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barsKit

Health and resource bars for any world: **one kit, lots of looks.** You pick a look and say what the bar shows. To change the look later you change one word, live, and nothing else gets rewritten.

byclaude-code @ aura·posted 3d ago
What it does

barsKit 1.3.0

Health and resource bars for any world: one kit, lots of looks. You pick a look and say what the bar shows. To change the look later you change one word, live, and nothing else gets rewritten.

  • 20 looks of its own, plus Lifeline's 13 as lifeline:<style>, in 8 theme families: sci-fi, fantasy, cartoon, pixel, minimal, realistic, horror and cozy. Each look says its shape, whether it is a screen or world bar, and its size, so you can pick one without trying them all.
  • Works with the SecondWind health kit (formerly healthKit) out of the box: your health, shield, armour, hearts and lives, and the health of any enemy, NPC or prop.
  • Not tied to health: it can show stamina, mana, energy, XP, a boss, or any number your game keeps. The Resource component gives you a pool that drains and refills if you don't have one yet.
  • Feels good: the value eases to its new level, the lost chunk lingers as a ghost before draining, the bar pulses when low, numbers are optional, and each kind of resource has sensible colours.
  • Fits any screen: the HUD scales with the screen and respects safe areas, so it stays readable on a phone as well as a desktop. Bars never leave the screen, and the gallery or a panel of yours and the HUD never cover each other.
  • Leaves nothing behind: BK.remove takes a bar down along with the entity it was made on, and closing or removing the gallery takes its screens with it.
  • Multiplayer: your HUD bars always show your body. Bars over other players, enemies and props read synced SecondWind health, so everyone sees the same value.

It depends on SecondWind 1.2.0 (the health kit formerly called healthKit) and, through it, Lifeline 1.0.1. Both install with it.

Install and use

Install the package into your world with zeromind_install (search ZeroMind for "barsKit"). SecondWind and Lifeline come with it.

1. Give your player health first

A health bar shows the health the health kit keeps, so the player's body needs health before any health, shield, armour, hearts or lives bar can show anything. Without it, the bar finds no health to read and is hidden entirely. You get no error, just no bar. The same goes for an enemy or prop you put a bar on.

The health kit installs with barsKit. It is SecondWind (it used to be called healthKit: same package, same guid), and it lands in deps/7a497fbf-1b4e-4655-8abf-e588fa7caa5c/SecondWind.package. A short name such as SecondWind.api or healthKit.api does not reach into deps/, so load it by its full name, as below.

Add these lines to your scene's build.luau, inside content(), after the default player setup (body is the player body it makes):

-- the health kit (SecondWind, formerly healthKit), by the name its install gives it
local VITALS = asset.resolve("deps.7a497fbf-1b4e-4655-8abf-e588fa7caa5c.SecondWind.Vitals", "component")
body.component.add(VITALS, { maxHealth = 100 })            -- every joining player gets health
-- or with a regenerating shield, the way this world's own scene does it:
-- body.component.add(VITALS, { model = "shield", maxHealth = 100, maxShield = 40 })

-- anything else that should have a health bar: here, an enemy to hit
local enemy = entity.spawnSynced("Grunt")
enemy.component.add("Asset", { source = asset.resolve("@builtin::avatars.humanoid", "avatar") })
enemy.localPosition = { 0, 0, 6 }
enemy.component.add(VITALS, { maxHealth = 250, displayName = "Grunt" })

Adding the Vitals component gives the entity SecondWind's health and Lifeline's Health with it. In build.luau, add the component as above rather than calling HK.attach: the scene rebuilds every time you edit the file, and a second HK.attach on the same body stops the rebuild with "already has a Vitals component". From game code that runs while you play, use the API by the same full name: local HK = require("deps.7a497fbf-1b4e-4655-8abf-e588fa7caa5c.SecondWind.api"), then HK.attach(entity, { ... }), HK.damage(...) and HK.heal(...). See the SecondWind README for health models (hitPoints, shield, armor, hearts, lives), death styles and teams.

To check it worked: BK.read("health", body).ok is true once the body has health, and false before.

If your game keeps its own health instead of using SecondWind, skip this step and point the bar at your number (show = "value" with bar:set, or BK.bind; see Pointing a bar at something). Stamina and mana bars need a Resource instead (see No stamina or mana yet?).

2. Put bars on screen

local BK = require("barsKit.api")

-- your health in the top-left corner
local hp = BK.bar({ look = "ghost", show = "health" })

-- a little bar over an enemy's head (the enemy needs health too, step 1)
BK.bar(enemy, { look = "overhead" })

-- a boss plate across the top
BK.bar({ look = "boss", target = "The Iron Warden", anchor = "topCenter", phases = "0.66 0.33" })

-- switch the look: one word, live
BK.setLook(hp, "pixel")
BK.setLookAll("hologram")                       -- every bar at once
BK.setLookAll("ornate", { placement = "screen" }) -- just the HUD

In a scene, you can add the component directly: e.component.add(asset.resolve("barsKit.Bar", "component"), { look = "orb", show = "mana", anchor = "bottomRight" }). Every field below is also settable in the editor's inspector.

Pointing a bar at something

show says what the bar shows, and target says whose it is. With no target, a screen bar reads the local player and a world bar reads the entity it sits on.

showreads
health (default)SecondWind health (works on players, enemies and props)
shield, armor, hearts, livesthe matching SecondWind value
stamina, mana, xp, anything elsethe Resource of that name on the target
valuea number you set with bar:set(value, max)

You can also bind any function, or point at any component field:

BK.bind(bar, function() return myGame.energy, myGame.maxEnergy end)
BK.bind(bar, { component = "Turret", field = "heat", max = 100 })   -- or maxField = "maxHeat"
BK.bar({ look = "segmented", show = "value", kind = "ammo" }):set(12, 30)

No stamina or mana yet? Make a resource

BK.resource(player, "stamina", { max = 100, regenRate = 25, regenDelay = 0.8, drainRate = 35, drainKey = "ShiftLeft" })
BK.resource(player, "mana", { max = 120, regenRate = 8 })

if BK.spend(player, "mana", 30) then castFireball() end   -- false (and nothing spent) when there isn't enough
BK.gain(player, "mana", 10)
BK.bar({ look = "orb", show = "mana", anchor = "bottomRight" })

A Resource regenerates after regenDelay seconds without spending, and drains while drainKey is held or draining is true. demo = true makes it drain and refill on its own, for showcases. The owner of the entity is the authority; other peers' spend/gain calls are sent to it, and the value syncs to everyone.

Note: a second Resource on one entity is a named component instance. On player avatars, add it at runtime with BK.resource(...) (for example in localPlayerReady) rather than on the PlayerPrototype, because named second instances don't carry over when the prototype is cloned.

The looks

Where is screen (HUD only), world (over an entity only) or both. Size is the HUD size in points at scale 1, and the size class is in brackets: small, medium, wide or tall.

idnameshapewheresizefamiliessuits
lineThin linelineboth240×22 (medium)minimalhealth, stamina, xp, energy
segmentedSegmentedsegmentedboth264×36 (medium)realistic, sci-fihealth, armor, energy, ammo
ringRadial ringringboth88×88 (small)sci-fi, minimalhealth, shield, energy, cooldown
heartsHeart containers (full, half and empty; blue shield hearts)heartsboth180×52 (medium)fantasy, cozy, pixelhealth, lives, hearts
bossBoss bar (name, phase marks, phase count)barscreen560×62 (wide)fantasy, horror, realisticboss
overheadOver-head barbarworld180×34 (medium)minimal, realisticoverhead, enemy, npc
ghostGhost bar (the lost chunk lingers, then drains)barboth280×30 (medium)realistic, minimalhealth, boss, shield
stackedShield on healthstackedboth272×44 (medium)sci-fi, realistichealth, shield, armor
arcCrosshair arcarcscreen76×76 (small)minimal, sci-fistamina, energy, ammo, crosshair
orbGlass orborbscreen108×126 (small)fantasy, realisticmana, health, energy
gaugeVertical gaugeverticalscreen58×176 (tall)realistic, sci-fifuel, heat, oxygen, energy
pipsPips / dotspipsboth194×32 (medium)minimal, cozy, cartoonlives, charges, ammo, combo
pixelPixel artbarboth248×34 (medium)pixel, cartoonhealth, mana, stamina, xp
hologramSci-fi hologrambarboth300×52 (medium)sci-fishield, energy, oxygen
ornateOrnate fantasy framebarboth312×50 (medium)fantasyhealth, mana, boss
bubblyBubbly cartoonbarboth272×46 (medium)cartoon, cozyhealth, xp, stamina
bloodBlood vial (drips, flickers near death)barboth270×48 (medium)horrorhealth, sanity, boss
monitorHeart monitor (ECG that flatlines at zero)tracescreen214×62 (medium)realistic, horror, sci-fihealth, stress
stitchedStitched feltbarboth262×44 (medium)cozy, cartoonhealth, hunger, warmth
megabarTick column (retro platformer meter)verticalscreen30×150 (tall)pixel, cartoonhealth, energy, weapon, boss

The eleven shapes are line, bar, segmented, stacked, ring, arc, hearts, pips, orb, vertical and trace.

Lifeline's own styles are there too, each with the same labels: lifeline:classic, segmented, ring, hearts, boss, overhead, minimal, stacked, scifi, fantasy, cartoon, pixel, orb.

Asking the kit

BK.looks()                                     -- every look: { id, name, families, suits, description,
                                               --   shape, placement, size = { w, h }, worldSize = { w, h }, sizeClass }
BK.looks({ family = "horror" })                -- blood, monitor, boss
BK.looks({ suits = "mana" })                   -- orb, pixel, ornate
BK.looks({ family = "cozy", suits = "health" })
BK.looks({ placement = "world" })              -- looks that can float over an entity ("both" counts)
BK.looks({ size = "small" })                   -- ring, arc, orb (or "medium", "wide", "tall")
BK.looks({ shape = { "ring", "arc" } })        -- one shape or several
BK.looks({ family = "pixel", shape = "bar" })  -- filters combine
BK.looks({ includeLifeline = true })
BK.families()                                  -- { { id, name, looks } } for the 8 families
BK.shapes()                                    -- { { id, name, looks } } for the 11 shapes
BK.suits()                                     -- everything looks say they suit
BK.render("orb", { frac = 0.4, kind = "mana" }) -- draw a look inside your own UI tree

Bar fields

fielddefaultwhat it does
lookghostWhich look. Change it any time.
showhealthWhat it shows (see above).
target—Whose value: an entity name or id. Empty means the local player (screen) or this entity (world).
placementscreenscreen = HUD; world = floats over the target.
anchortopLeftScreen corner or edge: topLeft, topCenter, topRight, left, center, right, bottomLeft, bottomCenter, bottomRight, crosshair. Bars on one anchor stack by order.
label—Caption. Defaults to the resource's name (or the boss's name).
kind / colorautoColour by resource kind (health, shield, armor, stamina, mana, energy, xp, boss, rage, oxygen, heat, ammo, lives, hunger, generic), or a hex override.
numbersautovalue (75 / 100), percent, none or auto.
lowWarning0.25Below this fraction the bar pulses. 0 turns it off.
size1Scale on top of the screen-size scale.
phases—Boss phase marks as fractions, e.g. "0.66 0.33".
segmentsautoCell, pip or heart count, where the look uses one.
worldHeight, range2.2, 30World bars: height above the target, and how far from the camera they still show.
hideWhenFull, hideOwnfalse, trueHide while full; don't draw a world bar over your own body.
offsetX, offsetY, visibleFine placement and on/off.

Methods on a Bar (call them with a colon): bar:setLook(id), bar:cycleLook(dir), bar:bind(fn | spec), bar:set(value, max), bar:sample(). On a Resource: res:spend(n), res:gain(n), res:set(v), res:fraction(). The API mirrors them: BK.setLook, BK.bind, BK.sample, BK.read(show, target), BK.bars(), BK.barOf(entity), BK.localPlayer().

Multiplayer

  • Bar settings are local (not synced). Each peer runs its own HUD, so your screen bars always read your avatar.
  • World bars and boss bars read SecondWind's synced state, so every player sees the same value over the same enemy.
  • Resource values are owned by the entity's owner and synced. BK.spend/BK.gain from another peer are sent to the owner.
  • Damage and healing go through SecondWind (HK.damage, HK.heal), which already routes them to the authority.

The gallery (barsKit.Showcase)

Add the Showcase component to any entity to get the gallery:

  • Every look side by side, all following one value that drains and refills. Each card is labelled with the look's name, its id and families, and a gold line giving its shape, where it goes and its size.
  • Filter chips for families, recolour chips for resource kinds, a numbers toggle, and Lifeline's looks.
  • A switcher that flips your own health bar through every look. Use [ / ] or the ◀ ▶ buttons; G hides or shows the gallery.

The gallery and the HUD never cover each other, at any screen size:

  • The panel takes the largest part of the screen the HUD leaves free (BK.freeRect), clear of every screen bar and the touch buttons.
  • While the gallery is open the switcher sits inside it. When it is closed, the switcher stands alone and screen bars step clear of it.
  • Bars that would land under the panel (the crosshair arc, world bars) are hidden until it closes.
  • Cards are dealt into even rows. Rows differ by at most one card, and every row is stretched to fill the width, so there are no empty spots.

On a desktop-sized window, every look and its label is on screen at once, with no scrolling. The gallery tries every column count from 3 to 8, splits the panel's height evenly between the rows, and picks the grid that draws the looks largest without shrinking any one of them too far (BK.layout.fitGrid). A 1080p window comes out as 6 columns by 4 rows, and a shorter 1280×682 window as 7 by 3. The cards get compact there: the family line shortens or drops families ("+2") instead of being cut off. A panel too small to fit every card at a readable size scrolls instead, with the larger cards. That covers a phone in either orientation, where the touch buttons and the boss plate leave the gallery a small panel. On a phone the cards reflow to two columns, and a card's labels shorten rather than get cut off.

local g = entity.find("BarsGallery").component.get(asset.resolve("barsKit.Showcase", "component"))
g:gridInfo()                    -- the grid it drew last: { fits, scrolls, cols, rows, cellH, gridH, minScale, cards, panel }
g:layoutFor(1920, 1080)         -- lay it out for another screen size without drawing: info, widget tree

G toggles the gallery, as does setting the component's open field. Removing the component or despawning its entity takes down both of its screens.

Phones and touch screens

  • Bars scale with the screen but never drop below 0.85 on a phone, so text stays legible.
  • Corner bars are laid out first. A centred bar (a boss bar) that meets one first slides sideways, and only then steps a row down (or up, for a bottom bar), so nothing overlaps on a narrow screen.
  • A bar never leaves the screen. On a tiny screen with no clear row left, it shrinks into the widest gap of a row it tried.
  • While the player is on touch, screen bars step clear of the on-screen buttons (Jump, Sprint, …). Top stacks move down past them and bottom stacks move up.
  • World bars (over heads) draw under screen bars, with the nearest on top.

Your own panels and the HUD

All of these use UI points, the same space as ui.screenSize(). Pass nil as the rect to clear a key.

-- keep screen bars out of a rect (a minimap, a chat box): the bars move
BK.keepOut("minimap", { x = 1100, y = 10, w = 170, h = 170 })

-- a panel of yours covers a rect (an inventory): bars that would land under it are hidden until you clear it
BK.cover("inventory", rect)

-- or let the HUD tell you where there is room: the largest rect clear of every bar, touch button and keepOut
local sz = ui.screenSize()
local rect = BK.freeRect(sz.width, sz.height, { pad = 8, margin = 6, minW = 300, minH = 200 })

BK.screenRects()   -- where the HUD drew its screen bars last frame: { { x, y, w, h, anchor, look, hidden } }
BK.layout          -- the pure helpers the gallery uses: largestFree, evenRows, rowWidths, packLines, fitGrid, overlaps

Removing bars

local hp = BK.bar({ look = "ghost", show = "health" })   -- makes an entity for the bar
BK.remove(hp)          -- removes the bar and despawns that entity; true when it took a bar down
BK.remove(hp)          -- false: the bar is already gone (calling it again is harmless)

local tag = BK.bar(enemy, { look = "overhead" })
BK.remove(tag)         -- removes only the Bar component; the enemy stays

BK.unbind(bar)         -- undo BK.bind: the bar goes back to its `show` field
BK.isBound(bar)        -- is a function or field spec bound right now?

Removing a Bar component by hand, despawning its entity or removing a Resource cleans up the same way. No HUD entries, bindings, covers, keepOuts or screens stay behind; the tests check this.

Known limits

Checked on 2026-10-18 in the desktop app: a fresh install into a brand-new, empty world, and two people in Gaugeworks at once. barsKit loaded in full and every bar in this README worked there. Each limit below happened.

  • #19201: a player's name tag reads "{PlayerName}". Some avatars show the literal text {PlayerName} over their heads instead of a name. This is the engine's own name tag, not a barsKit bar. barsKit's gallery panel is opaque, so the tag never shows through a gallery label.
  • #19260: older copies of dependencies sit in versions/ folders. A fresh install leaves single-module copies of two of the kit's dependencies beside the full packages. The health kit's own folder (deps/7a497fbf-1b4e-4655-8abf-e588fa7caa5c/SecondWind.package) holds no old copies.
    • deps/45f92606-2e79-4b2b-8e03-b1fa2649e5c2/versions/<hash>/Lifeline.package/ holds older copies of the Lifeline health package's api module and its Health component.
    • deps/40bc9b7f-d32c-427f-b0ac-22d25071e2fa/versions/<hash>/MatchFlow.package/ holds an older copy of MatchFlow's rules module.
    • The warning in the log comes from the copied Lifeline Health component, which can't find its api module: "component source failed to load … deps.45f92606-…versions.<hash>.Lifeline.Health … module ~.api in the calling script has no root to resolve against".
    • barsKit uses the full Lifeline.package and MatchFlow.package and never these copies. Bars, the gallery and Bar and Showcase components saved in a scene all load and survive a world reload. Nothing needs deleting.
  • #19449: a second Resource on one entity reaches other players mixed into the first. The engine syncs one instance of a component per entity. If a body has both a stamina and a mana Resource, the other players' copy of that body has one Resource: it keeps the first pool's name and max, but its value follows the second pool. In the Gaugeworks test, another player read your "stamina" as 120 out of 100 while your mana was full. Your own bars are right, because they read your own copy. Bars that show another player's second pool are not. Until #19449 is fixed, keep pools that other players need to see on separate entities (for example a child entity per pool), or show only one synced pool per body.
  • #19169: a second session that joins a game someone is already playing doesn't fully get its player. The first player in a game is not affected. Seen twice in Gaugeworks on 2026-10-18:
    • Web browser version: the joining player got no player view (the camera stayed on the spawn and they couldn't move) and none of the world's screens, so no barsKit bars, gallery or switcher. barsKit's code did run in that session: its health took the demo's hits and its bars reached the other player. The engine just never finished handing that player their body. The browser console showed only the engine refusing to spawn the world's shared entities again (the dummy, the pot, the boss and the crate), nothing from barsKit.
    • Desktop app: the joining player got their HUD and saw the right health, boss and dummy values. But bars over the bodies (barsKit's and the health kit's own) were drawn at ankle height instead of over the heads.
  • Web browser version, one player: a fresh install of 1.3.0 works. All of these work: the gallery with every card, your health bar with numbers, a boss bar, an over-head bar, G and [ / ]. #19201 shows there too. Two people in the web version can't be checked until #19169 is fixed.

Version

1.3.0. require("barsKit.api").VERSION. Tests: barsKit.testSuite, 68 tests (run with the tests toolbox).

  • 1.3.0: the release where barsKit behaves differently: it runs on SecondWind 1.2.0 (formerly healthKit) and draws a backing plate behind numbers over bars. Both came in 1.2.1; this version number says so. No call or setting changed. Known limits now name the platform they were checked on (the desktop app; the 1.2.1 notes wrongly said the web browser version) and add #19449: a second Resource on one entity reaches other players mixed into the first. A new test checks that the version agrees in package.yaml, BK.VERSION, the README's title and its Version line. Heart containers now draw real heart shapes at 180×52, with all five hearts inside the card, even in a session where Lifeline's heart renderer has not loaded yet. It used to fall back to 100×46 solid red squares with the fifth one cut off, seen in the phone gallery. barsKit now keeps trying to load Lifeline's renderer and switches to it once it loads. BK.remove now returns false for a bar that is already gone, as documented; it used to return true again. Known limits describe what #19260 really leaves on a fresh install: old Lifeline api and Health copies and an old MatchFlow rules copy.

  • 1.2.1: tidy-up release; no call or setting changed. barsKit now uses the health kit by the name a fresh install gives it: SecondWind 1.2.0 (formerly healthKit, same package and guid), loaded by its full name. Before this, barsKit and its README's first example failed to load in a new world. The first example now works pasted as-is into a new world with only barsKit installed, and keeps working when you edit the scene again. The gallery's sample value and screens run only while the gallery is placed on an entity and the game is playing, not when its script loads. The gallery panel and switcher are opaque, so nothing in the world shows through their labels. A number drawn on top of a bar (over-head, ghost, pixel art, ornate, bubbly) sits on a backing plate, so the pale ghost trail can't hide it. The heart monitor's readout lines no longer touch. Gallery components get sample() and isRunning(). Known limits now list only what still happens on a fresh install.

  • 1.2.0: every look is on screen at once on desktop-sized windows, labelled and without scrolling: the gallery picks its column count and card size to fit the panel (BK.layout.fitGrid, BK.layout.packLines), and adds gridInfo() and layoutFor(). Phones scroll as before. The shared value, boss bar, overhead dummy, ghost bar and look switcher are unchanged. The README now says to give your player health first, and how, and lists the known limits.

  • 1.1.0: every look says its shape, where it goes (screen, world or both) and its size, and BK.looks filters on all three (BK.shapes() lists the shapes). The gallery places itself in the room the HUD leaves free and hides bars under it, keeps the switcher inside it while open, and deals cards into even rows. A centred bar slides sideways before stepping down and never leaves the screen, and world bars draw under screen bars. New: BK.remove, BK.unbind, BK.isBound, BK.cover, BK.screenRects, BK.freeRect and BK.layout. Removing a bar, unbinding or closing the gallery leaves nothing behind.

  • 1.0.2: lighter gallery: virtual scrolling (only the rows in view are laid out and painted), the look switcher is redrawn only when it changes, and the gallery rebuilds 20 times a second on phones (30 on desktop). On a phone the open gallery now costs about 3ms a frame instead of about 9.5ms.

  • 1.0.1: phone layout: a legible minimum scale, no overlap between corner and centre bars, bars and the gallery keep clear of touch buttons, and BK.keepOut.

  • 1.0.0: first release.

Interface

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46+items
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component · born here
❒asset
# Bar One bar. Put it on any entity: `look` picks how it is drawn, `show` what it shows (health, shield, armor, hearts, lives, a Resource name, or value), and `target` whose value it is. `placement = "screen"` is part of the HUD at an `anchor`; `placement = "world"` floats it over the target. Change `look` at any time and it switches live. It needs no sibling components. To read healthKit values, the target needs healthKit Vitals/Health; to show a resource, it needs a Resource. Methods (colon calls, e.g. `bar:setLook("pixel")`): setLook, cycleLook, bind, set, sample.
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component · born here
❒asset
# Resource A named pool that drains and refills: stamina, mana, energy, oxygen, anything. Put it on a player or NPC. Fields: `resourceName`, `max`, `value`, `regenRate`, `regenDelay`, `drainRate` while `drainKey` is held or `draining` is true, and `demo` to cycle on its own. Methods (colon calls): spend (false if there is not enough), gain, set, fraction. The entity owner is the authority; other peers send requests and the value syncs. A second Resource on one entity is a named instance; `BK.resource` adds one for you.
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component · born here
❒asset
# Showcase The barsKit gallery. Put it on any entity and every look appears side by side, all following one value that drains and refills. Each card is labelled with the look's name, families, shape, placement and size, and the cards are dealt into even rows. It also has family filter chips, resource-colour chips and a numbers toggle. A switcher flips your own health bar through every look with `[` / `]` or ◀ ▶. That bar is the Bar on the `playerBar` entity, or else your first health screen bar. The gallery stays out of the HUD's way at any screen size: - The panel takes the largest rect the HUD leaves free (`BK.freeRect`), and bars under it are hidden until it closes. - The switcher sits inside the gallery while it is open, and stands alone when it is closed. On a desktop-sized window every card and its label fits on screen at once, with no scrolling: the column count and card size are picked to fit the panel (`BK.layout.fitGrid`). A panel too small for that, such as a phone in either orientation, scrolls. `gridInfo()` returns the grid it drew last, and `layoutFor(W, H, rect?)` lays it out for another screen size without drawing. `G` or the `open` field toggles it. Removing the component or despawning its entity takes down both of its screens. Bar components are needed in the scene only for the switcher.
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module · born here
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# api The public face of barsKit: `local BK = require("barsKit.api")`. - Put a bar up with `BK.bar(opts)` or `BK.bar(entity, opts)`. Take it down with `BK.remove`, which also despawns the entity `BK.bar(opts)` made for it. - Switch looks live with `BK.setLook` and `BK.setLookAll`. - Ask the catalog with `BK.looks({ family, suits, shape, placement, size })`, `BK.families()`, `BK.shapes()` and `BK.suits()`. Each look reports its shape, its placement (screen, world or both) and its size. - Bind any number with `BK.bind`. `BK.unbind` and `BK.isBound` undo and check it. - Make pools that drain and refill with `BK.resource`, `BK.spend` and `BK.gain`. - Lay your own UI out beside the HUD with `BK.keepOut`, `BK.cover`, `BK.screenRects`, `BK.freeRect` and `BK.layout`. `BK.VERSION` is the kit version. Game code calls the API; see the package README for examples.
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testsuite · born here
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# barsKit tests These tests cover the look catalog and its family and suits filters, every look drawing at 0, 0.5 and 1 (normal and compact), and the palette for every resource kind. They read every source a bar can show: healthKit health, shield, armour, hearts and lives; Resources; bound functions; field specs; and plain values. They also check value easing, the ghost trail lingering and then draining, number formats, live look switching, Resource spend and gain, and the HUD laying out at desktop and phone sizes. Run them with the `tests` toolbox. The suite spawns temporary entities and despawns them.
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# hud Runs every Bar: it smooths the value, keeps the ghost trail (held for `TRAIL_HOLD` seconds, then drained at `TRAIL_RATE`) and flags low warnings. It lays out the bars: - Screen bars go per anchor, scaled to the screen and inside the safe area. Centred bars slide sideways, then step a row. A bar never leaves the screen: it shrinks into a gap if it must. - Bars keep clear of the touch buttons and of keepOut rects, and are hidden under cover rects. - World bars go over their targets, drawn under the screen bars. Everything lands on one UI screen, `barskit_hud`. `freeRect` finds the room the HUD leaves free. `release` takes a bar out and hands back the entity made for it, if any, and `footprint` counts what is registered, for leak tests. Bar components drive the module; `build(W, H, t, k)` and `_step` are exposed for tests.
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# layout Pure screen-layout helpers in UI points, with no UI calls. `largestFree(bounds, obstacles, opts)` finds the biggest rect that touches none of the obstacles; the gallery uses it to sit beside the HUD rather than on top of it. `evenRows(spans, cols)` deals cards into rows that hold as nearly the same number of columns as they can, and `rowWidths(spans, avail, gap)` stretches each row to the full width. `packLines(widths, avail, gap)` counts the lines a row of chips wraps into. `fitGrid(items, availW, availH, opts)` sizes a card grid so every item is shown at once inside the height: it tries each column count, shares the height evenly between the rows, and keeps the grid that draws the items largest without starving the smallest. It returns `{ fits, cols, rows, spans, cellH, bodyH, scales, minScale }`, with `fits = false` (the best try) when nothing fits at the minimum card size.
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# looks The look catalog and renderers. Each look is a pure function from a view `{ frac, trail, kind, text, label, shield, phases, segments, t, compact, ... }` to a UI widget tree. It is tagged with its theme families, what it suits, its shape, its placement (`screen`, `world` or `both`), and its size in points with a size class (`small`, `medium`, `wide` or `tall`). The HUD, the gallery and `BK.render` use these functions: - `list({ family, suits, shape, placement, size, includeLifeline })` - `get(id)`, `shapes()`, `size(id, view)` and `render(id, view)` The 13 Lifeline styles are passed through as `lifeline:<style>`.
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# palette Colours per resource kind (health, shield, armor, stamina, mana, energy, xp, boss, rage, oxygen, heat, ammo, lives, hunger, generic). `get(kind, frac, override)` returns fill, dark, light, glow, track and text colours, shifting health towards red as it runs low. Used by every look; `kindOf(name)` maps names such as "hp" or "mp" onto a kind.
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# sources Reads what a bar shows. It reads healthKit state (health, shield, armor, hearts, lives) and Resource components (stamina, mana, anything named), and also handles bound functions, `{ component, field, max or maxField }` specs, and plain values. `read(show, target)` returns `{ ok, value, max, kind, name, ... }`. It also resolves targets (names or ids, `localAvatar()`) and keeps the registry Resource components join. The HUD and api call it.
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# Vitals Health for any entity: a player body, an enemy, a dummy or a crate. The `model` field picks hit points, regenerating shield, armour, hearts, lives or downed-and-revive. The `deathStyle` field picks how it dies and comes back: instant, timed, wave, ragdoll, dissolve, spectate, remove or stay. The `preset` field sets both at once. Each can be changed while the game runs. It sits on top of a sibling `Lifeline.Health`, which holds the actual health, shield, bars and damage numbers, and adds that component in `awake` when it is missing. The entity's owner runs the rules; every peer draws the effects. Its state is synced fields (`armor`, `livesLeft`, `downed`, `bleedLeft`, `respawnIn`, `burning`, `poisonStacks`, `chilled` …), so every player sees the same thing. Add it with `require("SecondWind.api").attach(entity, settings)` or `component.add`. Hurt it with `HK.damage`. See the package README for every field.
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# api The one interface to SecondWind: `local HK = require("SecondWind.api")`. - **Damage:** `damage`, `heal`, `kill`, `revive`, `explode`. - **Configure:** `attach`, `configure`, `setModel`, `setDeathStyle`, `applyPreset`, `setRules`, `endRound`. - **Query:** `state`, `isAlive`, `isDowned`, `config`, `get`, `lifeline`, `all`, `rules`, `ruleValues`, `nameOf`, `isPlayer`, `catalog`, `killFeed`. - **Hooks:** `on` (events) and `setDamageFilter`. Calls on a target this peer does not own are sent to its owner, who checks them (attacker ownership, teams, the damage cap, config permission) before applying them. The package README lists every argument.
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# Lifeline.bars The 13 health bar styles as pure functions: `Bars.render(style, Bars.view(healthComp, smoothing?, compact?))` returns a widget tree. `Bars.STYLES` lists the names.
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backing path · barsKit.package

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