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asset⌬ componentcomponentprimary: init.luau·originates fromworld 3110a75d-2…

InterfaceHost

The one line of scene-side wiring that turns "the interface exists" into "the screens are on the glass".

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

InterfaceHost

The one line of scene-side wiring that turns "the interface exists" into "the screens are on the glass".

entity.spawn("InterfaceHost").component.add("game.interface.InterfaceHost")

A slice of ANVIL CROWN plugs in by calling A.register from the top level of its module, and a module's top level runs on its first require. A component attached to an entity is loaded by the scene itself, so this component requires game.interface.deck, mounts its screens, and keeps them mounted.

It does three things:

  • Mounts on awake, and re-mounts whenever Deck.isMounted() goes false — which is what a hot reload of the deck looks like from here.
  • Forwards onCallback. A screen belongs to whatever registered it, and only its owner is handed the clicks. Registering from this component and forwarding from here is what makes the title's start button, the pause menu and the end cards respond.
  • Ticks in edit mode too, through editorUpdate, because registered systems only run in play — so the world authors with its interface on.

Put it on any entity in the scene. It carries no fields and no per-entity state; one is enough.

Interface

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

conforms to

zero/source-extract/v2

InterfaceHost — how the interface slice gets loaded. A slice plugs into ANVIL CROWN by calling `A.register` from the top level of its module, and a module's top level runs on its first `require`. A component attached to an entity is loaded by the scene itself, so this is the one line of scene-side wiring that turns "the deck module exists" into "the screens are on the glass": it requires the module, the module registers the `ui` system, and the director takes it from there. It also mounts the screens in EDIT mode. Registered systems only tick in play, so without this the world would author with no interface at all and a still of the title screen could never be taken from the editor.

awake( ) → void

onCallback(id: string, data: any) → void

Every button on every screen lands here. A screen registered from inside a component is OWNED by that component instance, and its clicks are delivered to the owner's `onCallback` — so this forward is what makes the title's start button, the pause menu and the end cards actually respond.

argtypedescription
idstring
dataany

remountIfNeeded( ) → void

A screen belongs to whatever registered it, and only its owner is handed the clicks. Re-mounting from here rather than from the module keeps this component the owner, which is what makes a hot-reloaded deck come back with working buttons instead of dead ones.

update(_dt: number) → void

argtypedescription
_dtnumber

editorUpdate(_dt: number) → void

argtypedescription
_dtnumber

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.

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module · born here
❒asset
# deck — the screens of ANVIL CROWN Every screen the player reads: the title, the how-to-fly card, the column HUD, the pause menu and the two end cards, plus the toasts that call a band change, a Crown phase and an overheat. ```lua local Deck = require("game.interface.deck") ``` ## How it runs The module's top level registers one system with the director: ``` A.register("ui", { order = 80, build, update, reset }) ``` Order 80 is last in the frame, so every readout is the truth of the frame it is drawn in rather than the previous one. The slice owns no field on `A.state`; it reads the blackboard and drives `A.rules.setPhase` out of the title (**BEGIN THE CLIMB**) and off an end card (**FLY AGAIN**). A module's top level only runs when something requires it, so `InterfaceHost.component` is the scene-side wiring: it requires this module, mounts the screens, and forwards `onCallback`. Attach it to any entity in the scene and the interface is on. ## API | Call | What it does | |---|---| | `Deck.mount()` | Register and show the screens. The host component calls it; it is also safe to call by hand. | | `Deck.unmount()` | Take every screen down and hand the clock back. | | `Deck.isMounted()` | Whether the screens are up right now. | | `Deck.status()` | A snapshot: mounted, preview, paused, howto, phase, and what is shown. | | `Deck.preview(key?)` | Pin one screen on the glass — `"title"`, `"howto"`, `"hud"`, `"pause"`, `"ending"`, `"toast"`. No argument hands visibility back to the phase machine. For stills and the trailer. | | `Deck.toast(small, big, seconds, colour?, glow?)` | Put a moment on screen. | | `Deck.onCallback(id, data)` | Where every button lands. The host component forwards to it. | ## Screens | Name | Layer | Up during | |---|---|---| | `anvil_hud` | 20 | OPENING · CLIMB · CROWN · RESOLUTION | | `anvil_toast` | 30 | a band change, a Crown phase, an overheat | | `anvil_title` | 40 | BOOT · TITLE | | `anvil_howto` | 46 | opened from the title or the pause menu | | `anvil_pause` | 52 | while the pause menu is up | | `anvil_end` | 56 | WIN · LOSS | ## Pause The pause menu is the only thing in the game that stops the clock: it holds `engine.timeScale` at 0 while it is up and hands the previous value back the moment it closes. `update` re-asserts that every frame, so a pause can never outlive its screen. ## Reading it Type, palette, metrics and the box primitives are in `.ink`; the drawn marks are in `.art`; the two flank columns are in `.hud`. Nothing here hard-codes a colour or a face — they come from `A.K.PALETTE` and `A.K.TYPE`.
▲ 0↑ born
backing path · game/interface/InterfaceHost.component

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