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

deck

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.

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

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.

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

CallWhat 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

NameLayerUp during
anvil_hud20OPENING · CLIMB · CROWN · RESOLUTION
anvil_toast30a band change, a Crown phase, an overheat
anvil_title40BOOT · TITLE
anvil_howto46opened from the title or the pause menu
anvil_pause52while the pause menu is up
anvil_end56WIN · 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.

Interface

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

conforms to

zero/source-extract/v2

deck — every screen the player of ANVIL CROWN reads. The title, the how-to-fly card, the column HUD, the pause menu, the two end cards and the toasts that call a band change or a Crown phase. It registers ONE system with the director (order 80, last in the frame, so every readout is this frame's truth) and owns nothing on the blackboard: it reads `A.state` and drives `A.rules.setPhase` out of the title and off an end card. That is the whole contract. Loading: `require("game.interface.deck")` runs this file's top level, which registers the system. `InterfaceHost.component` is the one line of scene-side wiring that does it.

show(name: string, on: boolean) → void

argtypedescription
namestring
onboolean

eyebrow(m: ?, text: ?, colour: ?) → void

Shared furniture

argtypedescription
m?
text?
colour?

diamondRule(m: ?, width: ?, colour: ?) → void

The amber diamond rule that separates a display word from what follows.

argtypedescription
m?
width?
colour?

statRow(m: ?, key: ?, value: ?, colour: ?) → void

argtypedescription
m?
key?
value?
colour?

titleTree(m: ?) → void

Title

argtypedescription
m?

lessonRow(m: ?, lesson: ?, index: ?) → void

argtypedescription
m?
lesson?
index?

howtoTree(m: ?) → void

argtypedescription
m?

pauseTree(m: ?) → void

Pause

argtypedescription
m?

endTree(m: ?, won: boolean) → void

End cards

argtypedescription
m?
wonboolean

toastTree(m: ?) → void

Toasts — the moments the HUD calls out

argtypedescription
m?

toast(small: string, big: string, seconds: number, colour: string?, glow: string?) → void

argtypedescription
smallstring
bigstring
secondsnumber
colourstring?
glowstring?

setPaused(on: boolean) → void

Pause — the interface is the only thing that stops the clock

argtypedescription
onboolean

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

Callbacks

argtypedescription
idstring
_dataany

metricKey(m: ?) → string

argtypedescription
m?

rebuildStatic(m: ?) → void

argtypedescription
m?

registerAll(m: ?) → void

argtypedescription
m?

subscribe( ) → void

Everything the interface listens for. Each one is a moment worth calling out on screen, and none of them writes gameplay state.

applyPhase(m: ?) → void

argtypedescription
m?

build(_anchors: ?) → void

argtypedescription
_anchors?

update(dt: number) → void

argtypedescription
dtnumber

reset( ) → void

mount( ) → void

Mount by hand (from an `execute`, or after a hot-reload that arrives before the director's next frame). The director calls `build` itself.

unmount( ) → void

Tear every screen down and hand the clock back. Used when the world is unloaded, and by anything that needs a clean interface.

preview(key: string?) → void

Pin one screen on the glass, whatever the run is doing — `"title"`, `"howto"`, `"hud"`, `"pause"`, `"ending"` or `"toast"`. Call with no argument to hand visibility back to the phase machine. For authoring, stills and the trailer; nothing in the game calls it.

argtypedescription
keystring?

isMounted( ) → boolean

Whether the screens are up RIGHT NOW. Read this rather than a field: reloading this module builds a fresh `view`, and the tables a module exports keep the PREVIOUS instance's identity across that reload while the new body's closures run against the new one. A function is re-bound by the reload, so it always answers for the state the live system is actually using — a field would answer for the state nothing reads any more, and the interface would sit dead believing itself mounted.

status( ) → void

A snapshot of what the interface is doing, for anything that needs to look.

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
# ink — the interface's materials The paint every screen in ANVIL CROWN is made of: the palette resolved to CSS strings, the three type faces, the responsive metrics that keep the HUD hugging the playfield instead of the window, the box primitives, the surface treatments and the motion presets. It reads no gameplay state. ```lua local Ink = require("game.interface.ink") ``` ## Colour `Ink.C` is `A.K.PALETTE` pre-resolved to `#rrggbb`. `Ink.a(name, alpha)` is the same entry as `rgba()`. `Ink.mix(a, b, t)` blends two palette entries. - `Ink.heatColour(t)` — the cannon's bar at fraction `t`, cold blue → warning yellow → hot orange. It goes by way of yellow because a direct blend of cyan and orange passes through grey, and the bar has to keep climbing in colour exactly where the player is watching it. - `Ink.hullColour(t)` — the hull at fraction `t` remaining. ## Type `Ink.F` carries the four faces named in `A.K.TYPE`: `display` (Anton), `stamp` (Archivo Black), `mono` (Berkeley Mono), `read` (Arimo). A style asks for the family name, so these are the last segment of the asset ref. ## Metrics `Ink.metrics()` measures the tall frame in screen points: | Field | What it is | |---|---| | `W`, `H` | the UI canvas | | `pxu` | points per world unit — `H / 32`, because the camera always shows 32 units of shaft | | `playHalf` | half the playfield in points: the shaft wall at world x = ±9 | | `centerX`, `margin` | the shaft's centre, and the storm to spare either side of it | | `flank`, `colW`, `pad` | the HUD column, its widest plate, the breathing room | | `outside` | whether the columns fit beside the playfield or must sit inside it | | `leftX`, `rightX`, `leftAlign`, `rightAlign` | where each column stands and which way its plates grow | | `u` | the type scale; `Ink.pt(m, n)` puts a design point into it | | `cardW` | how wide a centred card may be | On a portrait window the columns sit just inside the shaft walls. On a wider one there is storm to spare beside the playfield and they step out into it, so nothing ever covers the fight. ## Primitives and surfaces `Ink.label` / `Ink.para` / `Ink.svg` / `Ink.col` / `Ink.row` / `Ink.gap` build nodes; `Ink.at` places one absolutely; `Ink.merge` folds two style tables. `Ink.plate` is the instrument surface, `Ink.card` the frosted one, `Ink.scrim` the veil a card sits on, and `Ink.bracket` / `Ink.rule` / `Ink.stencil` the furniture. `Ink.button` is the one button shape the whole game uses. ## Motion `Ink.rise` and `Ink.fade` are entrances (stagger the delay and siblings cascade); `Ink.strike` lands a display word; `Ink.breathe`, `Ink.glowLoop` and `Ink.strobe` are idles; `Ink.toast` is in-hold-out.
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module · born here
❒asset
# hud — the column HUD The two flank columns of ANVIL CROWN. There is no wide bar anywhere: the tall frame is the game, so the readouts run down the sides of the shaft and leave the fight in the middle of the screen alone. ```lua local Hud = require("game.interface.hud") Hud.tree(Ink.metrics()) -- the widget tree for this frame ``` `deck` calls `Hud.tree` about thirty times a second and hands the result to `ui.updateScreen`. ## Left flank — the climb - **The altitude plate.** The one number read most, struck in the display numeral face and widened past the column so it stays legible on a narrow flank. Under it, the whole 3000 m climb as one hairline. - **The tape.** A rung per 100 m with the hundreds called out, the band boundaries marked in the warning yellow, the Crown's ceiling in amber, and a lit cursor at the runner's altitude with a wedge biting in from the shaft side. The storm scrolls it. - **The air.** Climb rate with an arrow that flips and changes colour on a downdraught, and the crosswind vane — the whole lesson of the wind in one needle. - **The band chip.** SHELF / CORE / ANVIL. Once the fight at the ceiling starts, the tape gives way to the Crown's integrity column: the climb is over, so the flank reads the thing being killed, with the phase boundaries cut across it. ## Right flank — the airframe - **Heat.** The cannon's bar in a tube, drawn against the red lockout line at the top and the release line it has to fall back to. Locked, the plate goes red and strobes and the word under it reads LOCKED instead of READY. - **Hull.** Ten plate segments that burn off from the top down, colour going bright → warning yellow → alarm, with the whole plate glowing when the hull is critical. - **Score and kills**, and the pause control at the top of the column. ## Notes `Hud.crownFight()` is the one gate that decides whether the left flank shows the tape or the Crown: it wants the CROWN phase, not merely a living Crown — `crownAlive` still reads true after the kill, and the tape is what the player needs everywhere else.
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module · born here
❒asset
# art — the interface's drawn marks Every screen in ANVIL CROWN carries something drawn as well as something written. All of it is vector, all of it in the game's palette, so it scales with the window and needs no import. ```lua local Art = require("game.interface.art") ``` | Mark | Where it goes | |---|---| | `Art.supercell` | the title's backdrop — the anvil dome, the updraught shaft, the shelf cloud and one bolt down the middle | | `Art.crown` | the win card — the mesocyclone seen from below, eyewall turning around a clear hole | | `Art.sheared` | the loss card — the storm-runner's wedge, broken across its spine | | `Art.iconWind` / `iconHeat` / `iconBolt` / `iconClimb` | one per lesson on the how-to card | | `Art.pauseGlyph` | the pause control in the HUD | Three are drawn from live values rather than fixed: - `Art.windVane(t, colour)` — a needle leaning with the crosswind, `t` from −1 to 1. - `Art.airArrow(up, colour)` — the vertical-air arrow. - `Art.cursorWedge(colour)` — the altitude tape's cursor. - `Art.rivets(count)` — a row of rivets, the plate detail that makes a column read as a made thing rather than a box.
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module · born here
❒asset
# anvil <!-- 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 · game/interface/deck.module

Problems

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

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