hud: the launcher's instruments and the flight tape
The wind HUD gains what the aim was missing. Three wind pips fill with the
key's charge and turn crimson together in the overwind red zone; an elevation
ladder stands beside the trim dial; and a side-on throw picture draws the
table, the standing city as a band, and the trimmed throw arcing into it with
a ring where it arrives. The launcher also shows what can be called — the
landmark strip with the called one in gold — and says how to call it in the
words of whichever surface is driving.
The flight HUD gains a boost-fuel gauge under the speed bar in the same
painted idiom, and an altitude tape at the right with the standing city's
height drawn across it: the lit column and the metres beside it read gold
inside the towers, blue over them and crimson below.
The arc is a closed-form constant-acceleration solution, and it falls at
gravity times one minus the wings' lift share rather than at a bare 9.81 —
solved with the bare figure the arc lands at z = -8 whatever the player does,
short of a city that starts at z = 0, and the instrument would be telling
them they can never reach what the game throws them into every time.
Both builders now carry exported WindView / FlightView / RestingView types
under --!strict, and every field is read through a guard, so a view built
before this pass still draws. Nothing animates for ever any more: the two
infinite transform keyframes are finite opacity breaths, which is what took
a Taffy relayout off every frame the HUD was up. The glyphs whose arguments
enumerate are assembled once and kept, which put the flight tree's build at
0.026 ms against 0.027 ms before it — with sixteen more nodes in it.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_0139MdCaDTnP2jpG8zgk5N2N