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room: every glow and every blinking light is its own file (for painting) #10
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skizy wants to hand-paint the room's assets. Two things were in the way, and this fixes both.
Glows: each one is its own file
The light in each room was drawn straight into the room files. Every glow is now its own file:
room/objects/<room>/glow-<name>.svg, 28 of them across all six rooms (the CRT's green, the lamp and its pool on the floor, the moonbeams, the lava lamp, the music station's pulse, the bulbs, the oven, the light under the front door, the tube light, Mira's rig…).#fridgeglow,#lavaglow,.crtglow,.stationglow…).class="glow", not clickable, and your art hook picks them up:assets/mel-room/<room>-glow-<name>.tools/mel-room-slots.pylists them (28 new slots). It now marks a slot SVG-only when the code looks up a class in it too; the station's.stationglowis read every frame.Blinkies: each object's blinking bits are their own layer
A painted (flat) object replaces the whole drawing, so its blinking lights would stop. The blinking and moving parts of 14 objects (monad's LED rows, the CRT's power light, the stars in the windows, Mira's sparkles, the xmas lights, the radio tower…) now live in
<name>-blink.svg, on top of their object, withpointer-events="none"so clicks go through to the object. A few stay inside their object because the code needs them there: Aether's antenna (its style depends on#aether), the lights inside the bedroom closet, the microwave clock, and opi's terminal cursor.Every room renders pixel-identical before and after (the glows checked with all of them switched on).
room/objects/README.mdexplains both. The smoke test passes. Built on top of #9 (and #8, #7).🤖 Generated with Claude Code
room: every glow is its own file (for painting)to room: every glow and every blinking light is its own file (for painting)manually merged
Pull request closed