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asset⌬ modulemoduleprimary: init.luau·originates fromworld 52b50907-6…

cards

Every full-screen card BLOCKBUSTER 767 puts between the player and the table.

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

cards

Every full-screen card BLOCKBUSTER 767 puts between the player and the table.

local Cards = require("game.ui.cards")
ui.updateScreen("bb_card", Cards.title(Theme.metrics(), { focus = "bb_row_play", caption = nil }))
BuilderThe card
title(m, view)The toy, the logo, the tagline, WIND IT UP and HOW TO PLAY. Printed on a SEE-THROUGH backdrop over the real launcher and the untouched city, so the drawn skyline emblem comes off.
howto(m, view)The brief and the control table — one row per action, carrying the keyboard caps, the connected pad's own legends (Zin.gamepad.label, so A on an Xbox pad and Cross on a PlayStation one) and the touch control's name, plus a legend saying which colour is which device. view.showPlay is false when the card was opened over a pause card, where the only sensible move is back.
pause(m, view)Score, plane and towers so far, and the four things a paused player might want. Printed on a SEE-THROUGH backdrop, so the toy is still visible where it was left.
tally(m, view)The wreck beat's panel: which plane went down and why, the round's towers / blocks / off-table, what it scored and the running total. Not a menu — it plays and passes on its own, and it sits low so the resting airframe stays in frame above it.
endCard(m, view)The verdict, the stars, the final score, what is still owed for the next one, the session's counts, and the way back to the table or to the title. Also see-through, over the camera's slow swing across the wreckage. A star not earned is drawn in a dark socket with a lit rim rather than at half opacity on a ground it could not be told from.

Every builder is PURE: metrics in, a plain view table in, a widget tree out. Nothing here registers a screen, reads the session, activates a map or moves the state machine — Screens.component does all of that and hands the answer in. That split is what lets a card be rebuilt every frame the focus moves without any of the game noticing.

The shape rules

  • One column, centred, capped to m.cardW — so a 3:4 phone and a 21:9 monitor both get a readable measure rather than a stretched band.
  • Every size comes from Theme.metrics(), which reads the live screen.
  • Prose wraps against a container, never against the label. A label carrying both wrap and a width breaks to one glyph per line, and a column that CENTRES its children sizes them to their content, which leaves a label no definite width to wrap against and does the same. paragraph handles both.

The rows

Cards.row(m, id, label, hint, lit, delay) builds one focusable row, and its id is at once the widget id, the focus id and the callback id — so a pad's focus, a mouse's hover and a finger's tap can never disagree about which row they mean. The ids the component walks are bb_row_play, bb_row_howto, bb_row_back, bb_row_resume, bb_row_restart, bb_row_title and bb_row_again.

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

svg(id: string, markup: string, size: number, extra: { [string]: any }?) → any

argtypedescription
idstring
markupstring
sizenumber
extra{ [string]: any }?

keycap(m: Metrics, label: string, key: string) → any

A keycap: the rounded plastic square a keyboard key is drawn as.

argtypedescription
mMetrics
labelstring
keystring

padGlyph(m: Metrics, button: string, suffix: string?) → any

A pad button glyph, drawn with the legend the CONNECTED pad actually uses: `A` on an Xbox pad, `Cross` on a PlayStation one, `B` on a Nintendo one.

argtypedescription
mMetrics
buttonstring
suffixstring?

padText(m: Metrics, id: string, text: string) → any

A pad control that is not a face button — a trigger, a stick, Start.

argtypedescription
mMetrics
idstring
textstring

touchChip(m: Metrics, text: string, key: string) → any

A touch instruction chip.

argtypedescription
mMetrics
textstring
keystring

paragraph(m: Metrics, id: string, text: string, width: number, labelStyle: any) → any

Prose that wraps. A label only wraps against a DEFINITE width, and the width has to be on the container rather than on the label itself — a label carrying both `wrap` and a width breaks to one glyph per line.

argtypedescription
mMetrics
idstring
textstring
widthnumber
labelStyleany

keyIcon( ) → string

The wind-up key, drawn side on: the two-lobed bow a thumb turns, the shaft it turns on, and the bit at the end. The pause card wears it because it is what the game is about — the small crossed key the HUD counts planes with reads as a crosshair at a heading's size.

row(m: Metrics, id: string, label: string, hint: string?, lit: boolean, delay: number) → any

One focusable menu row. `id` is BOTH the widget id and the focus id and the callback id, so a pad's focus, a mouse's hover and a finger's tap can never disagree about which row they mean.

argtypedescription
mMetrics
idstring
labelstring
hintstring?
litboolean
delaynumber

hintBar(m: Metrics, id: string) → any

The band across the foot of a card telling the player what drives it right now — keyboard keys, the connected pad's own legends, and the tap.

argtypedescription
mMetrics
idstring

kidLine(m: Metrics, id: string, text: string?, delay: number) → any

The Kid's line, printed. Every spoken line ships with its written form: a failed generation, a muted player and a noisy room all still read it.

argtypedescription
mMetrics
idstring
textstring?
delaynumber

shell(m: Metrics, id: string, column: { any }, flattened: number?, see: number?, emblem: boolean?) → any

The shell every card is printed on: the warm playroom wash, one centred column of content, and — on the cards that do not let the real room through — the drawn skyline along the foot. `see` is the share of the room behind that shows through (nil or 0 for a solid card). `emblem` false drops the drawn skyline, which is what a card with the real city behind it wants.

argtypedescription
mMetrics
idstring
column{ any }
flattenednumber?
seenumber?
emblemboolean?

title(m: Metrics, view: TitleView) → any

argtypedescription
mMetrics
viewTitleView

controlRow(m: Metrics, index: number, entry: ControlEntry) → any

argtypedescription
mMetrics
indexnumber
entryControlEntry

chipLegend(m: Metrics) → any

What the three chip colours in the table above mean, said once. Without it a player reading the card has to guess why one control is drawn three ways.

argtypedescription
mMetrics

pair(id: string, chip: any, word: string) → any

argtypedescription
idstring
chipany
wordstring

howto(m: Metrics, view: HowtoView) → any

`showPlay` is false when the card was opened from the pause card, where the only sensible move is back to where the player was.

argtypedescription
mMetrics
viewHowtoView

pause(m: Metrics, view: PauseView) → any

argtypedescription
mMetrics
viewPauseView

tallyRow(m: Metrics, id: string, markup: string, label: string, value: string, delay: number) → any

argtypedescription
mMetrics
idstring
markupstring
labelstring
valuestring
delaynumber

tally(m: Metrics, view: TallyView) → any

The tally is NOT a menu: it plays over the wreck beat and passes on its own, so it sits low and leaves the resting airframe in frame above it.

argtypedescription
mMetrics
viewTallyView

endCard(m: Metrics, view: EndView) → any

argtypedescription
mMetrics
viewEndView
⌬ Types
TitleView = { focus: string?, caption: string? }HowtoView = { focus: string?, caption: string?, showPlay: boolean }PauseView = {TallyView = {EndView = {

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
# rules The cross-slice constants of BLOCKBUSTER 767 — read-only, and the contract between any two parts of the game that have to agree on a number. - `TABLE` — where the play surface is and where its edges are. - `LAUNCH` — the launcher's position, how far the heading and elevation trim, and the wind band: how long a notch takes, how many there are, and what the red zone past the last one costs. - `CITY` — the band of table the skyline stands in, its seed, and the landmarks. - `PHYS` — masses, speed caps, the debris governor, the settle threshold and the margin a measured joint break force is multiplied by. - `SCORE` — what a shoved block, a toppled tower and a block off the table pay, the chain window, the landmark and called-shot multipliers, and the star thresholds. - `SESSION` — three planes, the round clock, the rest and wreck beats. - `STATES` / `EVENTS` — the only state names and event names the game uses; a typo in either raises at the call rather than going quietly nowhere. - `LAYOUT` — the bands every screen anchors into, as shares of the viewport. Units are metres, kilograms and seconds. The table top is `y = 0`; `+Z` is downrange, so the plane launches at `LAUNCH.z` and flies toward the city. A number only one slice reads lives in that slice's own files, not here. Consumed by every slice.
▲ 0↑ born
▣
module · born here
❒asset
# theme The look of BLOCKBUSTER 767's screens, in one place: the palette, the typefaces, the metrics every screen sizes itself from, and the style fragments the cards share. ```lua local Theme = require("game.ui.theme") local m = Theme.metrics() { type = "label", style = { fontSize = m.fs.title, fontFamily = Theme.font.display, color = Theme.color.cream } } ``` ## The metrics rule Nothing is a pixel number chosen for one screen. `Theme.metrics()` reads the live `ui.screenSize()` and derives everything from it: - **Type and rhythm** are a share of the SHORTER side, so a phone held either way and a television read the same. - **Both are additionally capped against the HEIGHT.** A card is a column, and a wide screen is also a short one; without that cap the card that fits a 3:4 frame runs off the bottom of a 16:9 one. - **The two big pictures** — `hero` (the toy on a card) and `strip` (the skyline along its foot) — are budgeted straight out of the height they have to fit in. - `cardW` caps a card to a readable single column instead of letting it stretch across a wide monitor. `Theme.metricsFor(w, h)` computes the same table for a shape the engine is not currently running at — which is how a card is laid out and looked at for a screen other than the one in front of you. ## The palette Warm shadow, painted wood, poster paint on the toy, crayon accents, and the gold of a sticker star. `Theme.color` names them; `Theme.font` names the four voices (a poster face for the logo, a heavy face for headings, a plain face for reading, a mono for numbers, and the round childlike face the Kid speaks in). ## The fragments `cardBackdrop` (the playroom wash a card is printed on; its `see` argument is the share of the ROOM that shows through, and the scrim's opacity is `1 - see`), `panel` (a raised surface with a lit top rim), `row` (a menu row at rest or with the focus on it), `chip` (the small rounded plastic label a keycap, a pad glyph and a touch hint are all made of), `stat` (a number with its name under it), and the three motions: `enterDrop`, `enterRise`, `pulse`. **Nothing here animates for ever, and `pulse` breathes on opacity alone.** A keyframe that animates `transform: scale` re-measures the widget's box every frame, which relays out the whole tree it sits in; two HUD widgets each held one of those permanently and one frame in ten was over budget because of it. `pulse(iterations)` counts — eight breaths by default — so even the opacity animation ends. **No entrance starts from nothing.** An entrance holds its first keyframe until its delay elapses and the UI clock is the game clock, so a card opened while something is holding `engine.timeScale` down would sit on that first frame. They start dimmed and slightly displaced instead, so the worst a stalled clock can do is leave a card looking a shade soft.
▲ 0↑ born
▣
module · born here
❒asset
# art The drawn things on BLOCKBUSTER 767's screens, as inline SVG. Every function returns a document string for an `svg` widget's `svg` prop. ```lua local Art = require("game.ui.art") { type = "svg", props = { svg = Art.toyPlane(-13) }, style = { width = 300, height = 300 } } ``` | | | |---|---| | `toyPlane(tilt)` | The hero mark: the toy 767 from above — moulded fuselage, swept wings, two underslung engines with fan faces, tailplane, fin, livery stripe, window rows and the wind-up key on the tail. | | `windKey(wound)` | The key alone, gold when wound and dulled when spent. The planes-left pips and the Kid's name tag use it. | | `skyline(flattened)` | A strip of the wooden city. Towers past the `flattened` share are drawn lying on their sides, so the end card's strip reads as the damage done. | | `star(earned)` | One rating star, filled or an empty outline. | | `part(name, intact)` | An airframe part — `leftWing`, `rightWing`, `leftEngine`, `rightEngine`, `tail` — struck through in crayon when it has snapped off. | | `trimDial(heading, range)` | The wind-up phase's heading dial. | | `boostMark(on)` / `diveMark(on)` | The two throttle marks. | | `chainMark()` | The flame on the multiplier chip. | | `caret()` | The mark beside the lit menu row. | | `toppleMark()` / `shoveMark()` / `fallingBlock()` | The three marks on the wreck tally's rows. | Nothing here reads game state: a caller passes what it wants drawn and gets markup back, so one glyph serves a card, the HUD and a hint line at whatever size the box gives it. Two things worth knowing before editing one: - **A document is assembled as a table of LINES joined with newlines.** A Luau interpolated string is one line only, so a multi-line document written as a single backtick literal does not parse. - **An `svg` widget letterboxes its document inside its box.** A wide document in a tall box leaves air on both sides, so a caller that wants the drawing to fill the box gives the box the document's own proportion.
▲ 0↑ born
backing path · game/ui/cards.module

Problems

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0problems
No problems reported. This asset, its contents, and its direct deps are clean as of the latest commit.
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