hud
The four corners of the playing screen, as four separate anchored screens: the cats top-left, the dawn meter and the tower top-right, the crosshair dead centre, Hoshi's captions along the bottom.
hud
The four corners of the playing screen, as four separate anchored screens: the cats top-left, the dawn meter and the tower top-right, the crosshair dead centre, Hoshi's captions along the bottom.
Four screens rather than one, because an anchored root occupies only its own content: nothing here covers the viewport, so the pointer reaches the game and the laser's left button is never eaten by a transparent HUD box. It is also why each part re-renders when ITS data changes rather than all four whenever any of it does.
An anchor stretches its child across the space it was given rather than hugging it, so every part puts a full-width rail inside the anchor and pushes its content to the edge the anchor names.
Scoped to this part · feeds back into the world's score.