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asset⌬ componentcomponentprimary: init.luau·originates fromworld ce9074db-0…

Screens

Every screen the player reads, and the three ways they drive it. Boot mounts it on the `screens` anchor.

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

Screens

Every screen the player reads, and the three ways they drive it. Boot mounts it on the screens anchor.

It owns two UI screens:

screenlayerwhen
fl_hud40while the hill is being worked (playing, and behind the pause card)
fl_card820the title, the how-to, the pause card and the two endings

It reads FL.state and FL.events and calls game.rules.Sim — start, pause, resume, restart, setScreen. It never writes the simulation's state itself.

The three families

  • Mouse and keyboard. The pointer moves the focus onto the row it crosses and a click confirms that row; W/S walk, Space confirms, Backspace steps back, Escape pauses and resumes.
  • Controller. game/input/console.inputMap feeds game.ui.Focus: the left stick or the d-pad walks the ring, A confirms, B steps back, Start resumes. The lit row carries a bronze ring you can read across a room.
  • Touch. Every row is the button — its own onClick — so a finger never needs an overlay control over a card. The console scheme declares no touch class for exactly that reason, and the engine's overlay draws nothing while a card is up.

The console scheme is live exactly while a card is up, and it stands the Facer's scheme and the engine's default player scheme down while it is.

Events

It emits ui — "open", "close", "move", "confirm", "back" — for the sound slice to answer.

It listens for phase (which raises the phase banner), caption (which raises the caption band and prints the line to the log) and voiceMissing (which marks the caption as unvoiced and prints it anyway). A line that was never spoken is still said: the words go up on screen whether or not a clip existed to carry them.

Re-rendering

The HUD is rebuilt when anything it draws changes — the phase, the counters, the sun, the clock, the caption, the banner, the viewport's size. A card is rebuilt on the same rule plus a slow tick, which is what picks up a viewport that changed shape while nobody was touching it.

Interface

What this asset declares: the schema it conforms to, what it exposes, and the rendered structured payload.

conforms to

zero/source-extract/v2

Screens — every screen the player reads, and the three ways they drive it. Mounted by Boot on the `screens` anchor. It owns two UI screens: fl_hud layer 40 the read-out, while the hill is being worked fl_card layer 820 the title, the how-to, the pause and the two endings It reads `FL.state` and `FL.events` and calls `game.rules.Sim` — it never writes the simulation's state itself. What it adds is the part a player touches: a lit row that a stick walks, a tap target under every finger, a caption band that prints what the Almanac says whether or not a clip existed to say it, and a phase announcing itself as it turns. The three families, all the way through: mouse + keyboard the pointer moves the focus onto the row it crosses; a click confirms it; W/S walk, Space confirms, Backspace goes back, Esc pauses and resumes. controller `game/input/console.inputMap` feeds `game.ui.Focus`; the lit row carries a bronze ring. touch every row IS the button — the row's own onClick — and the engine's overlay draws Confirm / Back / Resume from the same map.

currentDevice( ) → string

view( ) → any

emitUi(kind: string) → void

argtypedescription
kindstring

activateRow(id: string) → void

What a row does.

argtypedescription
idstring

goBack( ) → void

Escape / B / the Back button: what "one step out" means on each card.

activateMap( ) → void

The card scheme. Live exactly while a card is up, so the hillside cannot be worked underneath an open menu.

deactivateMap( ) → void

applyScreen(screen: string) → void

argtypedescription
screenstring

onCaption(speaker: any, text: any, seconds: any) → void

argtypedescription
speakerany
textany
secondsany

onVoiceMissing(lineId: any) → void

argtypedescription
lineIdany

awake( ) → void

render(dt: number) → void

argtypedescription
dtnumber

update(dt: number) → void

argtypedescription
dtnumber

editorUpdate(dt: number) → void

Edit mode holds the clock, and the cards still have to be composable and capturable there. The scheme is not activated in edit — nothing should take the editor's keys away from whoever is authoring.

argtypedescription
dtnumber

onCallback(id: string) → void

argtypedescription
idstring

onDestroy( ) → void

Sub-parts

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

Showing up to 3 levels deep. Open a part to see what it holds further down.

22+items
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module · pulled in
❒asset
# Focus Menu focus navigation for the cards of GREASEPAINT. A controller has no pointer, so every menu carries an ordered ring of focusable ids and exactly one of them is lit; this module walks that ring. - `Focus.open(list, prefer)` — open a menu: the ids in stick order, and which starts lit. - `Focus.axis(v, dt)` — feed the `navigate` axis; one flick is one step, a held stick repeats. - `Focus.point(id)` — a mouse crossing a row or a finger tapping it moves the focus there. - `Focus.id()` / `Focus.isFocused(id)` — read it. - `Focus.close()` — nothing is focused until the next `open`. - `Focus.release()` — let go of a held direction, so a stick held through a transition does not keep walking. The ring is whatever the card offers, so an interval with three faces and a fourth row is a ring of four and needs nothing said about it here: `open` takes the list `screens.itemIds` returns for the phase. A held stick repeats on a delay measured in seconds AND in frames. On a machine running long frames a single flick can be one frame carrying half a second of `dt`, and a delay measured only in time turns that flick into two steps. Fed by `game/input/console.inputMap`; consumed by `game.ui.Screens`, which asks it which row to draw lit.
▲ 1↓ import
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module · born here
❒asset
# Sim — the simulation of FIRST LIGHT: RESOWN `game.rules.Sim` is the whole run: the day cycle, the plot state machine, the zyme's well-up and spread, leavening, the beam's burn, the seed economy and the win/lose conditions. It is the **only writer of `FL.state`**. Every other slice reads that table and reacts to `FL.events`. Nothing here touches an entity, a material or a screen. `Rules.component` (mounted on the `game` anchor) hands it the frame's elapsed time; the rest of the game calls the functions below. ```luau local Sim = require("game.rules.Sim") local FL = require("game.FL") Sim.start() -- a fresh run, the first night Sim.beamAt(x, z, dt, Sim.beamPowerFor(FL.state.phase, FL.state.phaseT)) local did = Sim.act(col, row) -- "sowed" | "harvested" | nil ``` ## The API | call | what it does | |---|---| | `Sim.start()` | Throws the hillside away and lays a fresh one out. Emits `start`, `screen`, `phase`, `shrineThreat`, and one `plotChanged` per plot. | | `Sim.restart()` | The same thing, reachable from `paused` / `won` / `lost`. | | `Sim.pause()` / `Sim.resume()` | Freeze and unfreeze. Only `playing` pauses; only `paused` resumes. | | `Sim.setScreen(screen)` | `"title"` `"howto"` `"playing"` `"paused"` `"won"` `"lost"`. Emits `screen`. An unknown name is refused with a log line. | | `Sim.act(col, row) -> string?` | Sows bare or scorched soil for a seed; lifts a ripe crop for seed. Returns `"sowed"`, `"harvested"`, or `nil`. | | `Sim.beamAt(x, z, dt, power) -> boolean` | The beam lands at a world point for `dt` at `power` (0..1). Returns true on a frame that took bloom off. | | `Sim.tick(dt)` | Advances the run. `Rules.component` calls it once a frame. | | `Sim.beamPowerFor(phase, t) -> number` | The plate's power for a phase, 0..1. **The mapping every caller should use.** | | `Sim.lastActReason() -> string?` | Why the last `act` did nothing: `"no-seed"`, `"growing"`, `"zyme"`, `"nothing-here"`, `"not-playing"`. Also mirrored onto `FL.state.lastActReason`. | | `Sim.beamHit() -> col, row, age` | Where the beam last took bloom off, and how many seconds ago. | | `Sim.isRunning() -> boolean` | True while the clock runs. | | `Sim.phaseProgress() -> number` | 0..1 through the current phase. | | `Sim.announce()` | Re-states the run as it stands — screen, phase, threat and every plot — without changing any of it. A slice that has just mounted, hot-reloaded or come through an edit/play flip calls nothing; `Rules.component` calls this in `start()` so it catches up. | | `Sim.setPhase(phase, dayIndex?)` | Put the clock at the start of a phase, hillside untouched. For a staged beat or a test that does not want to wait. | | `Sim.summary() -> string` | One line of the run, for a log or a test. | ## Two things a caller has to get right **Power is the aim factor, not the sun.** `beamAt` multiplies the `power` you pass by the phase's own gate (`PHASE_BEAM`), so a beam at night burns nothing no matter what you pass, and a day beam is a quarter as fast as a first-light one. Pass `Sim.beamPowerFor(phase, phaseT)` — or your own 0..1 alignment factor on top of it. Do **not** pass `FL.sunHeightFor` directly: that function answers where the sun is (−1..1, and only ~0.3 at the top of first light), not how hard the plate burns, and handing it over makes the beam roughly three times too weak. **`tick` sub-steps.** It advances in slices of 0.1 s, so `Sim.tick(30)` in one call produces the same run thirty seconds of frames would — a test can reach a later dawn without waiting for it, and a frame hitch cannot skip a well-up. ## The day `night 40 → firstlight 30 → day 40 → dusk 10`, from `FL.PHASE_LEN`. `dayIndex` rises as **first light ends**, which is what a dawn survived means; reaching `FL.DAWNS_TO_WIN` (5) there ends the run with `won`, at 550 s of a clean run. | phase | the hill | the beam (`PHASE_BEAM`) | |---|---|---| | night | the valley pushes bloom onto the lowest terrace it can reach, mature blooms spread, crops beside a bloom leaven | 0 | | firstlight | nothing new comes up; the window | 1 — a full bloom hisses off in `BURN_SECONDS` (2 s) | | day | crops grow | 0.25 | | dusk | blooms spread again, crops still grow | 0.25 fading to 0 | ## The plot state machine ``` bare ──sow(1 seed)──▶ sown ──grow──▶ crop ──grow──▶ ripe ──harvest──▶ bare (+2 seed, +4 leavened) any ──bloom──▶ zyme ──beam──▶ scorched ──sow(1 seed)──▶ sown ``` - A plot turning to `zyme` **loses whatever grew on it** — that is the cost of letting a terrace go. - `scorched` soil is where the bloom spreads **fastest** (`SPREAD_SECONDS_SCORCHED`, half the normal interval), so burning ground buys the window and sells the next night. - Growth runs while the sun is up (first light, day, dusk) at `GROW_SECONDS` (55 s) from sowing to ripe: sow in a day and lift it in the next. - **Leavening** marks `sown`, `crop` and `ripe` plots that sit beside a bloom through a night. The design's table names `crop`/`ripe`; `sown` is included here so a plot deliberately sown next to a bloom is a real gamble from the first dusk. The double yield only ever pays at `ripe`, so nothing else changes. ## The shrine `FL.state.shrineThreat` climbs by the share of **row 1** carrying bloom, and a row 1 fully held for `THREAT_SECONDS` (40 s — one night) is 1.0 and a loss. Clearing row 1 walks it back over `RELIEF_SECONDS` (25 s). The `shrineThreat` event fires when the value has moved `THREAT_STEP` (0.02), and always at the ends, so a HUD meter can follow it without a per-frame event. ## The opening hillside `M.OPENING` dresses rows 1..6 at `start()`: crop, **ripe**, crop, sown, bare, bare, uphill first. The hill reads as a farm from the first frame, the ripe row teaches harvest before the first night ends, and the bare lower terraces are where the zyme arrives. Seeds start at 6 (`FL.resetState`). ## Determinism The well-up and the spread draw from a small LCG seeded to a fixed value in `start()`, so two runs of the same inputs produce the same hillside. A reproduction is a reproduction. ## Measured - A full-grown bloom under a full-power first-light beam: **2.02 s**. - One untouched night leaves **9 blooms** on the lower terraces. - A player who never acts loses at **224 s**, in the day of the second dawn. - A player who burns the nearest bloom each first light and works the soil each day wins at **550.4 s** with 83 harvests.
▲ 0↑ born
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module · born here
❒asset
# Hud The read-out the Facer works by, as one widget tree. ```luau local Hud = require("game.ui.Hud") ui.updateScreen("fl_hud", Hud.tree(FL.state, { power = Sim.beamPowerFor(FL.state.phase, FL.state.phaseT), progress = Sim.phaseProgress(), caption = { speaker = "The Almanac", text = "...", missing = false, serial = 3 }, banner = { phase = "firstlight", serial = 2 }, })) ``` `Hud.tree(state, view)` takes `FL.state` plus the four things the component knows that the state does not: the plate's power this frame, how far through the phase the clock is, the caption showing now, and the phase announcing itself. Five clusters, each on a screen edge at a proportional inset, so the middle of the frame — where the hillside and the dawn are — stays clear: | | | |---|---| | top left | which dawn, the phase, and the clock running out of it | | top right | the sun's track, and what the plate can do with it | | left, centre | how far the bloom has climbed toward the shrine | | bottom left | seed in hand | | bottom, centre | what the Almanac is saying | | upper third | a phase announcing itself, then gone | The whole thing is a full-height flex column — a top row of two corners, a banner strip, a `flex = 1` middle that pushes the rest down, and a bottom band — so nothing carries a coordinate chosen for one screen. The bottom-right corner is left empty on purpose: the engine's touch overlay draws the Face, Sow and Pause buttons into it.
▲ 0↑ born
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module · born here
❒asset
# Cards The five authored screens of *First Light: Resown* — the title, the how-to, the pause card and the two endings — each a printed page of the previous keeper's almanac laid over a dimmed, frosted hillside. ```luau local Cards = require("game.ui.Cards") local tree = Cards.tree("title", { focus = "begin", device = "kbm", portrait = true }, FL.state) ``` - `Cards.tree(screen, view, state)` returns the tree for `title`, `howto`, `paused`, `won`, `lost` — and `nil` for `playing`, where there is no card. - `Cards.ROWS[screen]` is the ordered ring the stick walks; hand it to `game.ui.Focus`. `Cards.ROW_LABEL` is what each row reads. - `view` carries `focus` (the lit row id), `device` (`kbm` / `gamepad` / `touch`, which decides the hint under the rows) and `portrait`. Row ids are `begin`, `howto_open`, `howto_back`, `resume`, `restart`, `to_title`. Each row is a real tap target (its own `onClick`), a real click target, and a focus stop drawn with a bronze ring when it is lit — so a finger, a mouse, a keyboard and a controller all reach the same thing. ## Shape Every measure is a fraction of the live screen. Two rules do the work: - **`pageWidth(short, wide)`** — on a tall frame the page is a fraction of the short edge and nearly fills it; on a wide one it is a fraction of the width and becomes a centred column with the hillside showing either side. - **The how-to lays itself out by aspect.** Stacked down a tall frame; split into two columns on a wide one, where height is the scarce axis instead of width. Its control rows stack their keycaps under the action name in the narrow column and put them beside it in the wide one, so a label and three caps never run into each other. A wrapping label breaks against its container, never against itself, so every run of prose on a card goes through `para()`, which hands it a full-width box.
▲ 0↑ born
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module · born here
❒asset
# FL The shared constants, geometry and contracts of *First Light: Resown*. Every slice of the game requires this and nothing else of each other. - **Hillside geometry** — `COLS x ROWS` plots on terraces that run down the hill along +Z; `plotCenter`, `pathCenter`, `rowZ`, `groundY`, `floorAt`, `rowAtZ`, `colAtX`, `shrineCenter`. - **The day** — `PHASES`, `PHASE_LEN`, `CYCLE`, `DAWNS_TO_WIN`, `sunHeightFor(phase, t)`. - **Shared state** — `FL.state` (screen, phase, plots, seeds, score, shrine threat, sun height); the rules slice writes it, everyone reads it. - **Events** — `FL.events.on / emit / clear`, with the event names every slice agrees on listed in the source. - **The look** — `PALETTE`, and `sz(fraction)` / `isPortrait()` for UI sizes proportional to the live screen. Consumed by every component and module under `/zero/source/game/`.
▲ 0↑ born
backing path · game/ui/Screens.component

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