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Two game concepts had no hue of their own. Hidden information (a face-down play, peeking at a card face) now has violet, and the marks a player leaves on a card (annotation, draw arrow) now share amber instead of splitting blue and red for the same job. Both families follow the existing three-level ladder: authored roles per theme, scheme defaults otherwise, an emphasis mapping, palette-editor rows and generator seeding. The defaults clear the 4.5:1 floor on the representative platform surfaces and keep the saturation ordering the emphasis tests assert; the hue tests pin violet's blue-red-green dominance and amber's red-green-blue one, and every preview sheet now renders the two families. The hover panel grid preview is added alongside: it renders the real pages (section headers, two-column cells, glyph over label) so the whole map can be judged at once instead of glyph by glyph. |
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| .. | ||
| resources | ||
| sounds | ||
| src | ||
| themes | ||
| translations | ||
| .qdevelop | ||
| CMakeLists.txt | ||
| cockatrice-cod.xml | ||
| cockatrice.desktop | ||
| cockatrice.qrc | ||
| cockatrice.rc | ||
| cockatrice_en@source.ts | ||