Improved battle animations.
This commit is contained in:
@@ -293,6 +293,20 @@ export function BattlePhase({ view, send, step, setStep }: Props) {
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const summoning = !done && lastEvent?.type === 'summon' && lastEvent.seat === seat
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const milling = !done && lastEvent?.type === 'mill' && lastEvent.seat === seat
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const revealing = !done && lastEvent?.type === 'reveal' && lastEvent.seat === seat
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// A food (apple) that just landed on this side's fan — reveal off the deck or
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// a Battle Prep hand-out — animates in from the deck rather than popping.
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const newFoodId =
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!done &&
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lastEvent?.seat === seat &&
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(lastEvent.type === 'prep' ||
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(lastEvent.type === 'reveal' && lastEvent.card?.kind === 'food'))
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? lastEvent.card?.id
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: null
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// A pet just set aside rises up from the arena into the set-aside row.
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const newSetAsideId =
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!done && lastEvent?.type === 'setaside' && lastEvent.seat === seat
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? lastEvent.card?.id
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: null
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// Hold the −N / miss! pop until the dice settle.
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const pop = done || (showingRock && !rockSettled) ? null : unitPop(lastEvent, seat, events, step)
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@@ -344,7 +358,9 @@ export function BattlePhase({ view, send, step, setStep }: Props) {
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{s.setAside.map((c) => (
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<div
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key={c.id}
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className={`setaside-card ${s.leaving.includes(c.id) ? 'is-leaving' : ''}`}
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className={`setaside-card ${s.leaving.includes(c.id) ? 'is-leaving' : ''} ${
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c.id === newSetAsideId ? 'setaside-in' : ''
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}`}
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>
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<CardView card={c} size="sm" />
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</div>
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@@ -361,7 +377,9 @@ export function BattlePhase({ view, send, step, setStep }: Props) {
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{foods.map((f, i) => (
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<div
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key={f.id}
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className={`food-fan-card ${s.leaving.includes(f.id) ? 'is-leaving' : ''}`}
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className={`food-fan-card ${s.leaving.includes(f.id) ? 'is-leaving' : ''} ${
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f.id === newFoodId ? `food-in food-in-${dir}` : ''
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}`}
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style={{ zIndex: i + 1 }}
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>
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<CardView card={f} size="sm" />
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@@ -381,7 +399,7 @@ export function BattlePhase({ view, send, step, setStep }: Props) {
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'battle-unit',
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clashing || clashDying ? `clash-${dir}` : '',
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s.unit.dying ? 'unit-dying' : '',
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revealing ? 'unit-reveal' : '',
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revealing ? `unit-reveal unit-reveal-${dir}` : '',
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]
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.filter(Boolean)
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.join(' ')}
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@@ -1,4 +1,5 @@
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import { useEffect, useRef, useState } from 'react'
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import { useEffect, useLayoutEffect, useRef, useState } from 'react'
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import type { CSSProperties } from 'react'
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import { createPortal } from 'react-dom'
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import type { Card, ClientMessage, GameView, PlayerView } from '../types'
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import { CardView } from './CardView'
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@@ -11,6 +12,24 @@ interface Flyer {
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y: number
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}
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// A bought card in flight from the shop slot it was clicked to the spot it lands
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// in your deck. `from` is where the click happened; `dest` is measured once the
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// card shows up in the deck.
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interface CardFlyer {
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id: string
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card: Card
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from: DOMRect
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dest: DOMRect
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}
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function prefersReducedMotion(): boolean {
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return (
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typeof window !== 'undefined' &&
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!!window.matchMedia &&
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window.matchMedia('(prefers-reduced-motion: reduce)').matches
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)
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}
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interface Props {
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view: GameView
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you: PlayerView
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@@ -34,6 +53,23 @@ export function ShopPhase({ view, you, send }: Props) {
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const shopAnim = useCardAnimations(view.shopRow, (c) => c.id || 'empty')
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const deckAnim = useCardAnimations(deck, (c) => c.id)
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// --- buy animation: a bought card flies from the shop slot down into the
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// hand. `buyFly` is the pending intent (set on click, before the server round
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// trip); once the card lands in the deck we measure its slot and hand off to
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// `cardFlyer`, which renders the traveling copy. While either references a
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// card, that deck slot is held empty (hidden) so the card doesn't also pop in.
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const [buyFly, setBuyFly] = useState<{ id: string; from: DOMRect; card: Card } | null>(null)
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const [cardFlyer, setCardFlyer] = useState<CardFlyer | null>(null)
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useLayoutEffect(() => {
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if (!buyFly) return
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if (!deck.some((c) => c.id === buyFly.id)) return // hasn't landed in the deck yet
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const el = document.querySelector(`.deck-row [data-card-id="${buyFly.id}"]`)
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if (!el) return
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setCardFlyer({ id: buyFly.id, card: buyFly.card, from: buyFly.from, dest: el.getBoundingClientRect() })
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setBuyFly(null)
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}, [deck, buyFly])
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// Drop selections that no longer exist (bought/traded/discarded cards).
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useEffect(() => {
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setSelected((sel) => sel.filter((id) => deck.some((c) => c.id === id)))
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@@ -104,6 +140,20 @@ export function ShopPhase({ view, you, send }: Props) {
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setSelected([])
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}
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// Buy a card, flying it from the slot you clicked down into your hand. Capture
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// the clicked card's rect now (the slot refills with a new card right away);
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// the launch effect measures where it lands and animates the trip.
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function buy(row: number) {
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const card = view.shopRow[row]
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const el = card.id ? document.querySelector(`.shop-row [data-card-id="${card.id}"]`) : null
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if (el && !prefersReducedMotion()) {
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setBuyFly({ id: card.id, from: el.getBoundingClientRect(), card })
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// Safety net: if the card never shows up in the deck, stop hiding its slot.
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window.setTimeout(() => setBuyFly((b) => (b?.id === card.id ? null : b)), 2000)
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}
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act({ type: 'buy', row })
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}
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return (
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<div className="shop">
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{/* Status line */}
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@@ -144,14 +194,17 @@ export function ShopPhase({ view, you, send }: Props) {
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card={c}
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size="lg"
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disabled={!canBuy}
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onClick={canBuy ? () => act({ type: 'buy', row: i }) : undefined}
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onClick={canBuy ? () => buy(i) : undefined}
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/>
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</div>
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) : (
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<div key={`empty-${i}`} className="card-slot-empty" />
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),
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)}
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{shopAnim.ghosts.map((g) => (
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{shopAnim.ghosts
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// The bought card flies out as its own copy, so skip its shrink ghost.
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.filter((g) => g.key !== buyFly?.id && g.key !== cardFlyer?.id)
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.map((g) => (
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<div key={g.key} className="card-cell card-ghost" style={g.style}>
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<CardView card={g.item} size="lg" />
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</div>
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@@ -179,15 +232,25 @@ export function ShopPhase({ view, you, send }: Props) {
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<div className="muted deck-empty">No cards yet — buy something!</div>
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) : (
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<div className="deck-row" ref={deckAnim.containerRef}>
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{deck.map((c) => (
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<div key={c.id} className="card-cell" data-flip-key={c.id} data-enter="pop">
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{deck.map((c) => {
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// Hold the slot empty while the bought card is flying into it, and
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// skip the pop enter — the flight is its entrance.
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const flying = c.id === buyFly?.id || c.id === cardFlyer?.id
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return (
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<div
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key={c.id}
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className={`card-cell ${flying ? 'is-arriving' : ''}`}
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data-flip-key={c.id}
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data-enter={flying ? 'none' : 'pop'}
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>
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<CardView
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card={c}
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selected={selected.includes(c.id)}
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onClick={() => toggle(c.id)}
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/>
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</div>
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))}
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)
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})}
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{deckAnim.ghosts.map((g) => (
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<div key={g.key} className="card-cell card-ghost" style={g.style}>
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<CardView card={g.item} />
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@@ -287,6 +350,29 @@ export function ShopPhase({ view, you, send }: Props) {
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</div>
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)}
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{cardFlyer &&
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createPortal(
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<div
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key={cardFlyer.id}
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className="buy-flyer"
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style={
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{
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left: cardFlyer.dest.left,
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top: cardFlyer.dest.top,
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width: cardFlyer.dest.width,
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height: cardFlyer.dest.height,
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'--dx': `${cardFlyer.from.left - cardFlyer.dest.left}px`,
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'--dy': `${cardFlyer.from.top - cardFlyer.dest.top}px`,
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'--s': `${cardFlyer.from.width / cardFlyer.dest.width}`,
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} as CSSProperties
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}
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onAnimationEnd={() => setCardFlyer(null)}
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>
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<CardView card={cardFlyer.card} />
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</div>,
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document.body,
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)}
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{flyers.length > 0 &&
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createPortal(
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<>
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+111
-5
@@ -1481,6 +1481,32 @@ h3 {
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filter: drop-shadow(0 3px 4px rgba(0, 0, 0, 0.5));
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}
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/* A bought card in flight from the shop slot to its landing spot in your hand.
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The element is positioned over its destination slot (fixed) and inverted back
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to where it was clicked (--dx/--dy/--s), then plays that offset out — a FLIP
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from shop to hand. Its deck slot stays empty (.is-arriving) until it lands. */
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@keyframes buy-fly {
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from {
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transform: translate(var(--dx), var(--dy)) scale(var(--s));
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}
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to {
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transform: translate(0, 0) scale(1);
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}
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}
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.buy-flyer {
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position: fixed;
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z-index: 60;
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transform-origin: top left;
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animation: buy-fly 480ms cubic-bezier(0.5, 0.02, 0.3, 1) forwards;
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pointer-events: none;
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filter: drop-shadow(0 12px 18px rgba(0, 0, 0, 0.5));
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}
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.card-cell.is-arriving {
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opacity: 0;
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}
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/* --- the pet in play --- */
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.battle-unit-zone {
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@@ -1540,6 +1566,59 @@ h3 {
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pointer-events: none;
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}
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/* A freshly dealt food (apple) sails in from the deck — up and toward the outer
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edge — and settles onto the fan, rather than blinking into place. Direction
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follows the side the deck sits on (see food-in-left / food-in-right). */
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@keyframes food-in-left {
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from {
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opacity: 0;
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transform: translate(-64px, -52px) rotate(-14deg) scale(0.6);
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}
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to {
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opacity: 1;
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transform: translate(0, 0) rotate(0) scale(1);
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}
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}
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@keyframes food-in-right {
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from {
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opacity: 0;
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transform: translate(64px, -52px) rotate(14deg) scale(0.6);
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}
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to {
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opacity: 1;
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transform: translate(0, 0) rotate(0) scale(1);
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}
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}
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.food-fan-card.food-in-left {
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animation: food-in-left 440ms cubic-bezier(0.2, 0.8, 0.3, 1) backwards;
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}
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.food-fan-card.food-in-right {
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animation: food-in-right 440ms cubic-bezier(0.2, 0.8, 0.3, 1) backwards;
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}
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/* A pet that faints with a pending effect rises up out of the arena into the
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set-aside row, shrinking from its arena size to the smaller set-aside size. */
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@keyframes setaside-in {
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from {
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opacity: 0;
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transform: translateY(150px) scale(1.2);
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}
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55% {
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opacity: 1;
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}
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to {
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opacity: 1;
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transform: translateY(0) scale(1);
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}
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}
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.setaside-card.setaside-in {
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animation: setaside-in 600ms cubic-bezier(0.2, 0.8, 0.3, 1) backwards;
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}
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.battle-unit {
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position: relative;
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flex-shrink: 0;
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@@ -1557,19 +1636,46 @@ h3 {
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font-size: 1.5rem;
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}
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@keyframes unit-reveal {
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/* A pet flips face-up off its deck: it starts over the stack (outer edge) still
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turned edge-on, then slides in toward its arena slot while turning to face us.
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The deck sits to the outer side of each unit, so each side pulls the reveal in
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from its own edge. */
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@keyframes unit-reveal-left {
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from {
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opacity: 0;
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transform: rotateY(90deg) scale(0.8);
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transform: translateX(-108px) perspective(760px) rotateY(-92deg) scale(0.92);
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}
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45% {
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opacity: 1;
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}
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to {
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opacity: 1;
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transform: rotateY(0) scale(1);
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transform: translateX(0) perspective(760px) rotateY(0deg) scale(1);
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}
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}
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.battle-unit.unit-reveal {
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animation: unit-reveal 500ms ease;
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@keyframes unit-reveal-right {
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from {
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opacity: 0;
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transform: translateX(108px) perspective(760px) rotateY(92deg) scale(0.92);
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}
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45% {
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opacity: 1;
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}
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to {
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opacity: 1;
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transform: translateX(0) perspective(760px) rotateY(0deg) scale(1);
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}
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}
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.battle-unit.unit-reveal-left {
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transform-origin: left center;
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animation: unit-reveal-left 520ms cubic-bezier(0.2, 0.8, 0.3, 1);
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}
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.battle-unit.unit-reveal-right {
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transform-origin: right center;
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animation: unit-reveal-right 520ms cubic-bezier(0.2, 0.8, 0.3, 1);
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}
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/* --- rock dice --- */
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