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

Screens

Every card and instrument *First Light: Nearside* puts on the glass, and the console a player drives them with.

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

Screens

Every card and instrument First Light: Nearside puts on the glass, and the console a player drives them with.

Mounted by the scene entrypoint onto mount_screens. It publishes the screens surface through game.ns and owns four things:

  • The cards — title, how-to, pause, won and lost. Each is a composed panel stacked down the screen: art, a logotype or heading, a stack of rows, and the control legend. Built by game.screens.cards.
  • The HUD — the LIGHT rail on the left (where the rover stands against the dawn line), the ROUTE rail on the right (how far up the corridor it has come), and the cargo and xylidine instruments under the frame. Built by game.screens.hud from rules.ledger(). It reads STANDBY until the rules slice publishes one, so it never shows a number nothing stands behind.
  • The console — game.screens.console is activated exactly while a card is up and stands down the rover, so a stick walking the menu never steers. Focus comes from game.screens.Focus, and the lit row wears a ring. The stick, the arrow keys and the d-pad meet on one axis reading fed to Focus once a frame, so one press is one step from any of them.
  • The captions — whatever Peary Station says is drawn as text under the frame, so a line survives a muted player, a noisy room and a failed generation.

Reaching every family

MoveConfirmBackPause
Keyboard / mousearrows, W/S, or the pointer over a rowEnter, Space, click the rowBackspaceEscape or P
Controllerleft stick or d-padsouth (A / Cross)east (B / Circle)start
Touchtap the row, or the on-screen sticktap the row, or ConfirmBackthe rover's PAUSE button

Every row carries its own onClick, so a finger and a mouse reach it directly; the same row is a stop on the focus ring, so a pad reaches it too.

Layout

Nothing here is a pixel chosen for one frame. Every length comes from game.screens.style's metrics(), which measures against both screen axes — a card is a column, so what limits it on a wide screen is the height, not the short side. The cards centre in a column capped at 680 units wide; the HUD anchors its rails to the edges and keeps its instruments clear of the bottom tenth of the frame, where a cutscene's letterbox and a phone's home indicator land.

Public fields

FieldWhat it means
captionSecondsHow long a narration line holds when the event does not name its own duration.
hudHzHow many times a second the HUD tree is rebuilt. Cards rebuild on change.
introTimeoutSeconds the opening is given before the phase moves to playing without it.
captionsOnWhether spoken lines are also drawn as text. Off still speaks them.

Methods

A module's state — game.ns included — belongs to the context that loaded it, so a caller outside this component (a REPL, a peer, a test) holds its own phase machine. These run here, in the context the cards live in.

  • setPhase(phase) — move the phase machine ("resume" returns from a pause).
  • snapshot() — one line naming the phase, the card, the lit row, whether the console is live, and the ledger the instruments are drawing.
  • caption(text, seconds) — put a line on screen, as a spoken line does.

The screens surface

caption(text, seconds) · card() → the card kind or "none" · toast(text) · togglePause() · focus() → the lit row's id.

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

rules( ) → any

Neighbours. Never cached across frames: a slice hot-reloads under us.

ledger( ) → void

sfx(name: string) → void

argtypedescription
namestring

kindFor(phase: string) → string

Which card belongs to the phase we are in.

argtypedescription
phasestring

buildCard( ) → any

showCard( ) → void

openFocus(prefer: string?) → void

Open the ring for the card now up. The ring comes from the same table the card draws its rows from, so a row and a focus stop cannot disagree.

argtypedescription
preferstring?

activate(id: string) → void

argtypedescription
idstring

requestPause( ) → void

Pause is reachable from two places: the rover's own `pause` control, which the loop slice owns, and here. Whichever gets there first moves the phase; the other sees the move inside the debounce window and does nothing, so a single press is a single toggle however many listeners heard it.

backAction( ) → void

resumeAction( ) → void

navigateTick(dt: number) → void

argtypedescription
dtnumber

bindConsole( ) → void

bindRoverPause( ) → void

unbindConsole( ) → void

setCaption(text: string?, seconds: number?) → void

The surface this slice publishes.

argtypedescription
textstring?
secondsnumber?

caption(text: string, seconds: number?) → void

argtypedescription
textstring
secondsnumber?

card( ) → void

toast(text: string) → void

argtypedescription
textstring

togglePause( ) → void

focus( ) → void

drawHud( ) → void

Drawing.

drawToast( ) → void

onPhase(payload: any) → void

Lifecycle.

argtypedescription
payloadany

awake( ) → void

tick(dt: number) → void

argtypedescription
dtnumber

update(dt: number) → void

argtypedescription
dtnumber

editorUpdate(dt: number) → void

In edit the clock is held, so the screens are still drawn — that is how a card is captured and judged without entering play. Input is not bound here: nothing is playing, so there is nothing for a control to reach.

argtypedescription
dtnumber

onDestroy( ) → void

setPhase(phase: string) → void

Move the game's phase machine. This is the transition surface the cards own, reachable from a peer, a console or a test.

argtypedescription
phasestringOne of title, howto, intro, playing, paused, won, lost.

snapshot( ) → string

One line naming what is on the glass right now: the phase, the card, the lit row, whether the console is live, and the caption.

caption(text: string, seconds: number?) → void

Put a line of narration on screen, the same way a spoken line does.

argtypedescription
textstringThe words. They stay up for `seconds`, or the component's captionSeconds.
secondsnumber?How long the line holds.

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

argtypedescription
idstring
_dataany
⌬ Metadata
descriptionThe title, how-to, HUD, pause and end cards of First Light: Nearside, the menu console the cards are driven by from a keyboard, a pad or a finger, and the captions every spoken line is also written in.

Sub-parts

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

Showing up to 3 levels deep. Open a part to see what it holds further down.

37+items
▣
module · pulled in
❒asset
# Focus Menu focus navigation for the cards of GREASEPAINT. A controller has no pointer, so every menu carries an ordered ring of focusable ids and exactly one of them is lit; this module walks that ring. - `Focus.open(list, prefer)` — open a menu: the ids in stick order, and which starts lit. - `Focus.axis(v, dt)` — feed the `navigate` axis; one flick is one step, a held stick repeats. - `Focus.point(id)` — a mouse crossing a row or a finger tapping it moves the focus there. - `Focus.id()` / `Focus.isFocused(id)` — read it. - `Focus.close()` — nothing is focused until the next `open`. - `Focus.release()` — let go of a held direction, so a stick held through a transition does not keep walking. The ring is whatever the card offers, so an interval with three faces and a fourth row is a ring of four and needs nothing said about it here: `open` takes the list `screens.itemIds` returns for the phase. A held stick repeats on a delay measured in seconds AND in frames. On a machine running long frames a single flick can be one frame carrying half a second of `dt`, and a delay measured only in time turns that flick into two steps. Fed by `game/input/console.inputMap`; consumed by `game.ui.Screens`, which asks it which row to draw lit.
▲ 1↓ import
▣
module · born here
❒asset
# hud The instruments CINNAMON is driven by. ```lua local Hud = require("game.screens.hud") ui.registerScreen("ns_hud", Hud.build(St.metrics(), rules.ledger(), true, caption), 20) ``` Two rails flank the play area, because the run is vertical and so is the screen it is filmed on: - **LIGHT**, on the left, is where the rover stands against the dawn line — hot at the bottom, cold at the top, the copper band bracketed between them, with the rover's marker riding it. Its gradient stops are cut at the same distances `NS.bandAt` cuts the bands, so the marker and the colour under it always agree. - **ROUTE**, on the right, is how far up the corridor the rover has come, with Peary Station's dome at the top of it. The middle of the frame is left to the game. Under it sit the two things that can end a run: the cargo's temperature, filled left from centre in frost and right in ember, and the xylidine, with the number of hops it still buys. A caption sits above them, and a band alarm washes the frame's edge when the cargo is cooking or freezing. `build(m, ledger, live, caption, bare)` takes the metrics, a rules ledger (an empty table is fine — the instruments read STANDBY), whether a run is under way, the narration line on screen, and `bare`, which draws the caption alone for the opening, when the frame belongs to the camera. Every meter is laid out with flex weights rather than positions, so the same tree reads at 1080x1440, on a phone, and across a television. The bottom block clears the bottom tenth of the frame, where a cutscene's letterbox bar and a phone's home indicator land.
▲ 0↑ born
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inputmap · pulled in
❒asset
# console The controls a CARD answers to: the title, the how-to-play handbill, the interval between two acts, the pause card and the two end cards. It is live exactly while a card is up — `game.ui.Screens` activates it the instant one goes up and releases it the instant the last one comes down. Its group is `ui`, and it stands down `player` and `table`, so nothing behind a card answers while the card has the player. | Control | Keyboard | Pad | Touch | |---|---|---|---| | `navigate` | Arrows or WASD | Left stick | — the rows | | `confirm` | Space or Enter | South (A / Cross) | — the rows | | `back` | Backspace | East (B / Circle) | — the row that says so | | `resume` | Escape | Start | — the Resume row | `navigate` binds each direction to two keys at once — the WASD key and the arrow key beside it — because a player reaching for a menu uses whichever is already under their hand. ## Why no touch class Every row of every card is a button under a finger: tapping one moves the focus there and acts on it in the same gesture. A finger does not walk a menu to reach a row and then confirm it — it puts itself on the row. So each of these four declares `touch = false` rather than adding an on-screen stick and three unlabelled circles that would each be a second, worse way to do what the card already is. Backing out is the how-to's Back row and the pause card's Resume row; leaving the table is the pause glyph the Table draws.
▲ 0↓ import
▣
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
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inputmap · born here
❒asset
# rover Driving CINNAMON: throttle and steering, the xylidine hop, and pause. Three controls, each carrying keyboard, gamepad and touch, so a run is completable with any one family alone: | Control | Keyboard / mouse | Gamepad | Touch | |---|---|---|---| | `drive` (axis2, +y north) | WASD | left stick | on-screen stick, left zone | | `hop` (button) | Space, left mouse | south (A / Cross) | **HOP**, lower right, large | | `pause` (button) | Escape, P | start | **Pause**, upper right, small | The map is in the `rover` group and stands the `player` group down while it is live, so the walk scheme the avatar brings answers to nothing behind the wheel. The screens slice's `console` map names `rover` in turn, so the whole set goes quiet while a card is up and comes back when it closes. `RoverDrive` activates this while the phase is `playing` or `paused`, and releases it otherwise — a title card is not a place for a throttle.
▲ 0↑ born
▣
module · born here
❒asset
# cards The title, how-to, pause and end cards of *First Light: Nearside*. ```lua local Cards = require("game.screens.cards") local tree = Cards.title(St.metrics(), { focus = Focus.id(), padLabel = "A", captions = true, ledger = rules.ledger() }) ``` One shape serves all four: a scrim over the game, a panel column centred in it, art at the top, a heading, a stack of rows, and the control legend at the foot. The column is measured in `game.screens.style`'s metrics, so it fills a phone held upright, sits comfortably in the 3:4 frame this game is filmed at, and stops growing on a television instead of spanning it. Every row is three things at once: a tap target carrying its own `onClick`, a stop on the focus ring a stick walks, and a click target for a mouse. `focus` in the context is the id currently lit, and the row that holds it wears the ring. | | Rows | |---|---| | `title(m, ctx)` | `start` · `howto` · `captions` | | `howto(m, ctx)` | `howto_back` | | `pause(m, ctx)` | `resume` · `restart` · `quit` | | `ended(m, ctx, won)` | `restart` · `quit` | `items(kind)` is the focus ring for a card kind, in the order its rows are drawn — the component opens the ring from it, so a card and its ring cannot disagree about what is reachable.
▲ 0↑ born
▣
module · born here
❒asset
# style The one place the screens of *First Light: Nearside* agree on colour, type and measure. ```lua 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: ```lua 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.
▲ 0↑ born
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inputbinding · pulled in
❒asset
# back The 'Back' control.
▲ 0↓ import
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inputbinding · pulled in
❒asset
# confirm The 'Confirm' control.
▲ 0↓ import
·
inputbinding · pulled in
❒asset
# navigate Walking the rows of a card: one flick is one step, a held stick repeats. Each keyboard direction answers to TWO keys — the WASD key and the arrow key beside it — because a player reaching for a menu uses whichever is already under their hand. An axis takes one binding per device class, so each direction is itself a vector of the two keys that mean it. On a pad it is the left stick; under a thumb it is the on-screen stick in the left zone.
▲ 0↓ import
·
inputbinding · pulled in
❒asset
# resume The 'Resume' control.
▲ 0↓ import
·
inputbinding · born here
❒asset
# drive The 'Drive' control.
▲ 0↑ born
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inputbinding · born here
❒asset
# hop The 'HOP' control.
▲ 0↑ born
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inputbinding · born here
❒asset
# pause The 'Pause' control.
▲ 0↑ born
backing path · game/screens/Screens.component

Problems

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

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agent review score
—
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awaiting first pass
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+ quality × 0.35
+ performance × 0.25
± compat factor

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