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hud: the launcher's instruments and the flight tape The wind HUD gains what the aim was missing. Three wind pips fill with the key's charge and turn crimson together in the overwind red zone; an elevation ladder stands beside the trim dial; and a side-on throw picture draws the table, the standing city as a band, and the trimmed throw arcing into it with a ring where it arrives. The launcher also shows what can be called — the landmark strip with the called one in gold — and says how to call it in the words of whichever surface is driving. The flight HUD gains a boost-fuel gauge under the speed bar in the same painted idiom, and an altitude tape at the right with the standing city's height drawn across it: the lit column and the metres beside it read gold inside the towers, blue over them and crimson below. The arc is a closed-form constant-acceleration solution, and it falls at gravity times one minus the wings' lift share rather than at a bare 9.81 — solved with the bare figure the arc lands at z = -8 whatever the player does, short of a city that starts at z = 0, and the instrument would be telling them they can never reach what the game throws them into every time. Both builders now carry exported WindView / FlightView / RestingView types under --!strict, and every field is read through a guard, so a view built before this pass still draws. Nothing animates for ever any more: the two infinite transform keyframes are finite opacity breaths, which is what took a Taffy relayout off every frame the HUD was up. The glyphs whose arguments enumerate are assembled once and kept, which put the flight tree's build at 0.026 ms against 0.027 ms before it — with sixteen more nodes in it. Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_0139MdCaDTnP2jpG8zgk5N2N
01M1TW53S7NRGBYWYRQDWT2499d5290aa12aBrowse filesPickedpresentation: every authored screen of BLOCKBUSTER 767, and the console scheme that drives them Title, how-to-play, wind-up HUD, flight HUD, pause card, wreck tally and end card, each composed for a tall 1080x1440 frame and laid out from the live ui.screenSize() so it stays whole on a wide one. - game/ui/theme palette, four typefaces, and metrics capped against BOTH the shorter side and the height, so a card that fits 3:4 also fits 16:9 - game/ui/art the toy 767, the wind-up key, the block skyline, the rating stars, the airframe pictograms and the HUD marks, as SVG - game/ui/cards the five cards, as pure builders - game/ui/hud the wind-up, flight and resting readouts, all inside a top band that clears the touch stick and button zones - game/ui/Screens the driver: which card is up, which row is lit, the console map's lifetime, captions, and the three state moves that belong to presentation plus a watchdog on the opening - game/input/console.inputMap navigate / navUp / navDown / confirm / back / restart / pause, on keyboard and pad; cards are tapped Verified in play at 1080x1440: title -> how-to -> title -> play, pause card navigation and the end card's return to title, each driven with the keyboard alone, with a pad alone (inputSim pad + padStick + padPress) and with touch alone (inputSim touch on the rows). The HUD's lowest pixel sits at y=510 against a touch stick zone starting at 576 and a button band at 648.
01M1SFHE3S3EMV6REY7ZKW9BTXf70f366623Browse filesCompare with this version