Wall-segment 'tokens' retire; the gallery shows edges as the maze draws them
The game has never used token art for edge effects — created walls, doors and their lock states, fire walls, illusions are all vector edge treatments. The ten unreferenced file pairs (wall, wall-2, door, fire-wall, illusion-wall, destroy-wall, jam-lock, lock-gone, redirection-a/b) are gone from both art sets, and the Token Workshop gains 'Walls & doors — as the maze draws them': every edge state (locked, ajar, held, removed, jammed), the standing fire, and both faces of an illusion, rendered by the same EdgeGlyph / FirewallEdge / IllusionShimmer components the board mounts. EdgeGlyph is newly extracted from Board so the display cannot drift. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_0138A8CjeQRpvzKxuMfz1Bqc
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co-authored by
Claude Fable 5
parent
e1aeeaabff
commit
d8b8f8fd53
@@ -5,6 +5,7 @@
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import type { BoardFx } from "./fx";
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import { colorIndexOf as sharedColorIndex, wizardColor } from "./colors";
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import { CREATURE_ART, objectArt, TERRAIN_ART, tokenArt } from "./art";
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import EdgeGlyph from "./EdgeGlyph.svelte";
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import FirewallEdge from "./FirewallEdge.svelte";
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import IllusionShimmer from "./IllusionShimmer.svelte";
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import SightTraceOverlay from "./SightTraceOverlay.svelte";
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@@ -388,24 +389,14 @@
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{#if e.state === "firewall"}
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<FirewallEdge x={e.x} y={e.y} kind={e.kind === "V" ? "V" : "H"} />
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{:else}
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{@const cls = e.state === "door" ? `door${e.lock ? ` ${e.lock}` : ""}` : "wall"}
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{@const lockTitle = e.lock === "removed" ? "lock removed — swings free"
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: e.lock === "jammed" ? "lock jammed — sealed for good"
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: e.lock === "held" ? "held open by a standing wizard"
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: e.lock === "ajar" ? "unlocked until end of turn" : null}
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{#if e.kind === "V"}
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<rect
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x={(e.x + 1) * CELL - WALL / 2} y={e.y * CELL - WALL / 2}
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width={WALL} height={CELL + WALL}
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class={cls}
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>{#if lockTitle}<title>{lockTitle}</title>{/if}</rect>
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{:else}
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<rect
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x={e.x * CELL - WALL / 2} y={(e.y + 1) * CELL - WALL / 2}
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width={CELL + WALL} height={WALL}
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class={cls}
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>{#if lockTitle}<title>{lockTitle}</title>{/if}</rect>
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{/if}
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<EdgeGlyph x={e.x} y={e.y} kind={e.kind === "V" ? "V" : "H"}
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state={e.state === "door" ? "door" : "wall"}
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lock={(e.lock ?? null) as "removed" | "jammed" | "held" | "ajar" | null}
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title={lockTitle} />
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{/if}
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{/each}
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@@ -675,25 +666,6 @@
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cursor: pointer;
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}
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.floor:hover { fill: #efe8d2; }
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.wall {
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fill: #f2ecd8;
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stroke: #2b2218;
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stroke-width: 1.6;
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}
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.door {
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fill: #8b5a2b;
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stroke: #2b2218;
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stroke-width: 1.4;
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rx: 2;
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}
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/* Lock removed: pale, an open doorway forever. */
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.door.removed { fill: #d4bd8e; }
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/* Lock jammed: near-black, sealed. */
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.door.jammed { fill: #3a2a18; stroke: #14100b; }
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/* Picked or keyed open until end of turn. */
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.door.ajar { fill: #d4bd8e; stroke-dasharray: 5 3; }
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/* Held open: a wizard stands propping it. */
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.door.held { fill: #d4bd8e; stroke: #2e7d32; }
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.stone { fill: #6a6458; stroke: #3a362e; stroke-width: 2; }
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.bush { fill: #2e7d32; stroke: #1b4d1e; stroke-width: 2; }
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.rose { fill: #2e7d32; stroke: #b0245a; stroke-width: 3; }
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