Imparting Visions
Using a special set of spells, I can paint directly onto my retinas to augment my vision with Hexcasting. Each shape is called a Vision.
Virtual instruments spread out in front of her like playing cards show her relative position and velocity, her airspeed and orientation, her oxygen levels, mana levels, and her degree of concentration.
Visions are uniquely identified and referred to using a non-negative integer assigned to them at creation called an index. If the same index is used in a separate drawing spell, the original Vision is immediately replaced with the new one. Indices are also the handles used to clear them.
Drawing spells also take in a position vector for where to draw the Vision. The zero vector corresponds to the center of my vision and as I gaze rightwards and downwards, the x and y components increase in response. Periphery Reflection determines the boundaries of my vision; half of it will place my Vision on my peripheral vision.
Periphery Reflection (→ vector)
Pushes a vector whose respective components are the width and height of my vision, and the breadth of my vision in radians.
Draw Text (index, vector, number, any →)
Takes an index, a position, a number, and any iota. Conjures a Vision displaying that iota.
The number determines the mode of text justification. 0 centers the text at the position given, 1 aligns the left side to the position given, and 2 aligns the right side to the position given.
Rotate Vision (index, number →)
Takes an index and an amount of rotation counterclockwise in terms of a full circle. Rotates the vision.
Draw Rectangle (index, vector, vector, vector →)
Takes an index, a position, a size, and a color. Conjures a Vision displaying that rectangle.
Draw Line (index, vector, vector, vector →)
Takes an index, a position, a size, and a color. Conjures a Vision that joins between the two with a thin line.
Patterns