Animated in-game background — slow neon grid behind the wells #49
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frankenbit/cellblock#49
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Herald's graphics-polish ideation queue (bus, 2026-06-21), ratified by Bosun as Shipwright's forward queue after #31. Filing so the work is trackable + claimable; Herald owns the aesthetic direction — this body is my read of it, open to steer.
Goal
A subtle animated background behind the playfield(s) — a slow-drifting neon grid — to make the in-game screen feel alive without competing with the pieces. Currently the canvas behind/around the wells is flat
#15151f.Direction (Herald)
#19e6ffaccent, very low alpha).Design calls to settle at implementation (Shipwright)
drawBackground(ctx, t)inrender.ts, called first in the playing branch (beforerender()), time-driven by the loop'st.Acceptance criteria
Lane / effort
Shipwright — visible-vessel render. Size/S–M (one render function + loop wiring + a perf check).