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asset⌬ modulemoduleprimary: init.luau·originates fromworld e8e8ad10-5…

hud

The two in-fight trees.

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

emberline.ui.hud

The two in-fight trees.

Hud.build(S) - the furniture: beveled skewed health bars draining in two stages (a fast ember-to-blood bar and a slow paper chaser behind it), the super gauge that flashes at MAX, the round-win pips, the timer in arcade numerals which turns red under ten seconds, and the stage name.

Hud.overlay(S) - the transient layer: the announcer's call as type, the combo counter, the super cut-in, the spoken-line subtitle, the KO card and the white flash. Its own screen at a higher layer.

Everything whose TIMING matters is driven numerically from the service's update and read here as a number; CSS animation is used only for ambient motion.

Interface

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

conforms to

zero/source-extract/v2

emberline.ui.hud — everything on the glass while a round is running. Two trees: Hud.build(S) the cabinet furniture — health, meter, timer, pips Hud.overlay(S) the things that arrive and leave — the announcer's call, the combo counter, the super cut-in, the KO card The overlay is its own screen at a higher layer so a cut-in can cover the HUD without the HUD's own tree having to know about it. Every animated value that MATTERS to timing (the health chaser, the cut-in slide, the banner's arrival) is driven numerically from the service's fixed-step update and read here as a plain number. CSS animation is used only for ambient motion — a blink, a glow — where a restart costs nothing.

pct(v: number) → string

argtypedescription
vnumber

healthBar(side: number, hp: number, chase: number, danger: boolean) → any

argtypedescription
sidenumber
hpnumber
chasenumber
dangerboolean

edge(w: string) → void

argtypedescription
wstring

pips(side: number, won: number) → any

argtypedescription
sidenumber
wonnumber

nameTab(side: number, name: string, subtitle: string) → any

argtypedescription
sidenumber
namestring
subtitlestring

superGauge(side: number, meter: number, full: boolean) → any

argtypedescription
sidenumber
meternumber
fullboolean

timerPlate(seconds: number) → any

argtypedescription
secondsnumber

build(S: any) → any

`S` is the ui service's view state. Every field has a safe default so the HUD draws correctly before the combat slice publishes anything.

argtypedescription
Sany

speedLines(tint: string) → any

argtypedescription
tintstring

cutIn(S: any) → any

The super cut-in: the portrait crosses in from the fighter's own side, the move name lands over it, and both leave the way they came. `t` runs 0..1 across the whole beat and is stepped by the service.

argtypedescription
Sany

comboBadge(S: any, side: number) → any

argtypedescription
Sany
sidenumber

bannerNode(S: any) → any

The announcer's call, as type. Every spoken line in the game appears here whether or not the voice clip generated, which is what keeps a failed generation a quiet line rather than a lost one.

argtypedescription
Sany

subtitleNode(S: any) → any

A spoken line's written form: the Warden's dialogue, a tutorial prompt. Sits low so it never fights the fight.

argtypedescription
Sany

koCard(S: any) → any

The KO card: the whole frame goes red-black and one word lands on it.

argtypedescription
Sany

overlay(S: any) → any

argtypedescription
Sany

Sub-parts

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15+items
▣
module · born here
❒asset
# emberline.ui.art The drawn parts of the cabinet, all inline SVG: - `art.portrait(id)` - the cut-in / select bust for `mag`, `kite`, `bell`, `warden`. Cached, so the raster is built once. - `art.skylineCached()` - the Kessai backdrop: smog, three depths of tower, sodium windows, the viaduct and the last train. Deterministic. - `art.motion(kind)` - the numpad rose for `qcf` / `dp` / `charge` / `doubleQcf`, which is how the how-to card teaches the notation. - `art.ember(hot)`, `art.pip(won)`, `art.bracket(fx, fy)`, `art.ticks(n)`.
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▣
module · born here
❒asset
# emberline.ui.kit The cabinet's material language - one place decides what a plate, a socket, a lit edge, a scanline and a menu row are. - Type roles: `K.title` `K.heading` `K.subhead` `K.tiny` `K.banner`, all memoised by text + options so a per-frame re-render does not re-rasterise. - Prose: `K.body` and `K.para(text, width, style)` - a wrapping label needs a definite width on its CONTAINER, which is what `K.para` provides. - Surfaces: `K.plate` `K.socket` `K.canvas` `K.abs` `K.glass` `K.vignette` `K.scrim`. - Motion: `K.enter` `K.pop` `K.blink` `K.breathe` `K.slideIn`. - Parts: `K.keycap` `K.menuRow` `K.statBar`.
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module · born here
❒asset
# rules <!-- 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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backing path · emberline/ui/hud.module

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