marks
Every drawn mark on the glass of *First Light: Lucina*, as inline SVG. Nothing here imports a texture, so the whole interface ships wherever the world does and renders identically in the browser. Each function takes the colours it should be inked in and returns an SVG string; `th…
marks
Every drawn mark on the glass of First Light: Lucina, as inline SVG. Nothing
here imports a texture, so the whole interface ships wherever the world does
and renders identically in the browser. Each function takes the colours it
should be inked in and returns an SVG string; theme.svg wraps one into a
widget node, and theme's mark helpers size it from the live screen.
lens(brass, brassLit, glass, light, lit)— the lens of Lucina face on: the brass cage, six stepped prism rings and the burner, withlit(0..1) putting first light through the middle of it. The game's mark.crystal(core, halo, edge)— a betafite cluster: the octahedron and its two shoulders, in a green-gold halo.frisket(brass, brassLit, brassDeep)— a cut brass mask with its bevel and its pin holes.pause(color),diamond(color)— the pip's glyph and the focus diamond.dawnWindow(dawn, iron, blush, light, sea)— the north window with the sun a fraction of the way up it; the dawn rail's header.exposureDiagram(...)— one plate, one crystal darkening the cells around it, one frisket keeping a run of them clear. The picture the whole game turns on; inked twice, once for a dark card and once for the logbook page.tube(color)— the speaking tube, beside the Keeper's line.
Every viewBox is authored in a stated ratio and the caller sizes it, so no mark carries a pixel size of its own.
Scoped to this part · feeds back into the world's score.