake`, because reloading a component's source reconciles the live instance in place without running `awake` again — a subscription made there would go on writing into the previous chunk's locals while this one reads its own, and every spoken line would vanish.

tick(dt: number) → void

argtypedescription
dtnumber

repaint( ) → void

Lifecycle Force the next tick to rebuild every screen from scratch. A screen is only repainted when its own inputs change, and a hot reload of `mcui` or `mcscreens` is not one of those inputs — so this is how an edit to the look reaches the glass without restarting anything.

awake( ) → void

update(dt: number) → void

argtypedescription
dtnumber

editorUpdate(dt: number) → void

argtypedescription
dtnumber

onCallback(id: string, _data: any) → void

Every control on every card lands here, whatever pressed it.

argtypedescription
idstring
_dataany

onDestroy( ) → void

Sub-parts

Everything contained inside this part. Assets are composite children (clickable cards). Files are leaf payloads. Expand any row to view its source.

15items
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module · born here
❒asset
# madcaps <!-- 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.
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module · born here
❒asset
# mcui The design system every authored screen of *First Light: Sabaean Madcaps* is drawn out of. local U = require("game.screens.mcui") Everything visual that more than one screen needs lives here: the palette in its hex form, the type scale, the Sabaean ornament, the plates, the focus ring, the device glyphs and the game's own marks. Nothing here registers a screen or reads game state — it builds nodes and returns them. ## Measure Every size comes through `U.u(fraction)`, a fraction of the **short** screen axis, so one tree composes at 1080×1440, at 1920×1080 and on a phone held either way. The only pixel constants in the slice are the physical floors — `U.TMIN` (a reader's eye) and `U.TAP` = 48 (a reader's thumb) — because those are real sizes and do not shrink with the screen. - `U.size()` — the shape to lay out against. - `U.previewSize` — set it, build a tree, read the numbers back, clear it. That is how a set of screens authored in a 3:4 frame is proved to hold on a 16:9 one without a second engine to look at. - `U.portrait()`, `U.cardWidth()`, `U.typeSize(scale)`. The short axis of 1920×1080 is the same 1080 as the short axis of 1080×1440, so a card is exactly as tall on a television as on a phone while the television has a third less height to put it in. Height is the axis that fails; the wide forms give it back by shrinking the marks and turning the how-to card into two columns. ## Colour and type `U.C` is `MC.PALETTE` plus the greys a UI needs that a world does not — real steps in lightness, because depth on a near-black screen comes from a step and a lit top edge, not from a black shadow. `U.FAMILY` reconciles `MC.FONTS` (which names the faces by their ASSET name) with the family names the renderer matches on (`font.observe()`), which are not always the same string. `U.DISPLAY` / `U.BODY` / `U.LABEL` / `U.MONO` are the four resolved stacks, each ending in a browser-safe fallback. ## Atoms - Text — `U.text`, `U.para` (wraps; a paragraph always ships inside a full-width box of its own), `U.eyebrow`, `U.railLabel` (the same cap line at the width a HUD rail has). - Ornament — `U.glyphBand` (eight musnad-style marks, cut with a compass and a straight edge, set as a band the way a Sabaean mason ran a dedication along a course), `U.rule`, `U.diamond`. - Marks — `U.templeMark` (the seven terraces of Almaqah, cut from `MC.TEMPLE`, with the flights turning on alternating faces, `lit` for the altar catching and `taper` for somebody else's fire), `U.censerGlyph(height, flame)`, `U.brazierGlyph`, `U.dawnGlyph`, `U.priestGlyph(smug, …)`, `U.pauseGlyph`, `U.chevron`. - Surfaces — `U.plate`, `U.hudPlate`, `U.parch` (parchment: what a temple keeps is a written record), `U.scrim`. - Controls — `U.item` (the one shape every card line uses; carries the focus ring, states hover and press away from it, and is a real tap target), `U.cap(str, kind, onLight)`. - Motion — `U.entrance(delay, fromY)`, `U.breathe(duration, low)`. - `U.mix(a, b, t)` — two `#rrggbb` strings and how far between them, for a mark that wants a graded set of stones. ## `U.live` The little bit of screen state that has to outlive a hot reload. A component's module-level locals belong to the chunk that declared them, and reloading a component reconciles the live instance in place without running `awake` again — so a bus handler registered there goes on writing into the previous chunk's locals. A table exported from a module keeps its identity across a reload, which makes this the one place that survives. `Screens.component` keeps its bus handles, its live schemes and the spoken line here, and also publishes `live.card` and `live.focusId` so a test can assert on the ring rather than squint at a picture of it.
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module · born here
❒asset
# mcscreens Every authored screen of *First Light: Sabaean Madcaps*, as a widget tree. local S = require("game.screens.mcscreens") Pure builders: each function takes the view model `Screens.component` assembles and returns a tree. Nothing here registers a screen, shows one, or writes `MC.state`. | Builder | What it is | |---|---| | `S.title(m)` | the temple of Almaqah under a rising disc, the name in two lines, the two ways in | | `S.howto(m)` | a written record on parchment: the premise, the censer diagram, the control table drawn for the family in hand, and the card's own three controls | | `S.pause(m)` | the dawn held, with where you had got to, and four ways on | | `S.endCard(m)` | first light on the altar, or Wahab'il's taper on it and your record beneath | | `S.hud(m)` | the climb rail and the madcap gauge on one edge, the dawn rail and the censer on the other, and the pause pip in the corner | | `S.alert(m)` | first light, and the censer going dark | | `S.say(m)` | the spoken line, in writing | `S.CONTROLS` is the climb's control table, one row per action and one column per device family — which is also the answer to "is every action reachable from every family". `S.MENU_CONTROLS` is the three that belong to a card rather than to the climb; they are set as one line under the table instead of as rows of their own. ## The shape of it Every measurement comes through `U.u()`, a fraction of the live short screen axis, and every arrangement is a column first — the run films at 3:4 and the portrait stack is the shape the wide screen varies FROM. What changes on a wide frame is stated at the place it changes: the title's mark and blurb shrink, the end card's mark shrinks, and the how-to card becomes two columns, because type scales off the short axis and the short axis is the same number in both frames. The HUD spans nothing. Two vertical rails stand against the edges, the pause pip takes the corner the engine's own touch band is not in, and the subtitle sits low and centred — lifted clear of the touch band when a thumb is what is playing. ## The view model `device` · `focus` · `items` · `backId` · `line` · `phase` · `tier` · `madcap` (0..1) · `bestMadcap` · `flame` (0..1) · `flameLit` · `passed` · `dawn` (0..1) · `clock` · `secondsLeft` · `firstLight` · `graceLeft` · `won`.
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backing path · game/screens/Screens.component

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No problems reported. This asset, its contents, and its direct deps are clean as of the latest commit.
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