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asset⌬ modulemoduleprimary: init.luau·originates fromworld c6375dd0-0…

screens

Every screen between the player and the valley: the authored HUD (health, stamina, the Ashen Flask count, the soul count, the locked enemy's bar and the boss's poise meter), the title card, the grace menu the souls are spent at, and the death card.

by◐Sh·posted 4d ago
What it does

game.screens — the screens slice

Every screen between the player and the valley: the authored HUD (health, stamina, the Ashen Flask count, the soul count, the locked enemy's bar and the boss's poise meter), the title card, the grace menu the souls are spent at, and the death card.

Owns /zero/source/game/screens.module/ and /zero/source/game/screens/. Hangs its components on the mount entity Game/screens.

References it must match: design/references/01-in-play.png and design/references/02-title-screen.png. Read design/spec.md for the interface and what "done" means.

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.module/init.luau — the `screens` slice. Every screen between the player and the valley: the HUD, the title card and the death card. Authored, not defaulted — the palette, thin ash-grey frames and letter-spaced small caps from the gameplay reference, not a default widget anywhere. The HUD's vocabulary is the reference's: health and stamina low left with the Ashen Flask count beside them, the soul count low right, and the lock state where the enemy's bar will go.

bar(fraction: number, color: string, width: number, height: number) → void

argtypedescription
fractionnumber
colorstring
widthnumber
heightnumber

smallCaps(text: string, color: string, size: number) → void

argtypedescription
textstring
colorstring
sizenumber

hud( ) → table

titleCard( ) → table

deathCard( ) → table

register(name: string, root: table) → boolean

argtypedescription
namestring
roottable

tick( ) → void

build( ) → boolean

Sub-parts

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11+items
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module · born here
❒asset
# game.rules — ASHEN VIGIL's constants and rules The one sheet of paper every slice of ASHEN VIGIL argues from. `require("game.rules")` gives the game's constants — the title and the art-direction sentence, the palette in linear RGB, the sun, the three stats and what a level buys, the soul cost curve, the flask, every combat timing (light, heavy, roll, guard, the turn rates, poise), movement and stamina, lock-on, grace, death, the boss and the common foe, and the names of the five slice mounts the scene makes. It also carries the four pure rules the slices share rather than duplicate: `levelCost(level)`, `statsAt(levels)`, `inArc(swingYaw, hitYaw, arcDegrees)`, and the `SLICES` list. It touches no engine API and reads no scene state: it is data and arithmetic, so it can be called from a component, a scene build, a tool or a test with the same answer. A number that lives in two slices is a bug — it lives here instead. Who reads it: every slice (`game.vigil`, `game.valley`, `game.foes`, `game.screens`, `game.sound`) and `scenes/main.scene/build.luau`.
▲ 0↑ born
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module · born here
❒asset
# game.vigil — the `vigil` slice The thing the player is. The Vigil's body — battered grey plate, tattered ash-grey cloak, great helm with a narrow horizontal visor slit, a straight longsword — its locomotion and stamina, and every verb of the fight: light swing, heavy swing, guard with a parry window, dodge-roll with invulnerability frames, and lock-on. It also owns the camera those verbs are played through, on the scene's `PlayerSetups/DefaultSocialPlayer/CameraRig`. Owns `/zero/source/game/vigil.module/` and `/zero/source/game/vigil/`. Hangs its components on the mount entity `Game/vigil`. References it must match: `design/references/03-the-vigil.png` and `design/references/01-in-play.png`. Read `design/spec.md` for the interface and what "done" means.
▲ 0↑ born
backing path · game/screens.module

Problems

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+ quality × 0.35
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± compat factor

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