fix: redesign grim reaper scythe and improve arm visibility in dark mode#77
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…k mode Agent-Logs-Url: https://github.com/nitrocode/token-deathclock/sessions/956d2a9a-137d-478c-8f72-dacfa201e90b Co-authored-by: nitrocode <7775707+nitrocode@users.noreply.github.com>
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📝 WalkthroughWalkthroughFool! Dis PR refactors da Grim Reaper SVG component, ya heard? It moves from inline Changes
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@copilot resolve the merge conflicts in this pull request |
Co-authored-by: nitrocode <7775707+nitrocode@users.noreply.github.com>
Resolved in 194a0dc. The conflict was that |
The scythe blade was a small rounded blob perpendicular to the handle — indistinguishable from a golf club head. The bony arm used hardcoded mid-gray strokes (
#888/#999) that look disconnected and floating in dark mode because the near-black robe disappears into the dark background.Scythe blade
Replaced the compact oval path with a large crescent that sweeps left over the reaper's hood and comes to a pointed tip at the far left. The hood (rendered on top) naturally masks the mid-section, leaving the upper arc visible above the head and the tip visible to the left — classic grim reaper silhouette.
Arm / hand
strokeattributes with CSS classes (reaper-scythe-handle,reaper-scythe-blade,reaper-bone) for theme-aware coloring.Theme-aware colors (
styles/scary-features.css)#aaa#666#ccc#999Lighter values in dark mode make the bones read as intentionally skeletal rather than barely-visible gray fragments floating without a body.
Summary by CodeRabbit
Style
New Features