Dusk Inventory Slots — 48px grid
================================

48×48 dusk purple inventory slots: empty, hover, selected and locked states
plus three rarity frames. SVG and transparent PNG.

A 48 pixel inventory grid on a power-of-two pitch. The locked state is
diagonal hatching rather than a dimmed tint, because dimming a slot in a dark
palette produces something almost identical to the empty state.

An inventory grid does not need a panel, it needs a square that tiles: 7 files
at 48×48, all with the same outer bounds, so a row of them lines up with no
gap arithmetic. Put them 52 px apart and the borders read as a single grid
rather than a row of separate boxes.

The states are drawn as structure, not colour. The selected slot gets corner
ticks, the locked slot gets diagonal hatching, the hover slot lifts its border
a step. This is deliberate: the inventory screen is the noisiest surface in
most games, sitting under item art in every hue at once, and a state that is
only a border colour is invisible the moment a red sword is sitting in the
slot.

The three rarity frames reuse the hp, mp and xp colours from the rest of the
family, each with a corner marker as well as a coloured border — so a player
sorting by rarity is reading two signals, and neither of them is competing
with the item art in the middle of the slot.

Everything is included as editable SVG and as flat transparent PNG at 1x, 2x
and 4x. The slot interiors are transparent, so whatever you render behind the
grid shows through instead of a baked background colour.

HOW TO USE

  - Lay the slots out on a 52 px pitch — the 48 px sprite plus a 4 px gutter —
    and the borders stay one pixel apart instead of doubling up.
  - Draw the item icon centred in the slot at roughly 34 px; the inner recess
    is 42 px, so anything larger will touch the border and lose the frame.
  - Swap the whole slot sprite for the selected and locked states rather than
    overlaying a tint, because the corner ticks and hatching are part of the
    sprite.
  - The rarity frames are drop-in replacements for the empty slot — same
    bounds, same recess — so a rarity change is a single texture swap with no
    layout change.
  - A 48 px slot fits a 32 px item sprite with an 8 px margin, which is the
    pitch most 16-bit era inventories used and the reason the numbers here are
    all powers of two.

License: CC-BY-4.0 — see LICENSE.txt
Page: https://www.colorosse.com/assets/2d/ui/dusk-inventory-slots
More free assets: https://www.colorosse.com
