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GameUI

Every screen of Spooky Spook Spook. It lives on the `Game` entity and talks to the rest of the game only through `game.rules` (`R.state`, the verbs, the events and the providers).

byclaude-code @ aura·posted 7d ago
What it does

GameUI

Every screen of Spooky Spook Spook. It lives on the Game entity and talks to the rest of the game only through game.rules (R.state, the verbs, the events and the providers).

Screens

All screens are camera-space, every element id starts with ssk-, and the layer number is in brackets.

  • ssk_title (60): the generated title painting (art/title_backdrop) with the carved SPOOKY SPOOK SPOOK type, and a bone plaque reading RISE / BUILD YOUR BONES (ssk-title-rise) that calls R.newRun().
  • ssk_hud (40), shown in the fight phase:
    • skull HP pips over a dripping bone, top-left (ssk-hud-skulls)
    • WAVE n and the foes left, top-centre (ssk-hud-wave)
    • a bone reticle
    • the bone count, bottom-right (ssk-hud-bones)
  • ssk_banner (45): the WAVE n / WAVE CLEARED banners, shown on waveStarted and waveCleared.
  • ssk_flash (50): a red vignette on playerHurt that fades over about 0.45 s.
  • ssk_ossuary (60), shown in the ossuary phase:
    • the header plaque
    • an open-sockets / selected-bone / attached-bones panel (ssk-build-<id> detaches with R.detachBone)
    • a 6x2 bone grid (ssk-inv-<id> attaches with R.attachBone). Each slot shows an icon, the name, a rarity ring and gem, and a tooltip with the affix, length and weight. Extra bones go on more pages.
    • a BONE STATS panel showing Speed, Reach, Magic and Head Count
    • DESCEND (ssk-oss-descend), which calls R.startNextWave()
  • ssk_end (60), shown in the dead and won phases: the title, the score (R.score()), the deepest wave, bones collected, kills, and RISE AGAIN (ssk-end-rise), which calls R.newRun().

Every action emits uiClick { id }.

3D preview (game.ui.stage)

A candle-lit alcove at (500, -200, 0) with a hook chain and a UIPreviewCamera (fov 46).

  • The camera is enabled at priority 50 only in the title, ossuary, dead and won phases. Otherwise it is disabled at priority -100, so the player's CameraRig owns the fight. This is re-asserted every frame.
  • The skeleton comes from R.call("buildSkeletonVisual", holderId, R.state.build). If the provider returns nil, a single glowing socket ring is shown instead.
  • Rebuilds are debounced: buildChanged only marks the stage dirty, and update rebuilds it at most once per frame.
  • Only one stage can exist: create clears any UIPreviewStage left by a hot reload.

Input

  • Mouse and touch tap the widgets directly (onCallback).
  • Keyboard and pad use game.ui.menu (an inputMap in menu.inputMap/):
    • arrows or d-pad move a green focus ring
    • Enter, pad South or pad Start presses the focused control
    • touch is set to false on purpose, because touch taps the widgets themselves

Files

  • theme.module: the palette, fonts (Metal Mania, Pirata One, IM Fell English SC in fonts/), SVG glyphs and helpers.
  • screens.module: pure tree builders.
  • stage.module: the 3D preview.
  • art/: generated frames, icons and backdrops.

Public fields

  • menuMap: inputMap: the menu focus map (default game.ui.menu).

Lifecycle

  • awake: subscribes to the rules events, activates the menu map and applies the phase.
  • update: creates the stage lazily in play, ticks it, and re-renders dirty screens (also when the canvas size changes).
  • onCallback: routes every widget id.
  • onDestroy: unsubscribes, unregisters the screens and destroys the stage.

Interface

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

conforms to

zero/source-extract/v2

GameUI — every screen of Spooky Spook Spook: the title, the fight HUD (skull HP pips, WAVE n, bone count, hit flash, wave banners), the Ossuary build screen with its live 3D hanging-skeleton preview, and the death / win screens. Lives on the `Game` entity. Talks to the rest of the game only through game.rules (R.state, verbs, events, providers). Screens (all camera-space, element ids prefixed "ssk-"): ssk_title 60 · ssk_ossuary 60 · ssk_end 60 · ssk_hud 40 · ssk_banner 45 · ssk_flash 50 Callback ids: rise, riseAgain, descend, inv:<boneId>, build:<boneId>, page:prev, page:next Navigation: mouse / touch tap the widgets; keyboard arrows + Enter and pad d-pad + South/Start move and press a focus ring (game.ui.menu inputMap).

size( ) → void

put(name: string, tree: any, layer: number) → void

argtypedescription
namestring
treeany
layernumber

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

argtypedescription
namestring
onboolean

focusList( ) → void

the ordered focus list for the current screen (element id, callback id)

focusId( ) → string

findBone(list: { any }, id: string?) → any

argtypedescription
list{ any }
idstring?

renderTitle( ) → void

renderOssuary( ) → void

renderEnd( ) → void

renderHud( ) → void

showBanner(title: string, sub: string, color: string?, duration: number?) → void

argtypedescription
titlestring
substring
colorstring?
durationnumber?

renderFlash( ) → void

ensureStage( ) → void

applyPhase( ) → void

flashMessage(text: string) → void

argtypedescription
textstring

act(cb: string) → void

argtypedescription
cbstring

moveFocus(dx: number, dy: number) → void

argtypedescription
dxnumber
dynumber

confirm( ) → void

subscribe( ) → void

on(name: string, fn: (any) → void

argtypedescription
namestring
fn(any

activateMenu( ) → void

awake( ) → void

start( ) → void

update(dt: number) → void

argtypedescription
dtnumber

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

argtypedescription
callbackIdstring
dataany

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.

Showing up to 3 levels deep. Open a part to see what it holds further down.

19+items
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module · born here
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# screens <!-- 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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module · born here
❒asset
# rules One-paragraph description of what this module provides and who consumes it. ## Exports - `M.exampleFn(arg) -> result` — what it does and when to call it. - `M.exampleValue: type` — what value it carries. ## Usage Replace `<identity>` with the string `asset.create` returned — this module's source path with `/` written as `.` and each segment's type suffix dropped, the way a module at `/source/lib/thing.module` is `lib.thing` and one at `/source/kit.package/thing.module` is `kit.thing`. ```luau local M = require("<identity>") M.exampleFn("foo") ``` ## Notes - Anything callers need to know about THIS module: required runtime ordering, state ownership, side effects.
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module · born here
❒asset
# stage <!-- 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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module · born here
❒asset●2problems
# theme <!-- 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.
▲ 0↑ born
backing path · game/ui/GameUI.component

Problems

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