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Blockbuster 767

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README.md

hud

The heads-up displays of BLOCKBUSTER 767. Pure builders, like game.ui.cards: metrics in, a view table in, a widget tree out.

BuilderWhat is on screen
wind(m, view)Score and planes left, the heading-trim dial, and the LAUNCH prompt in the language of the device the player is actually holding.
flight(m, view)Score, the last award drifting up and fading, the chain chip while a chain is alive, the speed gauge with the boost and dive marks, and the airframe part by part — a part that has snapped off is struck through, which is the only place the damage model is visible while flying.
resting(m, view)What stays up through the wreck beat: the score and the planes, and nothing that reads a live airframe, because there is not one.

Where the HUD is allowed to be

The on-screen touch controls are drawn by the engine from the flight map's live bindings, and they claim two regions: the stick takes the left 40% of the width below 40% of the height, and the buttons take the right edge below 45%. So every element here lives inside a top band of 0.38 of the live height, and nothing reaches into the lower screen. That rule is a share of the height, so it holds on a phone, a laptop and a television — measured at 1080x1440 the HUD's lowest pixel is at 510 against a stick zone starting at 576 and a button band starting at 648.

Reading it over a sunlit playroom

The band carries a wash that fades out down its height, and every readout also carries its own text shadow. Without both, cream type disappears the moment the camera swings onto the window wall.

The score pop

The most recent award drifts up and fades on a tween computed in Luau rather than on a keyframe animation: the pop has to restart on every award, and an immediate-mode tree gives a keyframe no restart edge to key off.