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/hairline-create

Use when someone asks for a new Hairline figure, or runs /hairline-create with an idea. Draws one isometric line figure that answers the pointer, in the style and on the engine of @lucasmarkes/hairline, and hands it over as a single self-contained HTML file.

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From plugin
hairline
1.1k1 skill
Install
$ npx -y skills add lucasmarkes/hairline --skill hairline-create --agent claude-code

How it fires

How this skill gets triggered: by you, by Claude, or both.

  • Fires itselfAuto-invocation. Claude auto-loads it when your prompt matches the work.Auto-invocation is when the right skill fires by itself at the right moment, driven by a FLOW.md router and a hook, instead of you invoking it by name. It is the difference between a skill being installed and a skill actually getting used.Read the full definition →
  • You can call itInvoke it directly when you want it.
  • Slash command/hairline-create

Context preview

The summary Claude sees to decide when to auto-load this skill.

Use when someone asks for a new Hairline figure, or runs /hairline-create with an idea. Draws one isometric line figure that answers the pointer, in the style and on the engine of @lucasmarkes/hairline, and hands it over as a single self-contained HTML file.

SKILL.md

hairline-create.SKILL.md
name: hairline-create
description: Use when someone asks for a new Hairline figure, or runs /hairline-create with an idea. Draws one isometric line figure that answers the pointer, in the style and on the engine of @lucasmarkes/hairline, and hands it over as a single self-contained HTML file.
argument-hint: "[idea]"

Hairline: create a figure

You are making one figure in the Hairline style: an isometric line drawing, built from rounded solids in a single stroke, that answers the pointer. It ships as one HTML file with nothing to install. The six figures of `@lucasmarkes/hairline` are the bar; `examples/terrain.js` and `examples/riffle.js` are two of them, in the format you will write.

You write one thing: the figure. The engine (`kernel.js`) and the page (`bench.html`) are fixed. Never edit them, never paste a changed copy of them, and never write again what the kernel already gives you.

Every file named below is in this skill's folder. The figure and the page are written in the person's working directory: run `build.mjs`, `validate.mjs` and `look.mjs` from there, by their path in this folder.

1. Concept

Read `concepts.md`. It has a section for an empty state and one for a figure drawn from a mark. Then offer two or three concepts, one line each:

> **Name.** The object. What the pointer does to it. What the read-out says.

Wait for the person to pick. Skip this step only when they arrived with the object and the gesture already chosen. If there is nobody to ask, take the concept with the strongest rest pose and say which you took.

One figure, one idea. A concept that needs a label to be understood is not a concept yet.

2. Build

1. Read `rules.md`. The ten rules are not advice: a figure that breaks one is not finished. 2. Read the index at the top of `kernel.js`: the comment under the hash line, down to `var HL`. It lists everything you may call. Do not read the code under it. 3. Read the example nearer your concept: `examples/terrain.js` for a continuous field, `examples/riffle.js` for discrete items. 4. Write the figure as `<name>.js` in the person's working directory, in the shape of the examples: take what you need from `HL`, define `mount({ stage, svg, read }, value)` returning `{ set, destroy }`, and end the file with `hairline({ name, means, rules, range, mount })`.

  • `name`: lowercase, one word or hyphenated.
  • `means`: one sentence, 140 characters at most, saying what the figure shows. It is the line under the stage.
  • `rules`: the numbers of the rules this figure leans on most.
  • `range`: the one number the slider drives, at intensity 0, 0.5 and 1. The middle one is the default, and the three move one way. `mount`'s `value`, and the `value` that `set(value)` gets when the slider moves, is this number: the figure's own, read on `range`, not 0 to 1.

5. Assemble it: `node build.mjs <name>.js` writes `hairline-<name>.html`, and so does each run of `look.mjs` in step 3. Without Node, copy `bench.html` and put the contents of `kernel.js` where `/*KERNEL*/` is and your figure where `/*FIGURE*/` is, by file operation, changing nothing else.

3. Check

1. `node look.mjs <name>.js --answer x,y,z --edge x,y,z`, the points being world points of your figure, as `look.md` says. It builds the page, validates it, takes the eight pictures on one sheet, `hairline-<name>-look.png`, and checks the frame, the read-out and the console. Fix every line it prints as failed, and run it again until it exits 0. 2. Read `look.md`, then the sheet, and answer its questions. Fix what fails, then go back to 1.

`look.mjs` needs a browser and installs `playwright-core` once, outside this folder. Without one, check with `node validate.mjs hairline-<name>.html` after each build and do the look as `look.md` says under "Without a browser". Without Node, read the list of checks at the top of `validate.mjs` and answer each one from your code.

Do not hand over a page the validator rejects. Do not say the look is done if you did not look.

4. Hand over

Publish `hairline-<name>.html` as an artifact if you can. If you cannot, leave the file where the person can open it and say where it is. Then say, one line each:

  • the metaphor: what the object is, and what the pointer does to it;
  • the rules it leans on;
  • anything you could not verify (no Node, no browser), plainly.

5. Adjust

When the person asks for a change, edit only `<name>.js`, then run `look.mjs` again and read the new sheet. The tenth version is held to the same bar as the first.

What goes wrong

| If you catch yourself | Do this instead | | --- | --- | | adding a label, a number or a letter to the drawing | say it with geometry (rule 10); names go to `read.textContent` | | reaching for a colour, a fill or a glow | move one stroke from `sil` to `hi` (rule 04) | | writing a timer, a `requestAnimationFrame` or a CSS animation | `register(stage, tick)`, with springs or tweens (rules 07 and 08) | | testing the pointer against what is drawn right now | test it against the rest or target pose (rule 01) | | drawing a box with twelve edges | `prism` of two rounded rings: a silhouette and one crease (rule 09) | | drawing a part as a plain rounded block | give it the features that make it what it is, the ones you named in the concept (`concepts.md`) | | leaving rest flat, empty, or symmetric because that was easy | compose it: rest is the thumbnail (rule 05) | | stamping a mark on a box to say whose it is | build the mark as the object, or leave it out (`concepts.md`, "From a mark") | | editing the kernel or the bench to make something work | the figure is wrong; change the figure | | letting in a second idea | cut it: one figure, one idea |

Read more
Ships withhairline

Twenty-seven isometric line figures that answer the pointer. For React and for anything with a DOM. Live, with a slider for intensity: hairline.lucasmarkes.com

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TypeScript
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MIT
License
4h ago
Last commit
6d ago
Created
17h ago
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Repo: lucasmarkes/hairline