five-on-it / apps/client/src/renderer/items-view
apps/client/src/renderer/items-view
Items on the ground, containers and doors as the game draws them. A pickup is a small box coloured by what it is (a key gold, a keycard blue, a package or a crate brown, a first-aid kit red, cash green, a weapon gunmetal, ammunition brass, anything else grey) that bobs gently so it reads as something to pick up; a container is a box of its kind's size, a crate in wood, a locker in steel; a terminal is a post of its size in its kind's colour (a kiosk's teal, a keypad's grey, an ATM's green, a vending machine's red); a door is a panel of its size, drawn where the local world has it (open or shut, as the snapshots say), red while a key locks it, amber while a keypad does. Pickups, containers and terminals come and go with the snapshots; the doors are the level's (a gate in steel grey, a barrier's arm striped white; red or amber locked as a door), and so are the garages' bays (a slab painted on the floor) and the vehicle spawners' parking bays (a fainter one, a car's size). A shop's counter is a terminal of its own size, in its warm colour. A nail strip the police throw across a road is a chain of red scissor links with steel spikes (spike-strip.ts), as long as it is now: it grows across the road as it unrolls and shrinks as it is reeled in.