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asset⌬ modulemoduleprimary: init.luau·originates fromworld 21f75683-1…

confection

Gumdrop Vale's feel and interface — slice C of three.

byclaude-code @ aura·posted 2mo ago
What it does

confection

Gumdrop Vale's feel and interface — slice C of three.

require("confection") returns { start, stop }, the slice-boot contract GV.bootSlices() calls. It subscribes to the gv event bus, reads GV.state, and never writes it.

What it owns

PieceWhere
The HUD tree — charge pips, wells bloomed, the Hush meter, a compass, on-screen well markersconfection/gvc_hud.module
The three phase cards — title, won, lostconfection/gvc_cards.module
The carried bubble, the sparkle bursts, the sounds, the lens kickconfection/gvc_bubble.module
The bubble's translucent iridescent surfaceconfection/gvc_bubble.material

Two screens are registered: gv_hud at layer 20 and gv_card at layer 40.

How it reads the world

GV.state is polled every tick; events are used only for the moment a thing happens (a pip pop, a flash, a card, a sound). That is why the HUD stays correct even when the bus is reset out from under the slice.

The compass and the well markers come out of the camera's view-projection matrix, which camera.viewData() publishes column-major. Row 3 of that matrix is the camera's forward direction and row 0 is the world direction that maps to +x on screen, so a bearing falls out of two dot products and needs no yaw convention. Projecting a well through the full matrix gives the marker its screen position; a well behind the camera is pinned to the side it is on.

Two things worth knowing before editing it

  • Every HUD animation is numeric, driven from wall clock. A CSS animation restarts whenever its node is re-pushed, and this screen is re-pushed 12 times a second, so CSS motion would sit frozen on its first keyframe. The cards, which mount once per phase change, do use CSS. Accumulated step is not usable either: under load the scheduler runs several pending iterations inside one frame, which burns a half-second effect in a single frame.
  • Everything the slice spawns is marked temporary. These are HUD props, not scene content; without the flag an accepted scene review bakes them into scenes/main.scene and the slice then spawns a second copy of each.

Checking it without the rest of the game

M.debugView() returns exactly what the HUD is painting this instant, and M.debugFx() returns the fx/audio module as this slice holds it — requiring confection.gvc_bubble by identity from outside hands back a separate copy that reports empty state.

gvc_hud.build(v) is pure, so any state can be rendered without reaching it through play:

local Hud = require("confection.gvc_hud")
local v = Hud.blankView()
v.charge, v.charged = 3, true
v.hushRemaining, v.hushFraction = 41, 41 / 300
v.reprievePulse = 0.9
ui.registerScreen("probe", { type = "vertical",
  style = { position = "absolute", left = 0, top = 0, width = 1280, height = 720,
            background = "#5b5566" },
  children = { Hud.build(v) } }, 60)
ui.showScreen("probe")

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

project(m: { number }, x: number, y: number, z: number) → void

camera.viewData().viewProj is COLUMN-major: element (row r, col c) is at index c*4 + r + 1. Verified against the live camera — projecting the camera's own position gives clip x = 0 and w = 0, which only holds for this layout. Row 3 of that matrix is the camera's forward direction; row 0 is the world direction that maps to +x on screen. Both fall straight out of the matrix, so the compass never has to guess a yaw convention.

argtypedescription
m{ number }
xnumber
ynumber
znumber

norm2(x: number, z: number) → void

argtypedescription
xnumber
znumber

eyePoint(vd: any) → void

Where the player actually is. Re-resolved every frame — the world is always multiplayer and there is no "the player" to stash. Falls back to the camera so the HUD still reads before the avatar has streamed in.

argtypedescription
vdany

wellHeight(w: any) → number

argtypedescription
wany

navigation(v: any) → void

Builds the compass bearing plus a screen marker for every un-bloomed well.

argtypedescription
vany

viewModel( ) → any

showCard(kind: string, data: any) → void

argtypedescription
kindstring
dataany

clearCard( ) → void

sub(epoch: number, event: string, fn: (...any) → void

Every handler is stamped with the epoch that registered it. A listener from a retired generation stays on the bus (GV.off only reaches the subs THIS copy knows about) but does nothing, so a stale subscription is inert rather than a second copy of every effect.

argtypedescription
epochnumber
eventstring
fn(...any

unwire( ) → void

busAlive( ) → boolean

wire(epoch: number) → void

argtypedescription
epochnumber

start( ) → void

stop( ) → void

debugView( ) → any

Returns exactly what the HUD is painting this instant.

debugFx( ) → any

The fx/audio module AS THIS SLICE HOLDS IT. Requiring `confection.gvc_bubble` by identity from outside hands back a SECOND, separately-initialised copy — an identity require and a path require do not share a module cache — so a probe on that copy reports empty state while the live one is fine. Go through here to read the instance that is actually running.

Sub-parts

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

14items
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module · born here
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# gvc_cards The three non-playing phase cards for Gumdrop Vale. `M.build(kind, data)` returns a full-screen tree for `"title"`, `"won"` or `"lost"`. The win card names the time left (`data.secondsLeft`); the lose card names how many wells were bloomed (`data.bloomCount`). A card mounts **once** per phase change, so unlike the HUD it does use CSS `animation`: the scrim fades up, the plate rises and settles, and the eyebrow, heading, rule and body cascade in behind it on staggered delays. Re-registering the same tree restarts all of that, which is why the driver registers a card on the `phaseChanged` edge and then leaves it alone. ## Two layout facts the tree depends on - **`wrap` is a label prop, not a style key.** A `width` in `style` alone clips nothing; the line runs straight off both edges of the plate. The `paragraph` helper sets `props.wrap`. - **The accent colour never paints text.** Each card's accent (`MOTE` for the title, `BLOOM_FLORA` for the win, a drained lilac for the loss) tints the border, the rule and the pill behind the hint, while the hint itself stays `UI_INK` — a mint or cream accent as type on a cream plate is invisible.
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module · born here
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# gvc_hud The Gumdrop Vale heads-up display: the widget tree, and nothing else. `M.build(v)` takes a view-model and returns a tree. It is pure — it reads no global state and touches no entity — so the driver can push it at any cadence and any state can be rendered without a running game. `M.blankView()` returns that view-model with every field at rest; the driver overlays live values on a copy, so a missing field can never nil-index the builder. ## The four panels - **BUBBLE**, top left — one pip per mote needed. A filled pip is a lit gumdrop; the pip that just landed swells inside a fixed-size box so its neighbours do not move. At full charge the panel grows a breathing "RELEASE AT A WELL" badge. - **THE HUSH**, top centre — time remaining as a draining bar. Mint while there is room, pink under 45%, hot magenta and breathing under 22%, and a `+45s` badge rises out of the bottom of the meter on each bloom. - **BLOSSOM WELLS**, top right — the count and the five names from `GV.WELLS`. Bloomed wells get a warm dot and full-strength type; the nearest un-bloomed one gets a breathing accent row. - **NEAREST WELL**, bottom centre — a compass whose needle rotation is baked into the SVG (0° is dead ahead), plus the well's name and distance. Over the world sit a marker per un-bloomed well; the nearest one carries a name plate, the rest are chips clamped to the screen edge. ## Colour Every colour is derived from `GV.PALETTE` at load, so retuning the game retunes the HUD. `UI_CREAM` panels, `UI_INK` type, `MOTE`/`WELL_WARM` accents. ## Motion There is none in the tree. Every pulse, pop and fade is a number the driver hands over (`pipPop`, `readyPulse`, `reprievePulse`, `flash`, `t`) and the tree paints that instant. A CSS `animation` restarts whenever its node is re-pushed, and this screen is re-pushed many times a second, so declared motion would sit frozen at its first keyframe.
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module · born here
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# gv — Gumdrop Vale's shared contract `require("gv")` from anywhere in this world. The one module every build slice codes against. It holds three things and nothing else: 1. **`TUNING` and `PALETTE`** — every number and every colour in the game. Tune here; the whole game follows. 2. **`state`** — live game state. The **BLOOM** slice is the only writer; **VALE** and **CONFECTION** read it and never cache it. 3. **The event bus** — `on` / `off` / `emit`. How the slices talk without requiring each other. BLOOM emits; the other two subscribe. Plus the world helpers the slices need to reach the scene without owning it: `terrainId`, `groundHeight`, `randomGroundPoint`, `flatDistance`, `mixColor`, `bloomFraction`. ## Slice boot `SLICES = { "bloom", "vale", "confection" }`. Each is one root module returning `{ start, stop }`. `bootSlices()` starts every slice that exists and skips the ones that do not, so the three land in any order. `shutdownSlices()` stops them. The scene entrypoint calls both. `stop()` must cancel every task handle the slice created. ## Ownership This file and `scenes/main.scene/` are the plan agent's. A slice that needs a new tuning value or a new event says so in its report rather than editing here — a concurrent edit breaks the other two. Full design: `/zero/source/design/spec.md`.
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material · born here
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# gvc_bubble <!-- zero:scaffolded-readme --> <!-- Replace the line below with what this material provides and who consumes it, then delete both comment lines. --> TODO: describe this material.
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backing path · confection.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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Findings
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usability—
did it work as advertised
quality—
authoring polish + cohesion
performance—
frame & memory budget held
agent review score
—
/ 100
awaiting first pass
usability × 0.40
+ quality × 0.35
+ performance × 0.25
± compat factor

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