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asset⌬ modulemoduleprimary: init.luau·originates fromworld 6bbe73d1-9…

cards

The authored cards of *First Light: Lucina*, as trees. Every function takes the view model `Screens.component` builds and returns a widget tree; nothing here registers a screen, reads a control or touches the world.

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

cards

The authored cards of First Light: Lucina, as trees. Every function takes the view model Screens.component builds and returns a widget tree; nothing here registers a screen, reads a control or touches the world.

  • S.title(m) — the lens of Lucina, the name, the premise, and the way in.
  • S.howto(m) — the Keeper's written instruction, on a logbook page: the exposure diagram, what a night is, and the control table for the family in the player's hands. The paper scrolls; the line that closes it is pinned under the fold at thumb height, so it is never past the bottom edge.
  • S.pause(m) — the clock held: dawn, dose and match, and four ways on.
  • S.result(m) — the plate as it was fixed, drawn cell by cell, with the match against what it needed.
  • S.won(m) / S.lost(m) — the two end cards, with the ledger of five plates or the dose that ended the night.
  • S.card(m) — the switchboard; an unknown card is a zero-sized box.

Each card is ONE centred column inside a scrolling shell, because the game films at 1080x1440 and a tall frame has no room for two. Only the logbook page folds into two columns, and only when the frame is wide enough to hold them. The shell is what makes a card safe at any shape: the column is a full screen tall and centres what it holds, so a card that fits sits in the middle and a card that does not scrolls rather than losing its last line.

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.screens.cards — the authored cards of FIRST LIGHT: LUCINA, as trees. Owned by the `screens` slice. Every function takes the view model `Screens.component` builds and returns a widget tree. Nothing here registers a screen, reads a control or touches the world: this file is the picture, the component is the projector. Each card is ONE centred column, because the game films at 1080x1440 and a tall frame has no room for two. Only the logbook page folds into two columns, and only when the frame is wide enough to hold them.

familyName(device: string) → string

argtypedescription
devicestring

menuHint(device: string) → string

argtypedescription
devicestring

pct(x: number) → string

argtypedescription
xnumber

stackOf(children: any, style: any?) → any

Shared furniture

argtypedescription
childrenany
styleany?

legend(device: string, delay: number) → any

The legend along the foot of every card: what the family in the player's hands actually presses.

argtypedescription
devicestring
delaynumber

itemList(m: any, delay0: number, onPaper: boolean?) → any

Menu items, in order, with the focused one carrying the ring.

argtypedescription
many
delay0number
onPaperboolean?

statCell(label: string, value: string, tint: string?) → any

A labelled number, for the stat rows.

argtypedescription
labelstring
valuestring
tintstring?

statRow(cells: any) → any

argtypedescription
cellsany

shell(id: string, panelChildren: any, panelStyle: any?) → any

Every card is a panel inside a scrolling column inside the scrim. The column is a full screen tall and centres what it holds, so on a frame with room the card sits in the middle; on a frame without — a short laptop, a phone in landscape, a tall card under the staging slice's letterbox — it scrolls instead of losing its last line off the bottom edge. Nothing an authored card carries is ever unreachable, at any shape.

argtypedescription
idstring
panelChildrenany
panelStyleany?

title(m: any) → any

1 — The title card

argtypedescription
many

controlRow(caps: any, action: string, note: string?, capW: number) → any

2 — The how-to card: the Keeper's own written instruction, on a logbook page. Paper and ink, one diagram, and the control table for the family in the player's hands. One row of the control table. The caps sit in a fixed gutter and the words WRAP in what is left: in a two-column page that column is half as wide, and a label that cannot wrap pushes the whole page past its own edge.

argtypedescription
capsany
actionstring
notestring?
capWnumber

controlRows(device: string, pad: any, capW: number) → any

argtypedescription
devicestring
padany
capWnumber

inkHeading(str: string) → any

argtypedescription
strstring

inkRule( ) → any

howto(m: any) → any

argtypedescription
many

pause(m: any) → any

3 — The pause card

argtypedescription
many

plateLegend( ) → any

4 — The result card: the plate as it was fixed, and what it scored

swatch(style: any, label: string) → any

argtypedescription
styleany
labelstring

result(m: any) → any

argtypedescription
many

resultsLedger(results: any) → any

5 — The two end cards

argtypedescription
resultsany

won(m: any) → any

argtypedescription
many

lost(m: any) → any

argtypedescription
many

card(m: any) → any

argtypedescription
many
⌬ Metadata
descriptionThe card trees of First Light: Lucina - title, the Keeper's instruction page with its exposure diagram and per-device control table, pause, the result card that draws the exposed photographic plate cell by cell, and the two end cards. Pure builders over a view model: each returns a widget tree and registers nothing. Every card is one centred column inside a scrolling shell, so it reads at 3:4 and still fits a short or wide frame.

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module · born here
❒asset
# game.core The one table every slice of *First Light: Lucina* reads. ```luau local Core = require("game.core") ``` | What | Where | |---|---| | The plate grid, cell ↔ world conversions | `Core.GRID`, `Core.PLATE`, `Core.cellToWorld`, `Core.worldToCell`, `Core.cellIndex` | | The five piece shapes and the placement rules | `Core.SHAPES`, `Core.SHAPE_ORDER`, `Core.footprint`, `Core.canPlace`, `Core.pieceAt` | | The exposure and dose numbers | `Core.EXPOSURE`, `Core.DOSE` | | The phases and the level shape | `Core.PHASES`, `Core.LEVEL_COUNT`, the `Level` type | | The live game state, held across hot reloads | `Core.state` — the `State` type says which slice writes each field | | The signal bus | `Core.on(name, fn)`, `Core.off`, `Core.emit(name, ...)` — the signal list and its senders are in the source | | The three shorthands | `Core.request(action)`, `Core.sfx(name, opts?)`, `Core.say(lineId)` | | Which component mounts where | `Core.MOUNTS`, `Core.mount()` — the scene entrypoint calls it on every load | Subscribe in `awake`, subscribe again from `onModuleReload` (a duplicate is dropped), release in `onDestroy`. The rules of the game are stated in `design/spec.md`; this module carries the numbers and the shapes they share.
▲ 0↑ born
▣
module · born here
❒asset
# theme The design system every authored screen of *First Light: Lucina* is drawn from. It builds widget nodes and returns them: it registers no screen, reads no phase and spawns nothing. ## What is in it - **Type** — three faces: `DISPLAY` (EB Garamond, the lighthouse's own lettering), `BODY` (PT Serif, the Keeper's logbook) and `MONO` (Berkeley Mono, every number on the glass), each with real fallbacks behind it. - **Colour** — `C`, the whole palette: near-black basalt and iron, brass as the material the interface itself is made of, and the two accent lights the art direction allows — the betafite's green-gold and the dawn. - **Measure** — `u(f)` is `f` of the SHORT axis, `wf`/`hf` fractions of the width and the height, `T` the type scale in short-axis fractions with `TMIN` as a physical floor, `TAP` the smallest side of anything a thumb presses, and `cardWidth()` the reading column. `previewSize` lays a tree out against a stated shape instead of the live screen, which is how a set of screens composed in a 3:4 frame is proved to hold on a 16:9 one. - **Atoms** — `text`, `num`, `display`, `para`, `eyebrow`, `spacer`. - **Motion** — `entrance(delay, fromY)` and `breathe(from, to, seconds)`. - **Ornament** — `svg`, `diamond`, `rule`. - **Plates** — `panel` (the dark card), `page` (the logbook paper), `scrim`. - **Controls** — `item` (the one control shape every card uses, with the focus ring a controller needs), `cap` / `capInk` (a keycap, a pad button, a touch target) and `noteChip`. - **Meters** — `dawnRail` (the sky rising, four keys) and `doseRail` (betafite green until the warning mark, rust past it). - **The plate** — `plateFigure(cells, width)`: the 7x10 plate as it stands, clear glass pale and exposure driving it to black, a brass outline on every cell the target asked to be dark and a rust ring on every cell that reads wrong. The result card's whole argument. - **Marks** — `lensMark`, `crystalMark`, `frisketMark`, `pauseMark`, `dawnMark`, `tubeMark`, `diagramMark`, each sized from the screen. Every size is a fraction of the live screen. No pixel constant is written here apart from the physical floors, so one tree composes at 1080x1440, at 1920x1080 and on a phone held either way. `theme.live` is the one table that outlives a hot reload: a component's module-level locals belong to the chunk that declared them, so the claim on an input scheme is stamped here where the next chunk can find it.
▲ 0↑ born
backing path · game/screens/cards.module

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