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GameColors is a SwiftUI Color extension that formalises ChefDash’s “Culinary Pop” visual identity into seven named static constants. Rather than scattering raw Color(red:green:blue:) literals throughout the view layer, these constants give every designer-specified hue a stable, self-documenting name. The palette covers every surface role in the game: backgrounds, cards, action buttons, coin accents, typography, and ingredient button fills.

Extension Source

import SwiftUI

extension Color {
    // Sistema de Diseño Principal de las capturas (Culinary Pop)
    static let gameBackground = Color(red: 0.98, green: 0.97, blue: 0.95)
    static let gameOrange = Color(red: 0.96, green: 0.37, blue: 0.05)      // El naranja quemado exacto de los botones de acción
    static let gameYellow = Color(red: 0.94, green: 0.69, blue: 0.13)      // El amarillo mostaza de la rejilla de la Home
    static let gameCardBackground = Color.white
    static let gameTextDark = Color(red: 0.22, green: 0.12, blue: 0.05)    // El marrón/negro orgánico de las tipografías
    static let gameDarkBrown = Color(red: 0.38, green: 0.20, blue: 0.11)   // El color de fondo de las etiquetas de precios ("500 F")
    static let gameLightGray = Color(red: 0.95, green: 0.94, blue: 0.92)   // Fondo de botones de ingredientes
}

Color Palette Reference

PropertyApprox HexUsage
gameBackground#FAF7F2Cream white page and screen background; also used in VictoryView as the full-screen backdrop
gameOrange#F55E0DPrimary action buttons and active indicators — the “burnt orange” brand accent
gameYellow#F0B021Coin displays, star highlights, and mustard-yellow neon grid accents on the Home screen
gameCardBackground#FFFFFFPure white card surfaces — recipe cards, shop item cards
gameTextDark#381F0DPrimary body and heading text; an organic dark brown that reads as near-black at small sizes
gameDarkBrown#61331CBackground fill for price tag labels (e.g. the “500 F” coin badge in ShopView)
gameLightGray#F2F0EBFill for tappable ingredient buttons in RecipesView
The hex approximations above are computed from the source RGB triplets (each component × 255, rounded). SwiftUI’s Color(red:green:blue:) initialiser takes linear sRGB values in the range 0–1, so the displayed colour may vary slightly depending on the device’s display colour profile.

Relationship to Inline Color Literals in Views

The GameColors extension provides named constants that mirror the palette defined in the Figma source designs. However, some views in ChefDash also use direct Color(red:green:blue:) literals rather than the named constants. Where the two diverge, the view-level literal takes precedence at render time — GameColors is a convenience layer, not enforced across the entire codebase.
Color.gameOrange (red: 0.96, green: 0.37, blue: 0.05) is the precise burnt orange from the design spec. Some views use a slightly lighter orangeAccent variant — Color(red: 0.96, green: 0.44, blue: 0.13) — which raises the green channel by 0.07, producing a warmer, less saturated shade. If you are adding new views and want exact brand consistency, prefer Color.gameOrange from the extension.

Usage Example

// Using named colors in a custom view
Text("CHEF DASH")
    .foregroundColor(.gameTextDark)
    .background(Color.gameBackground)

// Coin display with yellow accent
HStack {
    Image(systemName: "circle.fill")
        .foregroundColor(.gameYellow)
    Text("\(coins)")
        .foregroundColor(.gameTextDark)
}
.padding()
.background(Color.gameCardBackground)
.cornerRadius(12)

// Ingredient button
Button(action: { addIngredient("🥩") }) {
    Text("🥩")
        .padding(12)
        .background(Color.gameLightGray)
        .cornerRadius(8)
}

// Price tag label
Text("50 🪙")
    .foregroundColor(.gameBackground)
    .padding(.horizontal, 10)
    .background(Color.gameDarkBrown)
    .cornerRadius(6)

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