presentation: every authored screen of BLOCKBUSTER 767, and the console scheme that drives them
Title, how-to-play, wind-up HUD, flight HUD, pause card, wreck tally and end
card, each composed for a tall 1080x1440 frame and laid out from the live
ui.screenSize() so it stays whole on a wide one.
- game/ui/theme palette, four typefaces, and metrics capped against BOTH the
shorter side and the height, so a card that fits 3:4 also
fits 16:9
- game/ui/art the toy 767, the wind-up key, the block skyline, the rating
stars, the airframe pictograms and the HUD marks, as SVG
- game/ui/cards the five cards, as pure builders
- game/ui/hud the wind-up, flight and resting readouts, all inside a top
band that clears the touch stick and button zones
- game/ui/Screens the driver: which card is up, which row is lit, the console
map's lifetime, captions, and the three state moves that
belong to presentation plus a watchdog on the opening
- game/input/console.inputMap navigate / navUp / navDown / confirm / back /
restart / pause, on keyboard and pad; cards are tapped
Verified in play at 1080x1440: title -> how-to -> title -> play, pause card
navigation and the end card's return to title, each driven with the keyboard
alone, with a pad alone (inputSim pad + padStick + padPress) and with touch
alone (inputSim touch on the rows). The HUD's lowest pixel sits at y=510
against a touch stick zone starting at 576 and a button band at 648.