tinyworld-block-button-style

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Use when styling any tool/block button, palette tile, icon chip, or new clickable square in Tiny World Builder. The locked-in "block" aesthetic — a raised square with a dark category-colored outline, an inner white line, and a white-bodied glyph outlined in the same dark color. Apply this whenever a new icon button/tile is added so the UI stays consistent.

jasonkneen By jasonkneen schedule Updated 6/4/2026

name: tinyworld-block-button-style description: Use when styling any tool/block button, palette tile, icon chip, or new clickable square in Tiny World Builder. The locked-in "block" aesthetic — a raised square with a dark category-colored outline, an inner white line, and a white-bodied glyph outlined in the same dark color. Apply this whenever a new icon button/tile is added so the UI stays consistent.

Tiny World "Block" button style (locked design language)

The canonical look for tool/block buttons (the floating palette .tool-palette, the group popout .flyout, and the bottom toolbar .tool blocks). Jason signed off on this as the house style — reuse it for any new icon square/tile.

The three ingredients

  1. Outlined square — a 1.5px border in a darkened version of the tile's category color, an inner white line, and a slight raised lift.
  2. Outlined glyph — a white icon body with a matching dark colored outline, drawn with paint-order: stroke + vector-effect: non-scaling-stroke so one stroke-width looks identical across every glyph viewBox (24, 512, …).
  3. Category color — the dark outline is the darkened category tint; the square keeps a faint translucent category background.

Category palette

posType background tint dark outline (border + glyph stroke)
terrain rgba(123,194,48,0.16) #3a6511
primary rgba(23,107,235,0.13) #1e428a
tertiary rgba(254,146,14,0.18) #a05600
shield rgba(45,215,255,0.15) #0e5f7e
neutral (none) #2f3b57 (default --glyph-outline)

The dark outline = the category tint darkened ~50–60%. For a new category, pick the same hue at roughly that lightness.

Recipe (lives in styles/tiny-world.css)

Glyph (white body + colored outline):

.tool .tool-glyph { color: #fff; --glyph-outline: #2f3b57; }
.tool .tool-glyph svg { fill: currentColor; overflow: visible; }
.tool .tool-glyph svg * {
  fill: currentColor;
  stroke: var(--glyph-outline);
  stroke-width: 2.1;
  vector-effect: non-scaling-stroke;
  paint-order: stroke;
  stroke-linejoin: round;
  stroke-linecap: round;
}
/* per posType: set --glyph-outline on the .tool-glyph */

Raised, outlined square (per posType; same pattern for .tool and .tool.flyout-tool[data-pos-type]):

.tool[data-pos-type="primary"] {
  border: 1.5px solid #1e428a;                 /* dark category outline */
  box-shadow:
    inset 0 0 0 1.5px rgba(255,255,255,0.92),   /* inner white line */
    inset 0 -3px 0 rgba(30,66,138,0.22),        /* bottom bevel */
    0 2px 3px -1px rgba(20,30,50,0.22);         /* raised drop shadow */
}

Applying it to a new button/tile

  • Give the tile a data-pos-type (terrain/primary/tertiary) — the existing rules then paint it automatically. posTypeForTool() in 19-tools-toolbar.js maps a tool to its posType.
  • Bottom-toolbar buttons must all carry a stable data-pos-type: Select uses primary, Erase uses neutral, and inactive group buttons use posTypeForToolGroup(group) so their borders do not disappear until a group becomes active. The late Unified block buttons CSS block applies the same raised border/inner-line treatment to .toolbar .tool, .toolbar .tool-group-btn, .flyout .tool.flyout-tool, and the floating .tool-palette; keep that block after generic flyout sizing rules.
  • Selection radial buttons stay circular, but they still use the same category contract. 33-radial-menu.js passes data-pos-type through makeBtn() (root actions = primary, close/back = neutral, reset swatch = neutral), and the mooring style radial in 36-mooring-interaction.js uses tertiary. Style them via .radial-btn[data-pos-type], not by returning to pale generic circles.
  • Radial labels/icons need a separate high-contrast --radial-ink on an opaque --radial-bg. Do not use very transparent category fills for radial buttons; the 3D scene bleeds through and makes the icon text unreadable.
  • Appbar icon buttons, the single language picker trigger, and the left side-rail controls are also category chrome now. Keep data-pos-type on those static HTML buttons and style them through .appbar .btn.icon[data-pos-type], .controls .btn.icon[data-pos-type], and .language-trigger[data-pos-type]. The language choices live in the upward menu; do not put the four-flag strip back in the appbar.
  • The top-center .world-pill[data-pos-type="primary"] keeps the primary blue outline, but its resting fill is deliberately bright white glass (rgba(255,255,255,0.82)) rather than the generic blue primary tint so the world selector matches the whiter chrome surfaces. Its hover state must keep transform: translateX(-50%); do not apply the generic hover lift to this fixed centered pill or it jumps.
  • The token corner is deliberately plain text, not a pill panel. Keep .token-corner free of data-pos-type, borders, backdrop blur, and hover transforms; only the nested GitHub link uses .token-corner .btn.icon[data-pos-type] block-button chrome.
  • Build the icon with buildToolButton(tool, { flyout: true }) so it reuses the .tool-glyph / .tool-icon machinery and the outline rules.
  • Bottom-toolbar utility buttons use buildToolbarUtilityButton(...) and the same .tool icon-only block square. Keep Home and Shield as adjacent utility buttons at the front of the bottom toolbar; Shield uses data-pos-type="shield" and reflects the raised/lowered VoxelShield state with .active and aria-pressed.
  • Active/pressed toolbar states must override dark/after-hours theme rules: keep the category outline color, use a light raised fill, a visible 2px outer ring, and a short bottom accent bar so selected tools do not read like pale disabled buttons. Because the theme blocks use body.ui-theme-dark ... !important, add matching body.ui-theme-dark active selectors after the generic selected block; a lower-specificity late rule is not enough.
  • Light-mode selected option chips/tabs in the selection and Layers properties panels are part of the same glass language. Keep their old translucent fills (rgba(60,130,247,0.15) for active chips, rgba(23,107,235,0.14) for active Layers tabs) plus backdrop blur; do not replace them with solid white fills.
  • Mono/utility icons (select, erase) use .tool-icon and render as fill:none; stroke:currentColor outlines (the rule is shared between .toolbar, .flyout, and .tool-palette). Keep them line-art, not filled.
  • Never go back to solid-filled (fill:currentColor; stroke:none) glyphs for block buttons — that is the old look this style replaced.

Gotchas

  • vector-effect/paint-order must be on the path/shape elements (svg *), not the <svg> — they don't inherit.
  • The global [data-tooltip]{position:relative} rule can clobber position at tied specificity; if a styled button mispositions, raise selector specificity (e.g. button.foo).
  • Verify in a real browser, not synthetic events: sample the rendered pixels (a primary block reads dark border 30,66,138 → white line ~250 → tint).
Install via CLI
npx skills add https://github.com/jasonkneen/tiny-world-builder --skill tinyworld-block-button-style
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