The art refresh: textures, tokens, conjurations, and cel flourishes
Eric repainted the maze. The first-person materials are painterly sandstone, flagstone, and iron; the hand-drawn token set is redrawn with matching chests and hats; the standing conjurations — hedges, jello, dust, safe, warp light — and the effect billboards are redone in the same hand; and the board's flourishes trade their filters and gradients for flat cel silhouettes cut from five shared shapes, which read better against the counters and cost a phone nothing. Thirty scene goldens re-blessed against the new walls. Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01Jm2auWk6RP71CjaAb4FMoG
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co-authored by
Claude Fable 5.1
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8dfd0e0c29
@@ -1,6 +1,6 @@
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<script lang="ts">
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import type { FxOf } from "../fx";
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import { center } from "./geom";
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import { center, impact } from "./geom";
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let { fx }: { fx: FxOf<"hit"> } = $props();
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const c = $derived(center(fx.at));
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const DEBRIS = [40, 165, 285];
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@@ -8,11 +8,11 @@
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<!-- Contact flash: an instant of white -->
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<path
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d={`M ${c.x} ${c.y - 9} l 2.5 6 6.5 -2 -3.5 5.5 5.5 3.5 -6.5 1 1 6.5 -5.5 -4.5 -4.5 5 0 -7 -6.5 0.5 5 -4.5 -4 -5 6.5 1.5 z`}
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d={impact(c.x,c.y,13)}
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class="flash" style={`transform-origin: ${c.x}px ${c.y}px`}
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/>
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<!-- Compressed impact ring: squashed, then out -->
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<ellipse cx={c.x} cy={c.y} rx="9" ry="6" class="ring" />
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<path d={impact(c.x,c.y,12)} class="ring" />
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{#each DEBRIS as deg, i (deg)}
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<line
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x1={c.x + 8 * Math.cos((deg * Math.PI) / 180)}
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@@ -36,7 +36,7 @@
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transform-origin: center;
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fill: none;
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stroke: #c0392b;
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stroke-width: 3;
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stroke-width: 2;
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animation: ring-punch 0.4s cubic-bezier(0.2, 0.9, 0.3, 1) forwards;
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}
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.debris {
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