# draw
Shared drawing helpers for the renderer modules: UI node shortcuts (`box`, `row`, `label`, `svgNode`), colour maths (`rgb`, `rgba`, `mix`, `isColor`), easing, an SVG pen with outline and glow (`pen`), arc paths, a 5×7 pixel font drawn as SVG (`pixelSvg`, `pixelText`), number formatting with thousands separators (`num`) and a stable hash for per-number jitter. Internal, but safe to use for your own HUD pieces.
# nameplates
10 overhead nameplate styles: name only, name plus health, team-coloured, boss, pixel, and sci-fi, fantasy, cartoon, minimal and realistic ones. Every health bar is a barsKit look (overhead, segmented, boss, pixel, hologram, ornate, bubbly, line, ghost), so it matches barsKit bars elsewhere in your game. `render(id, { name, frac, trail, value, max, team, teamColor, showHealth, scale, dist }, W, H)` returns the plate. `barLook(id)` names the barsKit look, `teamColor(team)` resolves a team colour.
# hitmarkers
8 hit-marker looks (classic, tactical, minimal, scifi, pixel, cartoon, fantasy, burst), each with distinct `hit`, `crit`, `headshot` and `kill` variants and an animated life (`LIFE[kind]`). `render(id, { kind, age, cx, cy, color, size })` returns a UI tree. Used by `hud` when this peer's hit lands.
# Lifeline.feedback
Hit feedback effects as pure functions: red vignette, low-health heartbeat, hit-direction arc, camera-shake offsets and the death screen. Used by LifelineHUD.
# directions
8 damage-direction indicators that show the hurt player where a hit came from: around the crosshair (ring, chevrons, arrow, Lifeline's own arc), at the screen edges (edge, vignette), on a compass strip at the top, or in pixel art. `render(id, { angle, age, intensity, W, H, cx, cy })`, where `angle` is relative to the camera (0 = ahead, positive = right). The `lifeline` style is Lifeline's feedback renderer, reused.
# Lifeline.numbers
Floating damage number styles (pop, crit, heal, combo, immune, minimal, comic) and the presets (classic, combo, comic, minimal) that map hit/crit/heal/blocked to them. Used by LifelineHUD.
# numbers
11 floating damage and heal number styles: pop, arc fly-out, running combo total (`merges`), dramatic crits, scroll, pixel, sci-fi, fantasy, cartoon, minimal and realistic. Each has hit, crit, headshot, kill and green heal looks. `render(id, entry, age, W, H)` draws one number entry (`amount`, `kind`, screen `x`, `y`, `hits`, `seed`). Crit bursts and the cartoon and fantasy faces come from Lifeline's numbers module.
# crosshairs
26 crosshair styles and their renderer: `render(id, view)` returns a UI node tree centred on `view.cx, view.cy`. The view fields are `color`, `size`, `thickness`, `spread` (0–1, used by the dynamic styles), `t`, `lock` (for `lockOn`) and `opacity`. Includes dot, cross, circle, dynamic spread, shotgun ring, sniper scope, chevron, lock-on and themed sci-fi, fantasy, cartoon, pixel and minimal reticles. `ids`, `has` and `get` list them. Called by `hud`; call it yourself to preview a crosshair in a menu.