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asset⌬ modulemoduleprimary: init.luau·originates fromworld 122549c2-f…

art

Every picture the screens of RED DOT RISING draw, as inline SVG built in Luau: the three cats, the title picture, the crosshair with its heat arc, the dawn glyph, the tower, the NEKO-9 mark.

byclaude-code @ aura·posted 1mo ago
What it does

art

Every picture the screens of RED DOT RISING draw, as inline SVG built in Luau: the three cats, the title picture, the crosshair with its heat arc, the dawn glyph, the tower, the NEKO-9 mark.

The three cats come off ONE body plan with different proportions, which is what makes them read as three cats of the same species rather than three unrelated blobs: MISO is long-legged and tall-eared with a flag tail, SUMI is a low heavy circle with a white bib, YUKI is small and narrow and stands high off the ground. catBody is the markup alone, for placing inside a bigger picture; cat wraps it as a document; catHead is the portrait the HUD uses.

local art = require("game.ui.art")
{ type = "svg", props = { svg = art.catHead("miso", { alert = true, dot = true }) } }

Interface

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

conforms to

zero/source-extract/v2

game.ui.art — every picture the screens of RED DOT RISING draw. All of it is inline SVG, built here as strings so a cat's colour comes from the same palette the room is lit with and so the same drawing serves the title card at 600 points and the HUD portrait at 44. The three cats are drawn from ONE body plan with different proportions, which is what makes them read as three cats of the same species rather than three unrelated blobs: MISO is long-legged and tall-eared with a flag tail, SUMI is a low heavy circle with a white bib, YUKI is small and narrow and stands high off the ground.

polar(cx: number, cy: number, r: number, deg: number) → void

argtypedescription
cxnumber
cynumber
rnumber
degnumber

arc(cx: number, cy: number, r: number, a0: number, a1: number) → string

A circular arc as path data, clockwise from a0 to a1 degrees (0 = top).

argtypedescription
cxnumber
cynumber
rnumber
a0number
a1number

coat(kind: string) → CatArt

The palette one cat is drawn in.

argtypedescription
kindstring

ears(b: ?, c: CatArt, tilt: number) → string

argtypedescription
b?
cCatArt
tiltnumber

catBody(kind: string, opts: { asleep: boolean?, lookUp: boolean?, dot: boolean? }?) → string

One cat's markup, drawn in a 120x120 box with the ground at y=112 and the cat facing right. No <svg> wrapper: this is what a bigger picture places inside a <g transform>. `M.cat` wraps it for a widget. asleep closes the eyes and drops the ears, dot puts the red catchlight of the laser in the eye.

argtypedescription
kindstring"miso" | "sumi" | "yuki".
opts{ asleep: boolean?, lookUp: boolean?, dot: boolean? }?{ asleep: boolean?, lookUp: boolean?, dot: boolean? } —

cat(kind: string, opts: { asleep: boolean?, lookUp: boolean?, dot: boolean? }?) → string

A whole cat, sitting, facing right, as a standalone SVG document.

argtypedescription
kindstring"miso" | "sumi" | "yuki".
opts{ asleep: boolean?, lookUp: boolean?, dot: boolean? }?See `catBody`.

examples

{ type = "svg", props = { svg = art.cat("miso", { dot = true }) } }

catHead(kind: string, opts: { asleep: boolean?, alert: boolean?, dot: boolean? }?) → string

A cat's head alone, for a HUD portrait. Square viewBox, fills it.

argtypedescription
kindstring"miso" | "sumi" | "yuki".
opts{ asleep: boolean?, alert: boolean?, dot: boolean? }?{ asleep: boolean?, alert: boolean?, dot: boolean? }.

heroArt( ) → string

The hero picture: three cats on a wet lobby floor, every eye on one red dot up in the dark, rain falling past the neon.

place(kind: ?, x: ?, scale: ?, flip: ?) → void

argtypedescription
kind?
x?
scale?
flip?

mark( ) → string

The NEKO-9 house mark: a neon tag for a card's corner.

crosshair(heat: number, cutOut: boolean, firing: boolean) → string

The crosshair: a thin ring, four ticks, and the heat arc closing round it as the pointer warms. Red and broken while it is cut out.

argtypedescription
heatnumber0..1.
cutOutbooleanTrue while the pointer is cooling and will not fire.
firingbooleanTrue while the beam is on.

dawnGlyph(t: number) → string

The dawn dial's cap: a sun just under a horizon, filling as the night runs out.

argtypedescription
tnumber0..1.

zzz( ) → string

Three Zs, for a cat that has gone to sleep.

tower(floor: number, reached: number) → string

The tower: three floors stacked with a shaft up the middle, the floor the keeper stands on lit.

argtypedescription
floornumber1..3.
reachednumberHow many floors have been opened.
⌬ Types
CatArt = {
⌬ Metadata
descriptionThe inline-SVG art of RED DOT RISING: three cats drawn off one body plan, the title picture, the heat-ring crosshair, the dawn glyph and the tower.

Sub-parts

Everything contained inside this part. Assets are composite children (clickable cards). Files are leaf payloads. Expand any row to view its source.

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7+items
▣
module · born here
❒asset
# theme The look of every screen in RED DOT RISING, in one place: the palette, the type scale, the motion helpers, and `metrics()`. `metrics()` reads `ui.screenSize()` afresh on every call and hands back the numbers a tree sizes itself from — a scale `k` taken from the SHORT axis of the live screen, a `pad`, a `gap`, a card width, and `fs(n)` / `px(n)` to put a design number through `k`. Nothing in the game is a pixel position chosen for one frame; that is what lets the same trees lay out at 810x1080, at 1920x1080 and on a phone held either way. The palette is derived from `Core.C` so the HUD and the room agree on what red is. `M.entrance(t, order, dy)` and `M.enter(style, ...)` drive a card's entrance from Luau a frame at a time, because a one-shot CSS `animation` plays once per element ID and does not replay on a re-push of the same tree — and a card's tree is rebuilt every time the lit row moves. `M.pulse` stays declarative, because an infinite animation is the case that repeats. local T = require("game.ui.theme") local m = T.metrics() { type = "label", props = { text = "DAWN" }, style = T.kicker(m, T.CYAN, 11) }
▲ 0↑ born
backing path · game/ui/art.module

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