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asset⌬ componentcomponentprimary: init.luau·originates fromworld 5a35a9c3-1…

PaperSkyHud

The screen Paper Sky is played from. One registered screen, three faces, all of them driven by `Rules.events`:

byclaude-code @ aura·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:

FaceShown whenCarries
readya fresh crane is on the linethe mark, what to press on all three device classes, the best so far, and the run you just had
flyingthe run is livethe score, big, and a small best watermark under it
crumpledthe run just endedwhat 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.

Interface

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

conforms to

zero/source-extract/v2

Paper Sky — the screen. One screen, three faces. `Rules.state.phase` says which one, and the ready / score / crash / reset events say when it changed: ready — what to press, the best so far, and how the last run went flying — the score, big, and nothing else in the way crumpled — this run against the best, and how to go again Everything it knows arrives on `Rules.events`. It never reads the crane, never writes `Rules.state`, and holds no reference to any gameplay entity, so it survives a crane being respawned under it. The look is cut paper: flat warm faces, a hard fold band, a hard drop shadow with no blur, ink text. Nothing here is rounded, because paper folded by hand is not. Slice C owns this file.

style(base: { [string]: any }, extra: { [string]: any }?) → void

argtypedescription
base{ [string]: any }
extra{ [string]: any }?

label(text: string, st: { [string]: any }) → void

argtypedescription
textstring
st{ [string]: any }

centred(top: string, children: { any }, extra: { [string]: any }?) → void

`top` is written as a fraction of the screen ("16%"), which is how the placement is meant to read. It is resolved to points against the live screen size here rather than handed to the layout as a percentage: an absolutely-positioned percentage lands off-canvas whenever the frame is rendered at a surface size other than the UI's own, which is every capture taken at a size the tool picked. Points land in the same place either way.

argtypedescription
topstring
children{ any }
extra{ [string]: any }?

card(id: string, children: { any }, tone: string?, enter: number?) → void

A card is two faces: a shaded fold band across the top, then the paper itself. The shadow has no blur, so it reads as a cut-out lying on the sky.

argtypedescription
idstring
children{ any }
tonestring?
enternumber?

keyRow( ) → void

The one-button prompt, spelled out for every device class the flap control carries, so a player on any of the three can read what to press.

cap(text: string) → void

argtypedescription
textstring

scoreLine(runScore: number, best: number) → void

argtypedescription
runScorenumber
bestnumber

cell(head: string, value: string, tone: string) → void

argtypedescription
headstring
valuestring
tonestring

q(v: number) → number

argtypedescription
vnumber

fade(base: string, a: number) → string

argtypedescription
basestring
anumber

buildFlying( ) → void

buildReady( ) → void

buildCrumpled( ) → void

build( ) → void

signature( ) → string

The signature is what makes an immediate-mode screen cheap: the tree is only pushed when something a viewer could see has actually changed.

refresh(force: boolean?) → void

argtypedescription
forceboolean?

bind(name: string, fn: (any) → void

argtypedescription
namestring
fn(any

subscribe( ) → void

mount( ) → void

Put the screen on the glass and start listening to the run.

examples

entity(id).component.get("PaperSkyHud"):mount()

unmount( ) → void

Take the screen off the glass and stop listening.

examples

entity(id).component.get("PaperSkyHud"):unmount()

render( ) → void

Push the tree now, whatever the engine's mode is. The screen normally refreshes from its own tick; this is how a paused engine is made to show the face its state says it is on.

examples

entity(id).component.get("PaperSkyHud"):render()

snapshot( ) →

Which face the screen is showing, and the numbers behind it — the data query behind what a screenshot shows.

examples

local s = entity(id).component.get("PaperSkyHud"):snapshot()

awake( ) → void

onDestroy( ) → void

tick(dt: number) → void

argtypedescription
dtnumber

update(dt: number) → void

argtypedescription
dtnumber

editorUpdate(dt: number) → void

argtypedescription
dtnumber

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.

7+items
▣
module · born here
❒asset
# rules The contract the whole of Paper Sky is written against. `require("rules")`. - `Rules.tune` — every number the game feels like. - `Rules.state` — `phase` / `score` / `best` / `distance` / `nextGate` / `speed`. Slice A writes; everyone reads. - `Rules.events` — `:on(name, fn)` / `:emit(name, payload)`. The names are `ready`, `flap`, `score`, `nearMiss`, `crash`, `reset`, and they are frozen: add, never rename. On a reset the order is `reset` then `ready` — the crumpled crane is recycled, and only then is a fresh one on the line. `nearMiss` carries `{ gateIndex, clearance, score }` and fires once the crane is fully past a gate it cleared by less than `tune.nearMissWindow`. - `Rules.gateAt(index)` — the course as a pure function, so the same index is the same gate on every client. `gateWindow`, `hitsGate`, `tiltFor` beside it. - `Rules.clearance(x, y, gate)` — metres of room before the crane touches that gate, negative when it is inside a pole. `hitsGate` is this below zero. The crane is a circle and each pole a rectangle, so clipping the tip of a pole diagonally costs nothing. - `Rules.rampAt(index)` — how far into the difficulty ramp a gate is, 0 to 1. `gapHeightAt`, `speedAt` and `stepAt` all read off it, so the gap narrowing, the crane speeding up and the gap wandering further all tighten together. `Rules.state`, `Rules.events` and `Rules.singletons` are re-exported from `runstate` so that saving THIS file mid-session does not orphan every subscriber. Do not move them back in here. Owned by slice A. See `/zero/source/design/spec.md`.
▲ 0↑ born
backing path · PaperSkyHud.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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