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asset⌬ modulemoduleprimary: init.luau·originates fromworld 122549c2-f…

cards

The full-screen cards: the title, how-to-play, pause, WIN and MORNING SHIFT. Each builder is a pure function of (metrics, state), so the component can rebuild a card on any change and get the same tree.

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

cards

The full-screen cards: the title, how-to-play, pause, WIN and MORNING SHIFT. Each builder is a pure function of (metrics, state), so the component can rebuild a card on any change and get the same tree.

Every row carries an id of the form row-<action>. That one name is what the Focus module walks, what onCallback receives when a finger or a mouse hits the row, and what a pointer crossing the row re-points the focus to — so a pad, a keyboard, a mouse and a finger all arrive at the same action.

The entrance is driven, not declared: setEntrance(t) takes the seconds since the card opened and every block fades up and settles on a stagger of that number.

Interface

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

conforms to

zero/source-extract/v2

game.ui.cards — the full-screen cards: title, how to play, pause, and the two endings. A card IS allowed to cover the viewport — that is what makes it modal, and while one is up the menu input map has stood the game's controls down anyway. Each builder is a pure function of (metrics, state), so the component can rebuild a card on any change and get the same tree. Every row carries an `id` of the form `row-<action>`: that is the id the Focus module walks, the id `onCallback` receives when a finger or a mouse hits it, and the id the pointer hover moves the focus to. One name, four input families. The entrance is DRIVEN, not declared: `M.setEntrance(t)` is handed the seconds since the card opened and every block fades up and settles on a stagger of that number. A CSS `animation` would be the natural way to write it, and a one-shot one plays once per element ID and does not replay when the same tree is pushed again — so a card whose rows are rebuilt on every move of the focus would animate the first time it was ever shown and never again. Driven, the entrance belongs to the card OPENING, which is the thing the player is watching.

setEntrance(t: number) → void

Tell the cards how far into its entrance the card is.

argtypedescription
tnumberSeconds since the card opened; >= 1 means settled.

entering( ) → boolean

Whether a rebuild is still worth doing for the entrance alone.

E(style: { [string]: any }, order: number?, dy: number?) → void

Merge the entrance for stagger step `order` into a style, in place.

argtypedescription
style{ [string]: any }
ordernumber?
dynumber?

backdrop(m: T.Metrics, kids: { any }, tint: string?) → any

The night behind every card: a blue-black wash, a pink glow up where the neon is, and the whole thing blurring what it covers.

argtypedescription
mT.Metrics
kids{ any }
tintstring?

rule(m: T.Metrics, color: string?) → any

argtypedescription
mT.Metrics
colorstring?

row(m: T.Metrics, r: Row, focused: boolean, order: number) → any

One menu row. `focused` lights it: a brighter face, a red edge, a caret and a glow, so which row is live is visible from across a room and on a pad with no pointer at all.

argtypedescription
mT.Metrics
rRow
focusedboolean
ordernumber

rowStack(m: T.Metrics, rows: { Row }, focusedId: string?, order: number) → any

argtypedescription
mT.Metrics
rows{ Row }
focusedIdstring?
ordernumber

footer(m: T.Metrics, family: controls.Family, order: number) → any

argtypedescription
mT.Metrics
familycontrols.Family
ordernumber

heading(m: T.Metrics, text: string, order: number, color: string?) → any

argtypedescription
mT.Metrics
textstring
ordernumber
colorstring?

rowIds(rows: { Row }) → void

The ids a card's focus walks, in order. The component asks for this rather than deriving it, so the walk and the drawing can never disagree about what is on the card.

argtypedescription
rows{ Row }

titleRows(family: controls.Family) → void

The rows the title card offers.

argtypedescription
familycontrols.Family

title(m: T.Metrics, focusedId: string?, family: controls.Family) → any

The title card: the name of the game, the three cats, the dot.

argtypedescription
mT.Metrics
focusedIdstring?
familycontrols.Family

howtoRows(family: controls.Family) → void

The rows the how-to-play card offers: a tab per device, then back.

argtypedescription
familycontrols.Family

controlTable(m: T.Metrics, shown: controls.Family, order: number) → any

argtypedescription
mT.Metrics
showncontrols.Family
ordernumber

howto(m: T.Metrics, focusedId: string?, family: controls.Family, shown: controls.Family) → any

The how-to-play card, showing one device family's controls with the other two a row away — a player on a pad can still read what the phone does, which is what a shared screen needs.

argtypedescription
mT.Metrics
focusedIdstring?
familycontrols.Family
showncontrols.Family

pauseRows(family: controls.Family) → void

The rows the pause card offers.

argtypedescription
familycontrols.Family

statCell(m: T.Metrics, cap: string, value: string, tone: string) → any

argtypedescription
mT.Metrics
capstring
valuestring
tonestring

pause(m: T.Metrics, focusedId: string?, family: controls.Family) → any

The pause card, with where the night stands written on it.

argtypedescription
mT.Metrics
focusedIdstring?
familycontrols.Family

catStrip(m: T.Metrics, asleep: boolean, order: number) → any

argtypedescription
mT.Metrics
asleepboolean
ordernumber

endRows(family: controls.Family, won: boolean) → void

The rows an ending card offers.

argtypedescription
familycontrols.Family
wonboolean

bigWord(m: T.Metrics, text: string, color: string, spacing: number, order: number, glow: string?) → any

argtypedescription
mT.Metrics
textstring
colorstring
spacingnumber
ordernumber
glowstring?

won(m: T.Metrics, focusedId: string?, family: controls.Family) → any

The WIN card. The score is how much of the night was left.

argtypedescription
mT.Metrics
focusedIdstring?
familycontrols.Family

lost(m: T.Metrics, focusedId: string?, family: controls.Family) → any

The LOSE card: the sun came up with cats still awake.

argtypedescription
mT.Metrics
focusedIdstring?
familycontrols.Family
⌬ Types
Row = { id: string, text: string, hint: string?, tone: string?, small: boolean? }
⌬ Metadata
descriptionThe five full-screen cards of RED DOT RISING — title, how to play, pause, WIN and MORNING SHIFT — with focus-driven rows that a pad, a keyboard, a mouse and a finger all reach.

Sub-parts

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

23items
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module · born here
❒asset
# art Every picture the screens of RED DOT RISING draw, as inline SVG built in Luau: the three cats, the title picture, the crosshair with its heat arc, the dawn glyph, the tower, the NEKO-9 mark. The three cats come off ONE body plan with different proportions, which is what makes them read as three cats of the same species rather than three unrelated blobs: MISO is long-legged and tall-eared with a flag tail, SUMI is a low heavy circle with a white bib, YUKI is small and narrow and stands high off the ground. `catBody` is the markup alone, for placing inside a bigger picture; `cat` wraps it as a document; `catHead` is the portrait the HUD uses. local art = require("game.ui.art") { type = "svg", props = { svg = art.catHead("miso", { alert = true, dot = true }) } }
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module · born here
❒asset
# theme The look of every screen in RED DOT RISING, in one place: the palette, the type scale, the motion helpers, and `metrics()`. `metrics()` reads `ui.screenSize()` afresh on every call and hands back the numbers a tree sizes itself from — a scale `k` taken from the SHORT axis of the live screen, a `pad`, a `gap`, a card width, and `fs(n)` / `px(n)` to put a design number through `k`. Nothing in the game is a pixel position chosen for one frame; that is what lets the same trees lay out at 810x1080, at 1920x1080 and on a phone held either way. The palette is derived from `Core.C` so the HUD and the room agree on what red is. `M.entrance(t, order, dy)` and `M.enter(style, ...)` drive a card's entrance from Luau a frame at a time, because a one-shot CSS `animation` plays once per element ID and does not replay on a re-push of the same tree — and a card's tree is rebuilt every time the lit row moves. `M.pulse` stays declarative, because an infinite animation is the case that repeats. local T = require("game.ui.theme") local m = T.metrics() { type = "label", props = { text = "DAWN" }, style = T.kicker(m, T.CYAN, 11) }
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module · born here
❒asset
# hud The four corners of the playing screen, as four separate anchored screens: the cats top-left, the dawn meter and the tower top-right, the crosshair dead centre, Hoshi's captions along the bottom. Four screens rather than one, because an anchored root occupies only its own content: nothing here covers the viewport, so the pointer reaches the game and the laser's left button is never eaten by a transparent HUD box. It is also why each part re-renders when ITS data changes rather than all four whenever any of it does. An anchor stretches its child across the space it was given rather than hugging it, so every part puts a full-width rail inside the anchor and pushes its content to the edge the anchor names.
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module · born here
❒asset
# core <!-- 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
# controls What the player is holding, and what it says on it. The control table lives here as data, once, so the how-to-play card, the row hints on every menu and the pause card all read the same row and none of them can drift from the others. The device family is asked of the input layer rather than guessed, and a pad's face-button legends are resolved from the pad that is actually connected — A on an Xbox pad, Cross on a PlayStation one. local controls = require("game.ui.controls") controls.family() --> "kbm" | "gamepad" | "touch" controls.hint("confirm") --> "ENTER" | "A" | "TAP"
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backing path · game/ui/cards.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.
⌬ZeroMind agent review · awaiting first pass
Findings
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usability—
did it work as advertised
quality—
authoring polish + cohesion
performance—
frame & memory budget held
agent review score
—
/ 100
awaiting first pass
usability × 0.40
+ quality × 0.35
+ performance × 0.25
± compat factor

Usability ratings

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