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

service

The cabinet, wired up. Requiring this module IS the mount: it registers `Bus.services.ui`, registers the three screens (`el_hud` layer 20, `el_overlay` layer 40, `el_menu` layer 60), binds the `fight.*` events and starts reading the keyboard.

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

emberline.ui.service

The cabinet, wired up. Requiring this module IS the mount: it registers Bus.services.ui, registers the three screens (el_hud layer 20, el_overlay layer 40, el_menu layer 60), binds the fight.* events and starts reading the keyboard.

require("emberline.ui.service")

Service contract: setPhase hud cutIn show hide banner subtitle announce flash update teardown.

It reads Bus.state and Bus.registry.fighters. It writes Bus.state.phase for the MENU phases only (attract / title / select / ending) and Bus.state.paused on pause - the combat slice owns the fight's own phases and this module never writes them.

Keyboard: W/S/A/D and the arrows move, Enter or Space confirms, Escape goes back and pauses a running fight. Every move and every confirm makes a sound.

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.service — the cabinet, wired up. Registers `Bus.services.ui`, owns the three screens the game draws through (HUD, overlay, menu), keeps the view state those trees are a function of, reads the keyboard so every screen is navigable without a mouse, and makes a sound on every move and every confirm. Requiring this module IS the mount: it registers the service and the screens, so anything that pulls it in gets the whole cabinet. require("emberline.ui.service") What it reads: `Bus.state` (phase, timer, wins, the two fighter runtimes) and `Bus.registry.fighters`. What it writes: `Bus.state.phase` for the MENU phases only (attract/title/select/ending and the pause flag) — the combat slice owns the fight's own phases and this module never writes them. Everything else it does is emit `ui.confirm` and call other slices through `Bus.call`, which no-ops until they land.

newSide(name: string, subtitle: string) → any

argtypedescription
namestring
subtitlestring

approach(v: number, target: number, rate: number, dt: number) → number

argtypedescription
vnumber
targetnumber
ratenumber
dtnumber

fractionOf(value: any, maxValue: any, fallbackMax: number) → number

argtypedescription
valueany
maxValueany
fallbackMaxnumber

fighterIdFor(side: number, runtime: any) → string

argtypedescription
sidenumber
runtimeany

say(text: string, sub: string?, seconds: number?) → void

argtypedescription
textstring
substring?
secondsnumber?

setPhase(phase: string) → void

argtypedescription
phasestring

desiredScreen( ) → string

hudVisible( ) → boolean

syncSide(side: number, dt: number) → void

argtypedescription
sidenumber
dtnumber

stepTimers(dt: number) → void

argtypedescription
dtnumber

pressedAny(codes: { string }) → boolean

argtypedescription
codes{ string }

moveMenu(delta: number, count: number) → void

argtypedescription
deltanumber
countnumber

confirmTitle( ) → void

confirmSelect( ) → void

confirmPause( ) → void

handleKeys( ) → void

ensureRegistered( ) → void

hudSignature( ) → string

menuSignature( ) → string

overlayLive( ) → boolean

pushScreens( ) → void

onCallback(id: any, _data: any) → void

argtypedescription
idany
_dataany

upper(s: string) → string

argtypedescription
sstring

bindEvents( ) → void

setPhase(phase: string) → void

argtypedescription
phasestring

hud(state: any) → void

Combat may push its own numbers rather than have them read off the bus. Accepts a partial table: { timer, side = { {hp, meter, wins}, ... } }.

argtypedescription
stateany

cutIn(fighterId: string, moveName: string?, side: number?) → void

The big cut-in on a super. `side` picks which edge it crosses from.

argtypedescription
fighterIdstring
moveNamestring?
sidenumber?

cutIn(fighterId: string, moveName: string?, side: number?) → void

argtypedescription
fighterIdstring
moveNamestring?
sidenumber?

show(screen: string, data: any) → void

The match driver names the CARD it wants — "win", "continue" — rather than a phase; both live under the `matchover` phase, so the name picks which face of it the cabinet shows.

argtypedescription
screenstring
dataany

hide(screen: string) → void

argtypedescription
screenstring

banner(text: string, frames: number?) → void

The announcer's call, as type. `frames` is in 60ths, matching the rest of the game's timing vocabulary.

argtypedescription
textstring
framesnumber?

subtitle(text: string, who: string?, frames: number?) → void

A spoken line's written form. Every voiced line in this game also lands here, so a failed generation leaves the line quiet rather than lost.

argtypedescription
textstring
whostring?
framesnumber?

announce(lineId: string) → void

The announcer's scripted lines by id, drawn as type whether or not the voice slice speaks them.

argtypedescription
lineIdstring

flash(amount: number?) → void

argtypedescription
amountnumber?

update(dt: number) → void

argtypedescription
dtnumber

teardown( ) → void

Take every screen down. The scene entrypoint's teardown path and the final phase both want a clean glass.

preview(opts: any) → void

Put the cabinet into a state a screenshot can judge, without a fight running: named fighters, part-drained bars, meter, a round won. Sets values only — it starts no task and leaves nothing ticking.

argtypedescription
optsany

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module · born here
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# emberline.ui.sound The cabinet's own voice. Every UI sound is routed to `Bus.services.sfx` when the sound slice holds a clip under that id (`ui_move`, `ui_confirm`, `ui_back`, `ui_start`, `ui_pause`, `ui_deny`); anything it does not hold falls through to a locally synthesised clip, so a menu never goes quiet. The fallbacks are envelopes over waveforms computed in Luau, encoded with `audio.encodePcm` as `codec = "pcm"` - a UI blip is 40-160 ms and Opus drops the first ~5 ms on decode, which on a sound that short is the attack.
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# emberline.ui.screens Every full screen the cabinet puts up: `attract` `title` `select` `howto` `pause` `continues` `win` `ending`. `Screens.build(S)` routes on the view state's `screen`. The roster copy here is DISPLAY data - names, roles, the move list, the one-line read on each fighter. `Screens.info(id)` merges it with whatever `Bus.registry.fighters` published, so real tuning drives the stat bars the moment the roster slice lands and the screen is finished before it does.
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# bus <!-- 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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# 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.
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# 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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# 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/service.module

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