Various UX improvements.

This commit is contained in:
Greyson Parrelli
2026-07-23 11:55:12 -04:00
parent 816ad13f7e
commit 547cd81a99
3 changed files with 103 additions and 15 deletions
+32 -8
View File
@@ -30,6 +30,9 @@ interface SideVis {
pending: Card[] // foods revealed (or prepped) waiting for a pet pending: Card[] // foods revealed (or prepped) waiting for a pet
unit: UnitVis | null unit: UnitVis | null
setAside: Card[] // fainted pets kept beside the arena with a pending effect setAside: Card[] // fainted pets kept beside the arena with a pending effect
// Ids of cards (set-aside pets or spent food perks) released this step: kept
// in their arrays for one beat so they can animate out, cleared next event.
leaving: string[]
} }
// Milliseconds each event type stays on screen during playback. // Milliseconds each event type stays on screen during playback.
@@ -57,10 +60,24 @@ const appleCount = (foods: Card[]) => foods.filter((f) => f.food === 'apple').le
// seat's visual state. Units that died in the last applied event are still // seat's visual state. Units that died in the last applied event are still
// present with dying=true so they can animate out. // present with dying=true so they can animate out.
function replay(events: BattleEvent[], stackSizes: number[], upto: number): SideVis[] { function replay(events: BattleEvent[], stackSizes: number[], upto: number): SideVis[] {
const sides: SideVis[] = stackSizes.map((n) => ({ stack: n, pending: [], unit: null, setAside: [] })) const sides: SideVis[] = stackSizes.map((n) => ({
stack: n,
pending: [],
unit: null,
setAside: [],
leaving: [],
}))
for (let k = 0; k < upto && k < events.length; k++) { for (let k = 0; k < upto && k < events.length; k++) {
for (const s of sides) { for (const s of sides) {
if (s.unit?.dying) s.unit = null // clear last step's casualties if (s.unit?.dying) s.unit = null // clear last step's casualties
if (s.leaving.length) {
// Drop cards that finished animating out last step.
const gone = new Set(s.leaving)
s.setAside = s.setAside.filter((c) => !gone.has(c.id))
if (s.unit) s.unit.foods = s.unit.foods.filter((c) => !gone.has(c.id))
s.pending = s.pending.filter((c) => !gone.has(c.id))
s.leaving = []
}
} }
const ev = events[k] const ev = events[k]
switch (ev.type) { switch (ev.type) {
@@ -152,12 +169,10 @@ function replay(events: BattleEvent[], stackSizes: number[], upto: number): Side
break break
case 'release': { case 'release': {
// A spent card leaves the play area: a set-aside pet (Turtle) or a // A spent card leaves the play area: a set-aside pet (Turtle) or a
// used-up food perk (Melon), which lives in the pet's food fan. // used-up food perk (Melon), which lives in the pet's food fan. Flag it
const s = sides[ev.seat!] // rather than removing it, so it animates out before unmounting.
const id = ev.card?.id const id = ev.card?.id
s.setAside = s.setAside.filter((c) => c.id !== id) if (id) sides[ev.seat!].leaving.push(id)
if (s.unit) s.unit.foods = s.unit.foods.filter((c) => c.id !== id)
s.pending = s.pending.filter((c) => c.id !== id)
break break
} }
} }
@@ -327,7 +342,12 @@ export function BattlePhase({ view, send, step, setStep }: Props) {
const setAsideEl = s.setAside.length > 0 && ( const setAsideEl = s.setAside.length > 0 && (
<div className="setaside-row"> <div className="setaside-row">
{s.setAside.map((c) => ( {s.setAside.map((c) => (
<CardView key={c.id} card={c} size="sm" /> <div
key={c.id}
className={`setaside-card ${s.leaving.includes(c.id) ? 'is-leaving' : ''}`}
>
<CardView card={c} size="sm" />
</div>
))} ))}
</div> </div>
) )
@@ -339,7 +359,11 @@ export function BattlePhase({ view, send, step, setStep }: Props) {
const foodFanEl = foods.length > 0 && ( const foodFanEl = foods.length > 0 && (
<div className="food-fan"> <div className="food-fan">
{foods.map((f, i) => ( {foods.map((f, i) => (
<div key={f.id} className="food-fan-card" style={{ zIndex: i + 1 }}> <div
key={f.id}
className={`food-fan-card ${s.leaving.includes(f.id) ? 'is-leaving' : ''}`}
style={{ zIndex: i + 1 }}
>
<CardView card={f} size="sm" /> <CardView card={f} size="sm" />
</div> </div>
))} ))}
+37 -3
View File
@@ -1,8 +1,35 @@
import { useState } from 'react' import { useLayoutEffect, useRef, useState } from 'react'
import { createPortal } from 'react-dom' import { createPortal } from 'react-dom'
import type { Card } from '../types' import type { Card } from '../types'
import { artFor } from '../petArt' import { artFor } from '../petArt'
// useFitText shrinks the effect text until it fits its band, so long abilities
// (and the smaller battle cards) render in full instead of being clipped by
// the fixed card height. It never grows past the CSS size, only shrinks toward
// a small floor, and re-fits when the band resizes (breakpoints, battle mode).
function useFitText(dep: unknown) {
const ref = useRef<HTMLDivElement>(null)
useLayoutEffect(() => {
const el = ref.current
if (!el) return
const fit = () => {
el.style.fontSize = ''
let size = parseFloat(getComputedStyle(el).fontSize)
const min = 6
// Guard the loop; each step is 0.5px so ~40 covers any realistic band.
for (let i = 0; i < 40 && el.scrollHeight > el.clientHeight && size > min; i++) {
size = Math.max(min, size - 0.5)
el.style.fontSize = `${size}px`
}
}
fit()
const ro = new ResizeObserver(fit)
ro.observe(el)
return () => ro.disconnect()
}, [dep])
return ref
}
interface Props { interface Props {
card: Card card: Card
size?: 'sm' | 'md' | 'lg' size?: 'sm' | 'md' | 'lg'
@@ -39,6 +66,9 @@ export function CardView({
// preview copy itself opts out so it can't recurse. // preview copy itself opts out so it can't recurse.
const [hover, setHover] = useState<{ x: number; y: number } | null>(null) const [hover, setHover] = useState<{ x: number; y: number } | null>(null)
const power = (card.power ?? 0) + bonus const power = (card.power ?? 0) + bonus
// Shrink long ability text to fit the (fixed-height) card, re-fitting when
// the text or card size changes. Only the branch that renders attaches it.
const effectRef = useFitText(`${size}|${card.effectText ?? ''}|${card.food ?? ''}`)
const classes = [ const classes = [
'card', 'card',
`card-${size}`, `card-${size}`,
@@ -89,14 +119,18 @@ export function CardView({
<div className="card-name">{card.name}</div> <div className="card-name">{card.name}</div>
{card.kind === 'pet' ? ( {card.kind === 'pet' ? (
<> <>
{card.effectText && <div className="card-effect">{card.effectText}</div>} {card.effectText && (
<div className="card-effect" ref={effectRef}>
{card.effectText}
</div>
)}
<div className="card-bottom"> <div className="card-bottom">
<span className={`card-power ${bonus > 0 ? 'is-buffed' : ''}`}>{power}</span> <span className={`card-power ${bonus > 0 ? 'is-buffed' : ''}`}>{power}</span>
{damage > 0 && !dead && <span className="card-damage">{damage}</span>} {damage > 0 && !dead && <span className="card-damage">{damage}</span>}
</div> </div>
</> </>
) : ( ) : (
<div className="card-effect"> <div className="card-effect" ref={effectRef}>
{card.effectText ?? (card.food === 'apple' ? '+1 power (this battle)' : '')} {card.effectText ?? (card.food === 'apple' ? '+1 power (this battle)' : '')}
</div> </div>
)} )}
+34 -4
View File
@@ -854,9 +854,10 @@ h3 {
width: 14px; width: 14px;
height: 14px; height: 14px;
border-radius: 50%; border-radius: 50%;
border: 1.5px solid rgba(0, 0, 0, 0.3);
vertical-align: middle; vertical-align: middle;
/* Inset ring instead of a real border — see .card-power. */
box-shadow: box-shadow:
inset 0 0 0 1.5px rgba(0, 0, 0, 0.3),
inset 0 1.5px 1px rgba(255, 255, 255, 0.6), inset 0 1.5px 1px rgba(255, 255, 255, 0.6),
inset 0 -2px 2px rgba(0, 0, 0, 0.25); inset 0 -2px 2px rgba(0, 0, 0, 0.25);
} }
@@ -879,14 +880,17 @@ h3 {
background: radial-gradient(circle at 35% 28%, #ffcf6b, var(--coral-dark)); background: radial-gradient(circle at 35% 28%, #ffcf6b, var(--coral-dark));
color: #fff; color: #fff;
text-shadow: 0 1px 2px rgba(120, 45, 5, 0.55); text-shadow: 0 1px 2px rgba(120, 45, 5, 0.55);
border: 2px solid rgba(120, 45, 5, 0.35);
border-radius: 50%; border-radius: 50%;
width: 31px; width: 31px;
height: 31px; height: 31px;
display: grid; display: grid;
place-items: center; place-items: center;
font-size: 0.98rem; font-size: 0.98rem;
/* The rim is drawn with an inset ring rather than a real border: a
border-radius:50% element with a semi-transparent border renders a
visible seam at its 6 o'clock point in Chromium (scale-invariant). */
box-shadow: box-shadow:
inset 0 0 0 2px rgba(120, 45, 5, 0.35),
inset 0 1.5px 1px rgba(255, 255, 255, 0.55), inset 0 1.5px 1px rgba(255, 255, 255, 0.55),
inset 0 -2px 3px rgba(120, 45, 5, 0.4), inset 0 -2px 3px rgba(120, 45, 5, 0.4),
0 2px 3px rgba(0, 0, 0, 0.3); 0 2px 3px rgba(0, 0, 0, 0.3);
@@ -894,9 +898,9 @@ h3 {
.card-power.is-buffed { .card-power.is-buffed {
background: radial-gradient(circle at 35% 28%, #9ff0af, #1f9e55); background: radial-gradient(circle at 35% 28%, #9ff0af, #1f9e55);
border-color: rgba(15, 80, 40, 0.4);
text-shadow: 0 1px 2px rgba(15, 60, 30, 0.55); text-shadow: 0 1px 2px rgba(15, 60, 30, 0.55);
box-shadow: box-shadow:
inset 0 0 0 2px rgba(15, 80, 40, 0.4),
inset 0 1.5px 1px rgba(255, 255, 255, 0.55), inset 0 1.5px 1px rgba(255, 255, 255, 0.55),
inset 0 -2px 3px rgba(15, 80, 40, 0.4), inset 0 -2px 3px rgba(15, 80, 40, 0.4),
0 0 8px rgba(80, 220, 120, 0.5); 0 0 8px rgba(80, 220, 120, 0.5);
@@ -1434,6 +1438,22 @@ h3 {
margin-top: -88px; margin-top: -88px;
} }
/* Released cards (a spent set-aside pet, or a used-up food perk) shrink and
fade out over their release step rather than vanishing instantly. The step
lasts 500ms (EVENT_MS.release), so the 400ms exit finishes before unmount. */
@keyframes card-leave {
to {
opacity: 0;
transform: scale(0.55) translateY(-8px);
}
}
.setaside-card.is-leaving,
.food-fan-card.is-leaving {
animation: card-leave 400ms cubic-bezier(0.4, 0, 0.7, 0.4) forwards;
pointer-events: none;
}
.battle-unit { .battle-unit {
position: relative; position: relative;
flex-shrink: 0; flex-shrink: 0;
@@ -1444,6 +1464,13 @@ h3 {
height: 132px; height: 132px;
} }
/* Battle cards are short, so give the ability text more of the card by
shrinking the decorative art; useFitText then keeps the text at a larger
size before it has to shrink to fit. */
.battle-unit .card-art {
font-size: 1.5rem;
}
@keyframes unit-reveal { @keyframes unit-reveal {
from { from {
opacity: 0; opacity: 0;
@@ -1835,7 +1862,10 @@ h3 {
color: var(--cream); color: var(--cream);
border: 2px solid var(--cocoa); border: 2px solid var(--cocoa);
border-right: none; border-right: none;
border-radius: 8px 0 0 8px; /* The button is flipped 180° (below) to read text upward, which also flips
these corners — so round the right pair here to land rounded corners on
the inner (screen-facing) edge after the rotation. */
border-radius: 0 8px 8px 0;
font-weight: 800; font-weight: 800;
font-size: 0.8rem; font-size: 0.8rem;
padding: 8px 10px; padding: 8px 10px;