art
The drawn marks of **First Light: Lavic Odyssey**, as inline SVG: `require("game.screens.art")`.
art
The drawn marks of First Light: Lavic Odyssey, as inline SVG:
require("game.screens.art").
| Mark | Where it is used |
|---|---|
HELM_LIT | the HUD, while the pilgrim is helmed — the slit alight |
HELM_DARK | the same helm carried, unlit |
BARE | the HUD, dishelmed — the cowl thrown back, the eyes lit, an ember falling |
CREST | the title card: the sun coming up behind the spire, the helm as its signet |
SUNRISE | the win card |
LAVA | the lose card |
KNIGHT_FREED / KNIGHT_LOST | the freed-knights row on the HUD |
TICK | a canto tick on the dawn ladder |
Every one is a constant string. The svg widget rasterises its markup at
display resolution and caches the raster against the string, so a mark
whose markup were rebuilt each frame would be re-rasterised each frame —
the HUD's live parts are boxes and gradients instead, and these are the
still ones.
Every gradient states gradientUnits="userSpaceOnUse". The default maps a
gradient through the painted shape's bounding box, which resolves to no
paint at all on a shape with no area — a straight rule, a hairline.
Scoped to this part · feeds back into the world's score.