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component · drop-in viewer
PaperSkyHud
The screen Paper Sky is played from. One registered screen, three faces, all of them driven by `Rules.events`:
by·posted 2mo ago
What it does
PaperSkyHud
The screen Paper Sky is played from. One registered screen, three faces, all
of them driven by Rules.events:
| Face | Shown when | Carries |
|---|---|---|
ready | a fresh crane is on the line | the mark, what to press on all three device classes, the best so far, and the run you just had |
flying | the run is live | the score, big, and a small best watermark under it |
crumpled | the run just ended | what ended it, this run against the best, and how to go again |
The crumple card is held on screen for crumpleHold seconds past the crane
being recycled, so a sub-second respawn is still readable, and the first flap
of the next run dismisses it.
It never reads a gameplay entity. ready / flap / score / crash /
reset carry everything, so a crane respawned underneath it changes nothing.
Mounting
CraneCam puts this component (and Juice) on a temporary PaperSkyFeel
entity in play. Nothing has to place it in a scene.
Reading it
snapshot()— which face is up and the numbers behind it. This is the data query that pairs with a screenshot.render()— push the tree now, whatever the engine's mode is, so a paused engine shows the face its state says it is on.
Fields
screenName— the registered screen name.scoreSize— height of the flying score digits, in UI points.crumpleHold— seconds the crumple card outlives the crumple.
Discussion
Scoped to this part · feeds back into the world's score.
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