presentation: the title, the how-to card, the HUD, the pause card and both end cards
Every screen the game puts between the player and the still, composed rather
than defaulted, and the focus model that makes all of them reachable from a
gamepad alone.
- ui.Kit — the design system: the palette from Still, a two-face type ramp (EB
Garamond for the laboratory's voice, JetBrains Mono for the instrument's),
panel and backdrop recipes for a dark UI, the drawn column in elevation that
the title card and both end cards are built around, key/pad/touch glyphs, and
the instrument meter. Every size is a fraction of the SHORTER screen edge read
live, so no layout carries a pixel constant.
- ui.Focus — an ordered ring of focusable ids walked by the stick or the d-pad,
acted on by confirm, left by back, and re-pointed by a mouse crossing a row or
a finger tapping it. The held repeat is gated in frames as well as seconds, so
one flick is one step even when a frame carries half a second of dt.
- ui.Menus — the five cards. The title and the end cards put the column beside
the words on a wide frame and above them on a tall one; the how-to card
becomes two columns on a wide frame so its six controls and four steps fit a
television without being cut.
- ui.Hud — the plate ladder down the left edge, the plate number and the growths
left opposite it, charge and wetness across the bottom, a wash that pulses in
as the run gets wet, and the riser prompt naming the key, the pad button and
the touch control at once.
- Screens.component — holds the phase, keeps console.inputMap live exactly while
a card is open, and emits uiIntent. It never runs the game.
Checked with a simulated gamepad twice end to end (title -> how-to -> back ->
begin -> end card, focus read back at every step), with a keyboard, with a mouse
and with a finger, and laid out and captured at 1080x1440 and at 1600x900.