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asset⌬ modulemoduleprimary: init.luau·originates fromworld 6bbe73d1-9…

theme

The design system every authored screen of *First Light: Lucina* is drawn from. It builds widget nodes and returns them: it registers no screen, reads no phase and spawns nothing.

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

theme

The design system every authored screen of First Light: Lucina is drawn from. It builds widget nodes and returns them: it registers no screen, reads no phase and spawns nothing.

What is in it

  • Type — three faces: DISPLAY (EB Garamond, the lighthouse's own lettering), BODY (PT Serif, the Keeper's logbook) and MONO (Berkeley Mono, every number on the glass), each with real fallbacks behind it.
  • Colour — C, the whole palette: near-black basalt and iron, brass as the material the interface itself is made of, and the two accent lights the art direction allows — the betafite's green-gold and the dawn.
  • Measure — u(f) is f of the SHORT axis, wf/hf fractions of the width and the height, T the type scale in short-axis fractions with TMIN as a physical floor, TAP the smallest side of anything a thumb presses, and cardWidth() the reading column. previewSize lays a tree out against a stated shape instead of the live screen, which is how a set of screens composed in a 3:4 frame is proved to hold on a 16:9 one.
  • Atoms — text, num, display, para, eyebrow, spacer.
  • Motion — entrance(delay, fromY) and breathe(from, to, seconds).
  • Ornament — svg, diamond, rule.
  • Plates — panel (the dark card), page (the logbook paper), scrim.
  • Controls — item (the one control shape every card uses, with the focus ring a controller needs), cap / capInk (a keycap, a pad button, a touch target) and noteChip.
  • Meters — dawnRail (the sky rising, four keys) and doseRail (betafite green until the warning mark, rust past it).
  • The plate — plateFigure(cells, width): the 7x10 plate as it stands, clear glass pale and exposure driving it to black, a brass outline on every cell the target asked to be dark and a rust ring on every cell that reads wrong. The result card's whole argument.
  • Marks — lensMark, crystalMark, frisketMark, pauseMark, dawnMark, tubeMark, diagramMark, each sized from the screen.

Every size is a fraction of the live screen. No pixel constant is written here apart from the physical floors, so one tree composes at 1080x1440, at 1920x1080 and on a phone held either way.

theme.live is the one table that outlives a hot reload: a component's module-level locals belong to the chunk that declared them, so the claim on an input scheme is stamped here where the next chunk can find it.

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.screens.theme — the design system every authored screen of FIRST LIGHT: LUCINA is drawn from. Owned by the `screens` slice. It builds widget nodes and returns them. It registers no screen, reads no phase and spawns nothing. Everything visual that more than one screen needs lives here: the three faces, the palette, the measure, the ornaments, the plates the cards are printed on, the one control shape, the meters, and the drawn marks. EVERY size is a fraction of the LIVE screen — `u(f)` of the short axis for anything an eye judges, `wf`/`hf` for anything that spans one. No pixel constant is written in this slice apart from the physical floors (a reader's eye and a thumb are physical sizes and do not shrink with the screen), so the same tree composes at 1080x1440, at 1920x1080 and on a phone held either way.

size( ) → void

u(f: number) → number

`f` of the SHORT axis — the measure for anything an eye judges.

argtypedescription
fnumber

wf(f: number) → number

argtypedescription
fnumber

hf(f: number) → number

argtypedescription
fnumber

portrait( ) → boolean

cardWidth( ) → string | number

How wide a reading column should be. A tall frame gives a card nearly the whole width; a wide one holds it to a column so a line of type never runs the width of a television.

typeSize(scale: any) → number

argtypedescription
scaleany

merge(base: any, extra: any) → any

argtypedescription
baseany
extraany

text(str: string, scale: any, style: any?) → any

Text atoms

argtypedescription
strstring
scaleany
styleany?

num(str: string, scale: any, style: any?) → any

A number, in the instrument face.

argtypedescription
strstring
scaleany
styleany?

display(str: string, scale: any, style: any?) → any

A title line, in the display face, set in caps and letter-spaced.

argtypedescription
strstring
scaleany
styleany?

para(str: string, scale: any, style: any?) → any

A paragraph. A wrapping label carrying its own width collapses to one glyph per line, and a label inside a centred column has no width to wrap against at all — so a paragraph always ships inside a full-width box of its own and centres its text with `textAlign` rather than with the parent.

argtypedescription
strstring
scaleany
styleany?

eyebrow(str: string, color: string?, style: any?) → any

The small letter-spaced cap line that stands over a heading.

argtypedescription
strstring
colorstring?
styleany?

spacer(h: number) → any

argtypedescription
hnumber

entrance(delay: number, fromY: number) → any

Motion

argtypedescription
delaynumber
fromYnumber

breathe(from: number, to: number, seconds: number) → any

argtypedescription
fromnumber
tonumber
secondsnumber

svg(str: string, w: number, h: number, style: any?) → any

Ornament

argtypedescription
strstring
wnumber
hnumber
styleany?

diamond(size: number, color: string?) → any

argtypedescription
sizenumber
colorstring?

rule(opts: any?) → any

A hairline with a diamond set in it: the rule under a heading.

argtypedescription
optsany?

line( ) → void

panel(children: any, style: any?) → any

Plates. Depth on a near-black UI comes from a step in lightness plus a lit top edge — a black drop shadow over black is invisible.

argtypedescription
childrenany
styleany?

page(children: any, style: any?) → any

The logbook page: the how-to card is the Keeper's own written instruction, so it is paper with ink on it rather than another dark panel.

argtypedescription
childrenany
styleany?

scrim(children: any, style: any?) → any

The scrim a card sits on. Translucent, so the lamp room is still behind it.

argtypedescription
childrenany
styleany?

item(opts: any) → any

Controls. Every one is a real tap target: the smallest is u(0.086) or 52 logical points on its short side, whichever is larger. The one control shape every card uses. `focused` draws the brass ring a controller needs; hover and press are styled for a pointer; the whole box carries the onClick, so a thumb hits the plate rather than the word.

argtypedescription
optsany

capBox(str: string, kind: string?, onPaper: boolean) → any

A keycap, a pad button and a touch target, drawn as the thing they are.

argtypedescription
strstring
kindstring?
onPaperboolean

cap(str: string, kind: string?) → any

argtypedescription
strstring
kindstring?

capInk(str: string, kind: string?) → any

argtypedescription
strstring
kindstring?

noteChip(str: string, onPaper: boolean?) → any

A small italic note where a control has no key of its own.

argtypedescription
strstring
onPaperboolean?

dawnRail(value: number, width: number, height: number, style: any?) → any

Meters. Two vertical rails carry the night: how far dawn has come, and how much of the apprentice's dose is spent. The dawn rail: the sky itself, rising. Four keys — deep night, first blush, bone, first light — so the rail and the window agree.

argtypedescription
valuenumber
widthnumber
heightnumber
styleany?

doseRail(value: number, width: number, height: number, style: any?) → any

The dose rail: betafite green until `Core.DOSE.warnAt`, rust past it.

argtypedescription
valuenumber
widthnumber
heightnumber
styleany?

plateFigure(cells: any, width: number, style: any?) → any

The plate, drawn small. The result card's whole argument is this picture: what the target asked for, and what the glass actually holds. `cells` is `Core.state.cells`; a cell reads right when a target-dark cell reached `darkAt` and a target-clear one stayed under `clearMax`.

argtypedescription
cellsany
widthnumber
styleany?

lensMark(size: number, lit: number, style: any?) → any

The marks, sized from the screen

argtypedescription
sizenumber
litnumber
styleany?

crystalMark(height: number, style: any?) → any

argtypedescription
heightnumber
styleany?

frisketMark(height: number, style: any?) → any

argtypedescription
heightnumber
styleany?

pauseMark(size: number, color: string?) → any

argtypedescription
sizenumber
colorstring?

dawnMark(width: number, dawn: number, style: any?) → any

argtypedescription
widthnumber
dawnnumber
styleany?

tubeMark(size: number, color: string?) → any

argtypedescription
sizenumber
colorstring?

diagramMark(width: number, onPaper: boolean?, style: any?) → any

argtypedescription
widthnumber
onPaperboolean?
styleany?
⌬ Metadata
descriptionThe design system behind First Light: Lucina's screens: three registered faces, the low-key basalt-and-brass palette with the betafite and dawn accents, a screen-fraction measure with physical floors for type and tap targets, text atoms, entrance and idle animations, panels, a paper page, a scrim, the one focusable control shape, keycap and pad-button chips, the dawn and dose meters, and the 7x10 photographic plate drawn as a figure. Builds widget nodes only - it registers no screen and reads no game state.

Sub-parts

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

11items
▣
module · born here
❒asset
# marks Every drawn mark on the glass of *First Light: Lucina*, as inline SVG. Nothing here imports a texture, so the whole interface ships wherever the world does and renders identically in the browser. Each function takes the colours it should be inked in and returns an SVG string; `theme.svg` wraps one into a widget node, and `theme`'s mark helpers size it from the live screen. - `lens(brass, brassLit, glass, light, lit)` — the lens of Lucina face on: the brass cage, six stepped prism rings and the burner, with `lit` (0..1) putting first light through the middle of it. The game's mark. - `crystal(core, halo, edge)` — a betafite cluster: the octahedron and its two shoulders, in a green-gold halo. - `frisket(brass, brassLit, brassDeep)` — a cut brass mask with its bevel and its pin holes. - `pause(color)`, `diamond(color)` — the pip's glyph and the focus diamond. - `dawnWindow(dawn, iron, blush, light, sea)` — the north window with the sun a fraction of the way up it; the dawn rail's header. - `exposureDiagram(...)` — one plate, one crystal darkening the cells around it, one frisket keeping a run of them clear. The picture the whole game turns on; inked twice, once for a dark card and once for the logbook page. - `tube(color)` — the speaking tube, beside the Keeper's line. Every viewBox is authored in a stated ratio and the caller sizes it, so no mark carries a pixel size of its own.
▲ 0↑ born
▣
module · born here
❒asset
# game.core The one table every slice of *First Light: Lucina* reads. ```luau local Core = require("game.core") ``` | What | Where | |---|---| | The plate grid, cell ↔ world conversions | `Core.GRID`, `Core.PLATE`, `Core.cellToWorld`, `Core.worldToCell`, `Core.cellIndex` | | The five piece shapes and the placement rules | `Core.SHAPES`, `Core.SHAPE_ORDER`, `Core.footprint`, `Core.canPlace`, `Core.pieceAt` | | The exposure and dose numbers | `Core.EXPOSURE`, `Core.DOSE` | | The phases and the level shape | `Core.PHASES`, `Core.LEVEL_COUNT`, the `Level` type | | The live game state, held across hot reloads | `Core.state` — the `State` type says which slice writes each field | | The signal bus | `Core.on(name, fn)`, `Core.off`, `Core.emit(name, ...)` — the signal list and its senders are in the source | | The three shorthands | `Core.request(action)`, `Core.sfx(name, opts?)`, `Core.say(lineId)` | | Which component mounts where | `Core.MOUNTS`, `Core.mount()` — the scene entrypoint calls it on every load | Subscribe in `awake`, subscribe again from `onModuleReload` (a duplicate is dropped), release in `onDestroy`. The rules of the game are stated in `design/spec.md`; this module carries the numbers and the shapes they share.
▲ 0↑ born
backing path · game/screens/theme.module

Problems

Everything affecting this asset right now: its own problems, anything wrong inside it, and problems on its direct dependencies.

0problems
No problems reported. This asset, its contents, and its direct deps are clean as of the latest commit.
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