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module · drop-in viewer
art
The drawn parts of HOLLOWBELL's screens, as inline SVG documents handed to an `svg` widget. Each one rasterises at whatever size the layout gives it, so the same glyph is crisp on a phone and on a television, and none of it reads the screen size — a glyph is a shape, and the box…
by·posted 1mo ago
What it does
art
The drawn parts of HOLLOWBELL's screens, as inline SVG documents handed to an
svg widget. Each one rasterises at whatever size the layout gives it, so the
same glyph is crisp on a phone and on a television, and none of it reads the
screen size — a glyph is a shape, and the box around it decides how big it is.
| Call | What it draws |
|---|---|
bell() | The cracked bell of Hollowbell: verdigris bronze over a warm rim, an ember bloom behind it and the crack the whole game comes out of. The title card hangs it over the words. |
lantern() | The lamplighter's mark — a lantern in its housing. |
flask(full) | A health flask, charged or spent. |
coin() | A gold coin, for the HUD's gold readout. |
glyphStrike() / glyphCleave() / glyphFlare() | The three ability pips. Each paints in currentColor, so the pip's own CSS color says whether the ability is ready. |
skull() | The death card. |
stillClapper() | The victory card: the clapper on its rope, finally still. |
rule() | The verdigris rule with a lantern diamond at its centre, under every card's heading. |
local Art = require("presentation.art")
{ type = "svg", props = { svg = Art.bell() }, style = { width = 260, height = 312 } }
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