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

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.

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

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.

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.

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

doc(lines: { string }) → string

argtypedescription
lines{ string }

cached(key: string, make: () → void

argtypedescription
keystring
make(

toyPlane(tilt: number?) → string

The toy airliner in plan view — moulded plastic fuselage, swept wings, two underslung engines with fan faces, tailplane, fin, and the wind-up key on the tail. This is the game's mark; it carries the title card and the end card.

argtypedescription
tiltnumber?Degrees to lean the whole toy by, so a card can sit it at an angle.

examples

{ type = "svg", props = { svg = Art.toyPlane(-14) } }

windKey(wound: boolean) → string

The wind-up key on its own — the mark for the wind-up phase and for the planes-left pips.

argtypedescription
woundbooleanWhether the key is drawn wound (gold) or spent (dulled).

examples

{ type = "svg", props = { svg = Art.windKey(true) } }

skyline(flattened: number?) → string

A strip of the wooden skyline — the towers the plane is aimed at. Give the box a wide, short size and it fills it. Towers past the `flattened` share are drawn lying on their sides.

argtypedescription
flattenednumber?How much of the strip is already knocked over, 0..1.

examples

{ type = "svg", props = { svg = Art.skyline(0.4) } }

star(earned: boolean) → string

One rating star, earned or not.

argtypedescription
earnedbooleanWhether it is filled gold or left as an empty outline.

examples

{ type = "svg", props = { svg = Art.star(true) } }

part(part: string, intact: boolean) → string

The pictogram for one airframe part, drawn intact or snapped off.

argtypedescription
partstring`leftWing` / `rightWing` / `leftEngine` / `rightEngine` / `tail`.
intactbooleanWhether the part is still on the plane.

examples

{ type = "svg", props = { svg = Art.part("leftWing", false) } }

trimDial(heading: number, range: number) → string

The heading trim dial for the wind-up phase: a wooden arc with the aimed heading marked on it.

argtypedescription
headingnumberRadians off downrange, positive to the right.
rangenumberThe radians the launcher allows either way.

examples

{ type = "svg", props = { svg = Art.trimDial(0.2, 0.55) } }

boostMark(on: boolean) → string

The boost mark — a chevron thruster plume.

argtypedescription
onbooleanWhether boost is being asked for right now.

examples

{ type = "svg", props = { svg = Art.boostMark(true) } }

diveMark(on: boolean) → string

The dive mark — an airbrake arrow pushed down onto its bar.

argtypedescription
onbooleanWhether dive is being asked for right now.

examples

{ type = "svg", props = { svg = Art.diveMark(false) } }

chainMark( ) → string

A chain-multiplier flame, for the chip that appears while topples keep landing inside the chain window.

examples

{ type = "svg", props = { svg = Art.chainMark() } }

caret( ) → string

The focus caret drawn beside the lit menu row.

examples

{ type = "svg", props = { svg = Art.caret() } }

fallingBlock( ) → string

A block tumbling off the table — the mark on the tally's off-table row.

examples

{ type = "svg", props = { svg = Art.fallingBlock() } }

toppleMark( ) → string

A tower going over — the mark on the tally's topple row.

examples

{ type = "svg", props = { svg = Art.toppleMark() } }

shoveMark( ) → string

A displaced block — the mark on the tally's shoved-block row.

examples

{ type = "svg", props = { svg = Art.shoveMark() } }

n2(v: number) → string

Three drawings the wind-up phase needs and the flight HUD reads back: how far the key is wound, how the launcher is trimmed in elevation, and where the throw as trimmed would go. Each is a picture of numbers the caller has already worked out — the geometry arrives in the document's own units, so the maths lives with the game rules and this file only draws.

argtypedescription
vnumber

windPips(winds: number, charge: number, overwound: boolean) → string

The three winds of the key, as a row of rings. The winds already taken are lit, the one being taken now fills clockwise with `charge`, and in the overwind red zone every ring turns crimson and a bar under the row runs out with the zone. Draw it in a 3:1 box. while `overwound`.

argtypedescription
windsnumberWinds already taken, 0..3.
chargenumberHow far through the next wind, 0..1 — or through the red zone
overwoundbooleanWhether the key is past its last wind and into the red zone.

examples

{ type = "svg", props = { svg = Art.windPips(2, 0.4, false) } }

elevationLadder(elevation: number, range: number) → string

The elevation ladder beside the trim dial: a rail with the horizon marked across it, the trim lit from the horizon to where it stands, and a pair of pointers riding at that height. Draw it in a 1:3 box.

argtypedescription
elevationnumberRadians of nose-up trim, positive is up.
rangenumberThe radians the launcher allows either way.

examples

{ type = "svg", props = { svg = Art.elevationLadder(0.2, 0.4) } }

throwArc(spec: ArcSpec) → string

The throw seen from the side: the table, the standing city as a band, and the trimmed throw arcing into it. Everything arrives in the document's own 320x120 units, so the ballistics belong to the caller. Draw it in a box of that ratio.

argtypedescription
specArcSpecThe drawn geometry — points, ground, launcher, city, stop.

examples

{ type = "svg", props = { svg = Art.throwArc(spec) } }

altTape(spec: TapeSpec) → string

The altitude tape: how high the toy is, with the standing city drawn across the rail as the height that matters. The lit column and the pointer take their colour from `tone`, so being inside the towers, over them and about to belly in read apart at a glance. Draw it in a 1:3 box.

argtypedescription
specTapeSpecThe drawn geometry — ground, fillTop, marker, band, tone.

examples

{ type = "svg", props = { svg = Art.altTape(spec) } }
⌬ Types
ArcSpec = {TapeSpec = {

Sub-parts

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

3items
This part has no composite children. See the Files segment for its leaf payloads.
backing path · game/ui/art.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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+ quality × 0.35
+ performance × 0.25
± compat factor

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