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asset⌬ modulemoduleprimary: init.luau·originates fromworld 122549c2-f…

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.

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

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.

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.ui.hud — the four corners of the playing screen. The HUD is four SEPARATE screens, each rooted in an `anchor`, 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 on its own data changing rather than all four on any of it. TopLeft the three cats, and what each one is doing TopRight the dawn meter, the clock, the tower Center the crosshair, with the pointer's heat closing round it BottomCenter Hoshi on the intercom, and the pointer's warnings An anchor stretches its child across the space it was given rather than hugging it, so a TopRight anchor holding a plain column draws that column down the MIDDLE of the screen. Every part here therefore puts a full-width rail inside the anchor and pushes its content to the edge the anchor names with justifyContent — which is also why a card, which wants the whole viewport, is not built out of anchors at all. Every size comes from theme.metrics(), which reads ui.screenSize() afresh: the same trees lay out on a phone and on a television.

moodOf(name: string) → void

argtypedescription
namestring

clock(seconds: number) → string

mm:ss for a number of seconds, floored at zero.

argtypedescription
secondsnumber

catRow(m: T.Metrics, name: string, index: number) → any

argtypedescription
mT.Metrics
namestring
indexnumber

cats(m: T.Metrics) → any

The cat panel: one row per cat, in the order of the tower.

argtypedescription
mT.Metrics

dawn(m: T.Metrics) → any

The dawn meter, the clock beneath it, and the three-floor tower.

argtypedescription
mT.Metrics

aim(m: T.Metrics) → any

The crosshair, dead centre, with the pointer's heat around it.

argtypedescription
mT.Metrics

caption(m: T.Metrics, caption: { text: string, speaker: string? }?) → any

The caption strip Hoshi's lines are read on, with the pointer's heat warning above it. Returns nil when there is nothing to say.

argtypedescription
mT.Metrics
caption{ text: string, speaker: string? }?{ text: string, speaker: string? }? — the live line.

empty(anchor: string) → any

An empty anchored tree, for a HUD part with nothing to show. A hidden screen would do as well, but an empty one keeps the screen registered so the next line does not have to re-register it.

argtypedescription
anchorstring
⌬ Metadata
descriptionRED DOT RISING's playing HUD: cat portraits, the dawn meter and tower, the heat-ring crosshair and the intercom caption strip, as four anchored screens that never cover the viewport.

Sub-parts

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

19items
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module · born here
❒asset
# art Every picture the screens of RED DOT RISING draw, as inline SVG built in Luau: the three cats, the title picture, the crosshair with its heat arc, the dawn glyph, the tower, the NEKO-9 mark. The three cats come off ONE body plan with different proportions, which is what makes them read as three cats of the same species rather than three unrelated blobs: MISO is long-legged and tall-eared with a flag tail, SUMI is a low heavy circle with a white bib, YUKI is small and narrow and stands high off the ground. `catBody` is the markup alone, for placing inside a bigger picture; `cat` wraps it as a document; `catHead` is the portrait the HUD uses. local art = require("game.ui.art") { type = "svg", props = { svg = art.catHead("miso", { alert = true, dot = true }) } }
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module · born here
❒asset
# theme The look of every screen in RED DOT RISING, in one place: the palette, the type scale, the motion helpers, and `metrics()`. `metrics()` reads `ui.screenSize()` afresh on every call and hands back the numbers a tree sizes itself from — a scale `k` taken from the SHORT axis of the live screen, a `pad`, a `gap`, a card width, and `fs(n)` / `px(n)` to put a design number through `k`. Nothing in the game is a pixel position chosen for one frame; that is what lets the same trees lay out at 810x1080, at 1920x1080 and on a phone held either way. The palette is derived from `Core.C` so the HUD and the room agree on what red is. `M.entrance(t, order, dy)` and `M.enter(style, ...)` drive a card's entrance from Luau a frame at a time, because a one-shot CSS `animation` plays once per element ID and does not replay on a re-push of the same tree — and a card's tree is rebuilt every time the lit row moves. `M.pulse` stays declarative, because an infinite animation is the case that repeats. local T = require("game.ui.theme") local m = T.metrics() { type = "label", props = { text = "DAWN" }, style = T.kicker(m, T.CYAN, 11) }
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module · born here
❒asset
# core <!-- zero:scaffolded-readme --> <!-- Replace the line below with what this module provides and who consumes it, then delete both comment lines. --> TODO: describe this module.
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module · born here
❒asset
# controls What the player is holding, and what it says on it. The control table lives here as data, once, so the how-to-play card, the row hints on every menu and the pause card all read the same row and none of them can drift from the others. The device family is asked of the input layer rather than guessed, and a pad's face-button legends are resolved from the pad that is actually connected — A on an Xbox pad, Cross on a PlayStation one. local controls = require("game.ui.controls") controls.family() --> "kbm" | "gamepad" | "touch" controls.hint("confirm") --> "ENTER" | "A" | "TAP"
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backing path · game/ui/hud.module

Problems

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