feat(ui): replace gameplay icons with local SVGs
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@@ -12,6 +12,20 @@ locally authored `icons.svg` sprite. The deterministic asset build compresses
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each file with gzip for LittleFS. There are no remote fonts, frameworks,
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analytics, icon services, or runtime network dependencies beyond the local ESP.
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## Gameplay icon mapping
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`icons.svg` contains editable, local SVG symbols with a shared `64 x 64` view
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box for the reference-derived gameplay set: `player`, `key`, `exit-closed`,
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`crystal`, `exit-open`, and `spikes`. Player 1 is yellow and Player 2 is blue;
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their matching keys and exits use the same owner color. The player, key, and
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exit silhouettes remain distinct, and Player 2 uses a dashed secondary
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treatment so ownership does not depend on color alone.
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The closed and opened arched exits show the existing locked and opened exit
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states. The crystal represents the existing vision artifact. Spikes appear only
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with local blocked-movement feedback and do not add a trap, damage, protocol,
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or server-state feature.
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## Input contract
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Arrow keys and WASD map to `north`, `east`, `south`, and `west` move intentions.
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+10
-4
@@ -30,10 +30,11 @@ roles must remain stable:
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- black or near-black for the application and map background;
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- purple for panels and elevated surfaces;
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- turquoise for interactive accents;
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- blue for Player 1 and pink for Player 2 across every screen, map object, and
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message;
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- green for success, yellow for warnings, red for errors, blue for pause, and
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orange for disconnection;
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- yellow for Player 1 and blue for Player 2 across every screen, map object,
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and message; each player's matching key and exit use the same ownership
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color;
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- green for success, amber for warnings, red for errors, periwinkle for pause,
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and orange for disconnection;
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- green vegetation, bushes, and plants for maze walls.
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When two semantic roles use related colors, icons, labels, outlines, or shapes
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@@ -41,6 +42,11 @@ must keep them unambiguous. Important player and object information must not be
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communicated by color alone. Key objects use an additional label, outline, or
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marker.
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The gameplay icon family is locally authored SVG artwork derived from the
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approved running-player, key, arched-exit, crystal, opened-exit, and spike
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reference silhouettes. The spike icon communicates only blocked movement or a
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wall collision; it never represents a trap or a new gameplay mechanic.
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WCAG AA contrast certification and dedicated color-vision-deficiency palettes
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are not MVP requirements.
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