plates
The botanical plates: the five plants, the three forms the blight takes, the four monks as silhouette portraits, and the cloister's own device.
game.ui.screens.plates
The botanical plates: the five plants, the three forms the blight takes, the four monks as silhouette portraits, and the cloister's own device.
local plates = require("game.ui.screens.plates")
plates.specimen("lightwood", 330) -- a plant or a blight form
plates.portrait("vespera", 140, { dead = true, tint = "#DB7038" })
plates.emblem(300) -- the rose window with the crystal in it
plates.has(id) / plates.hasPortrait(monkId)
Each figure is authored in a 200 x 260 box and scaled by size, so the same
specimen prints small on a catalogue row and large on a codex page.
They are drawn as CSS: clip-path polygons, gradients and transforms, layered
by absolute position inside a position: relative frame. Nothing here uses the
svg widget, which lays out at its declared size and then paints nothing in
this build — the renderer reports Missing texture: Managed(N) every frame for
it, and gui validate reports the screen as clean.
The portraits are silhouettes on purpose: the four monks are supposed to be told apart by silhouette alone at the gameplay camera, and a portrait that needs its caption to identify its subject has failed the same test the models have to pass. Anselm is one long vertical with the billhook doubling his height; Meridia is a low broad apron; Cassian is a brass backpack with a man under it; Vespera is a slight hood with the censer swung out on its chain.
Scoped to this part · feeds back into the world's score.