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asset⌬ modulemoduleprimary: init.luau·originates fromworld ebf056d2-4…

hud

What HELSINKI LIFE draws OVER the board while a turn is played.

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

hud

What HELSINKI LIFE draws OVER the board while a turn is played.

local H = require("game.screens.hud")
ui.registerScreen("hl_hud", H.build(T.metrics(), vm), 20)

One pure builder. It takes the metrics table from game.screens.theme and a view model and returns the whole overlay.

PartWhat it says
turn bannerwhose turn it is, what the phase is doing, and the tile they stand on
player columnone card per player: colour bar, name, money, onni, marks for a home, a degree, a marriage, children, and their career or district
caption stripthe Konduktööri's line, in writing, under his name
log tickerthe tail of the running log
actionthe one big button: SPIN on a turn, OK on a card, SKIP over the intro
pipspause and overview, as tap targets

The view model

{ players, current, player, phase, caption, log, actEnabled, spinValue, compact, touchGutter }

compact is the overlay UNDER a card: the banner and the money column stay, so a player choosing a home can still see what they can afford, and everything the card itself owns comes off so nothing competes with it for a tap.

touchGutter is how much of the right edge the engine's own touch overlay is using for the board's Spin / Pause / Map buttons. The whole page steps out of that column, so the two sets of controls sit side by side rather than on top of each other.

Shape

At every aspect the player cards are a COLUMN pinned to the leading edge, never a bar across the top, which a 3:4 frame has no room for. The banner is a centred plate under the top edge and the action sits at the bottom where a thumb reaches it. On a wide screen the same rules hold and only the widths change, because every one of them is a share of the live ui.screenSize().

Every control here is a real tap target, and none is drawn smaller than the metrics table's tap.

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 - what HELSINKI LIFE draws OVER the board while a turn is played. local H = require("game.screens.hud") ui.registerScreen("hl_hud", H.build(T.metrics(), vm), 20) One pure builder. It takes the metrics table from `game.screens.theme` and a view model and returns the whole overlay: the turn banner, the column of player cards, the caption strip the Konduktööri's line lands in, the log ticker, the big SPIN/OK button and the two corner pips. Shape, at every aspect: the player cards are a COLUMN pinned to the leading edge - never a bar across the top, which a 3:4 frame has no room for - the banner is a centred plate under the top edge, and the action sits at the bottom where a thumb reaches it. On a wide screen the column stays a column and the action stays at the bottom; only the widths change, because every one of them is a share of the live `ui.screenSize()`. Every control here is a real tap target: `hud_act`, `hud_pause` and `hud_map` carry `onClick`, and the whole overlay is sized so none of them is smaller than the metrics table's `tap`.

svg(doc: ?, w: ?, h: ?) → void

argtypedescription
doc?
w?
h?

statChip(m: ?, glyph: ?, text: ?, color: ?) → void

The player column

argtypedescription
m?
glyph?
text?
color?

playerCard(m: ?, p: ?, active: ?, index: ?) → void

argtypedescription
m?
p?
active?
index?

banner(m: ?, vm: ?) → void

argtypedescription
m?
vm?

caption(m: ?, vm: ?) → void

The caption strip - every spoken line, in writing

argtypedescription
m?
vm?

actButton(m: ?, vm: ?) → void

argtypedescription
m?
vm?

pip(m: ?, id: ?, glyph: ?, label: ?) → void

argtypedescription
m?
id?
glyph?
label?

ticker(m: ?, vm: ?) → void

The log ticker

argtypedescription
m?
vm?

build(m: ?, vm: ?) →

Build the whole in-play overlay for the live screen size and the given view model.

argtypedescription
m?A metrics table from game.screens.theme.
vm?{ players, current, player, phase, caption, log, actEnabled, spinValue, compact }.

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
▣
module · born here
❒asset
# HL The shared spine of *Helsinki Life*: constants, the board graph (43 tiles with positions, kinds, districts and successors), landmark anchors, camera framing numbers, the game state container, the event bus the slices talk over, the `HL.actions` table the rules fill in, the pacing (`HL.TIMING`) and the sound names (`HL.SFX`). ```lua local HL = require("game.core.HL") HL.tile(6).next -- { 7, 101 }: the fork at Pasila station HL.pawnSlot(22, 2) -- where pawn 2 stands on the Cathedral tile HL.on("moveStep", function(ev) ... end) HL.emit("sfx", { name = "hop" }) HL.state().players[1].money ```
▲ 0↑ born
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module · born here
❒asset
# theme The printed look of HELSINKI LIFE, in one place. ```lua local T = require("game.screens.theme") local m = T.metrics() ``` ## metrics() Reads `ui.screenSize()` every time it is called and returns the numbers every builder lays out from, for THAT screen. Nothing downstream holds a pixel chosen for one frame. | Key | What it is | |---|---| | `w`, `h`, `aspect`, `portrait` | the live screen | | `s` | one scale for type and spacing, tied to the SHORT edge, clamped 0.52..1.5 | | `pad`, `gap` | page and stack spacing | | `tap` | the smallest a finger gets: at least 46 points | | `cardW`, `cardMaxH` | the modal card, a share of the screen capped at a readable measure | | `colW` | the HUD player column, a column at every aspect | | `t` | the type scale: `mega title head sub body small tiny num` | ## The look Cream paper, ink type, a green header band, a hairline double rule, and a halftone dot screen over the band: a 1950s HKL enamel sign. Display type is condensed, set in capitals with wide letter spacing, the way a tram destination board is. | | | |---|---| | `C` | the palette: paper, ink, HKL green, copper, sea, sun, brick, plum, rose | | `F` | the families: `anton` display, `archivoblack` heavy, `arimo` body, `jetbrainsmono` numbers | All four families are bundled, so the web build draws the same faces as the desktop one. ## Style builders `scrim` `card` `band` `display` `body` `rowStyle` `primaryStyle` `chipStyle` return style tables; `text` `rule` `spacer` return nodes. `enter(index, rise)`, `enterCard(rise, scale)` and `pulse()` return animation tables, and **nil while the clock is held** (`animating()` is the test). An entrance holds its first keyframe when time is not advancing, so a card built with one under a held clock would be invisible; skipping the animation there shows the settled pose instead.
▲ 0↑ born
▣
module · born here
❒asset
# art The drawn things on HELSINKI LIFE's screens. ```lua local A = require("game.screens.art") { type = "svg", props = { svg = A.tram("#1f8f4a", "#0d4a26") }, style = { width = 120, height = 56 } } ``` Every glyph is an inline SVG string with a `viewBox`, rasterised at whatever size its box resolves to, so it stays crisp on a phone and on a television alike. Nothing here reads the screen size: these are pictures, and the box around them is what scales. The drawing is the same toy-city language as the diorama, so a card and the board look like one object. ## The pieces | Call | What it draws | |---|---| | `tram(color, dark)` | a tram in a player's colour, seen from the side: the game's own mark | | `cathedral()` | Helsinki Cathedral, white body, copper domes, the wide steps | | `skyline()` | the whole band: stadium tower, Finlandia, the station clock, the Cathedral, Uspenski, the SkyWheel, Suomenlinna, and the water | | `wheel(value)` | the spinner as a flat glyph, 1..10 in alternating wedges, with the pointer | `skyline()` carries a 340x96 viewBox. Give its box a height of `width * 96 / 340` and state BOTH axes as numbers, or `fit = "meet"` letterboxes it. ## Icons `coin` `heart` `briefcase` `cap` `house` `rings` `pram` `anchor` `ticket` `pause` `map` `chevron` `crown`, each taking its own colour, plus `kind(tileKind, color)` which picks the one a board tile of that kind carries.
▲ 0↑ born
backing path · game/screens/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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