feat:
-Add UI (Health bars, Resources UI, HUD Interface, Weapon U, Zoombie Invasion progress Indicator) -Refactor code structure for improved readability and maintainability
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@use "sass:math";
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#ui {
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flex-grow: 1;
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}
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/* ============================================================
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HUD — screen-space overlay built by HudC.
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Structure follows BEM: each visual block (invasion bar, resources,
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weapon, tutorial hint, death end-card) is a `.hud-<block>` class with
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`&__element` children and `&--modifier` states. SCSS nesting (`&`) keeps
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each block's rules in one place so we never repeat the prefix.
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The whole HUD is viewport-relative: lengths use vw via the fluid helpers
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below, so it scales as one piece with the device.
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============================================================ */
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// Core fluid helper: a clamp() that grows linearly with the viewport from $min
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// (at $vp-min) to $max (at $vp-max), and stays flat outside that range.
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//
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// The unit it scales against is the CSS variable --fluid-unit, set on #hud:
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// 1vw in portrait (scale with width) and 1vh in landscape (scale with the
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// limiting height). Landscape screens are wide but short, so scaling by width
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// there blows the HUD up — height keeps it proportional.
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@function fluid-clamp($min, $max, $vp-min: 320px, $vp-max: 900px) {
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$slope: math.div($max - $min, $vp-max - $vp-min); // px/px → unitless
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$intercept: $min - $slope * $vp-min; // px
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@return clamp(#{$min}, #{$intercept} + #{$slope * 100} * var(--fluid-unit, 1vw), #{$max});
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}
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// Fluid font-size from a px range.
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@mixin fluid($min, $max) {
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font-size: fluid-clamp($min, $max);
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}
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// Fluid image size from px ranges. Pass 2 args for a square image (height reuses
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// the width range) or 4 args for a non-square one (separate height range).
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@mixin fluid-img($wmin, $wmax, $hmin: null, $hmax: null) {
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width: fluid-clamp($wmin, $wmax);
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@if $hmin == null {
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height: fluid-clamp($wmin, $wmax); // square: reuse the width range
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} @else if $hmax == null {
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height: fluid-clamp($hmin, $wmax); // only a min height given: cap at the width max
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} @else {
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height: fluid-clamp($hmin, $hmax); // full height range given
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}
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}
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// Fluid value for any single property from a px range — bounds it between
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// $min/$max while it scales with the viewport (e.g. to cap the invasion bar).
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@mixin fluid-prop($prop, $min, $max) {
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#{$prop}: fluid-clamp($min, $max);
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}
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#hud {
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position: fixed;
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max-width: 1280px;
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margin: 0 auto;
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padding-inline: 16px;
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inset: 0;
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z-index: 9999;
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pointer-events: none;
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font-family: "PassionOne", "Roboto", sans-serif;
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// Portrait: every fluid size scales with viewport width.
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--fluid-unit: 1vw;
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@media screen and (min-width: 500px) {
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padding-inline: 24px;
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}
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// Landscape: scale with height instead (short screens → keep the HUD small).
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@media (orientation: landscape) {
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--fluid-unit: 1vh;
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}
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}
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/* ---- Zombie Invasion bar (top) ----------------------------
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"HURRY UP" and the countdown share this one container and crossfade: the
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--hurry-phase modifier shows the hurry text and hides the bar; dropping it
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reveals the bar. The zombie head rides the fill's leading edge. */
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.hud-invasion {
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position: absolute;
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min-height: 80px;
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padding-inline: 64px;
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top: 0.5rem;
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left: 50%;
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transform: translate(-50%);
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width: 100%;
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max-width: 768px;
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display: flex;
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flex-direction: column;
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justify-content: center;
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gap: 0.25rem;
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transition: opacity 0.4s ease;
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@media (orientation: landscape) {
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padding-inline: 80px;
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}
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// Fully hidden (before the onboarding reaches the invasion stage, and after death).
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&--hidden {
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opacity: 0;
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}
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&__title {
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@include fluid(24px, 48px);
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text-align: center;
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color: #fff;
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letter-spacing: 1px;
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-webkit-text-stroke: 1px #000;
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-webkit-text-fill-color: #fff;
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}
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&__row {
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display: flex;
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align-items: center;
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}
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// Holds the track + the head that rides the fill's moving edge.
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&__bar {
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position: relative;
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flex: 1;
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display: flex;
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align-items: center;
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}
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&__track {
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width: 100%;
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@include fluid-prop(height, 20px, 32px); // bound the bar thickness so it can't blow up
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background: linear-gradient(to bottom, rgba(0, 0, 0, 0.7), rgba(0, 0, 0, 0.45));
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border: 2px solid #000;
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border-radius: 1000px;
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overflow: hidden;
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}
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&__fill {
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height: 100%;
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width: 100%;
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// glossy green: highlight on top → base → darker bottom (width set per-frame in JS)
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background: linear-gradient(to bottom, #c2f57a 0%, #7fd23a 45%, #4f9e18 100%);
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// Final stretch (low time left): glossy red.
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&--low {
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background: linear-gradient(to bottom, #ff9a6a 0%, #f0512c 45%, #c5301a 100%);
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}
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}
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// The zombie head sits on the fill's leading edge; `left` is set per-frame in
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// JS (0%..100% of the bar). The transform here only centers it — the shake
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// animation lives on the inner <img>, so the two transforms don't fight.
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&__head-wrap {
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position: absolute;
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top: 50%;
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left: 100%;
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transform: translate(-50%, -50%);
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z-index: 2;
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}
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&__head {
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@include fluid-img(44px, 70px);
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display: block; // kill the inline-image descender gap so it centers on the track
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object-fit: contain;
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filter: drop-shadow(0 0.5vw 0.8vw rgba(0, 0, 0, 0.5));
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flex: none;
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transform-origin: center;
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// Half time left: the icon grows and shakes to draw attention.
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&--alert {
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animation: hud-zombie-shake 0.45s ease-in-out infinite;
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}
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// Red zone: shake harder + bigger. Declared after --alert so it wins when both are set.
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&--alert-strong {
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animation: hud-zombie-shake-strong 0.28s ease-in-out infinite;
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}
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}
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// "HURRY UP" overlays the bar in the same box; absolute + inset:0 centers it
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// over the bar regardless of the container's side padding.
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&__hurry {
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@include fluid(48px, 64px);
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position: absolute;
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inset: 0;
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display: flex;
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align-items: center;
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justify-content: center;
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text-align: center;
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color: #fff;
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letter-spacing: 1px;
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-webkit-text-stroke: 1px #000;
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opacity: 0;
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transition: opacity 0.35s ease;
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pointer-events: none;
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}
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// Crossfade between the two states (both transition opacity).
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&__title,
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&__row {
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transition: opacity 0.35s ease;
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}
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&--hurry-phase &__hurry {
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opacity: 1;
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}
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&--hurry-phase &__title,
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&--hurry-phase &__row {
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opacity: 0;
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}
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}
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/* ---- Resources (top-right) -------------------------------- */
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.hud-resources {
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position: absolute;
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top: 20%;
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right: 16px;
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display: flex;
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flex-direction: column;
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gap: 0.1rem;
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align-items: flex-end;
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@media screen and (min-width: 500px) {
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right: 24px;
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}
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@media (orientation: landscape) {
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top: 30%;
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}
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// One resource panel. The background art already includes the icon, so the
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// whole panel is both the loot fly-target and the thing that pulses on collect.
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&__panel {
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@include fluid-img(64px, 96px, 30px, 46px);
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position: relative;
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background-size: 100% 100%;
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background-repeat: no-repeat;
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transition: transform 0.12s ease-out;
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}
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&__count {
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@include fluid(13px, 22px);
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position: absolute;
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left: 6%;
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right: 28%; // keep the number clear of the colored tab on the right
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top: 0;
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bottom: 0;
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display: flex;
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align-items: center;
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justify-content: center;
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color: #fff;
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font-family: Roboto, sans-serif;
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font-weight: 600;
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}
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}
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/* ---- Weapon panel (bottom-left) --------------------------- */
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.hud-weapon {
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@include fluid-img(64px, 80px);
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position: absolute;
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bottom: 25%;
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background-size: 100% 100%;
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background-repeat: no-repeat;
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display: flex;
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align-items: center;
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justify-content: center;
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&__icon {
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width: 70%;
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height: 70%;
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position: relative;
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top: -5px;
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object-fit: contain;
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}
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&__lvl {
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@include fluid(14px, 18px);
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font-family: Roboto, sans-serif;
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font-weight: 600;
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position: absolute;
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bottom: 1%;
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left: 62%;
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transform: translateX(-50%);
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color: #fff;
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letter-spacing: 1px;
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white-space: nowrap;
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}
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}
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/* ---- Onboarding hint -------------------------------------- */
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/* Centered hint ("DRAG TO MOVE") that fades + scales in/out. */
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.hud-tutorial {
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@include fluid(30px, 56px);
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position: absolute;
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top: 63%;
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left: 50%;
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transform: translate(-50%, -50%) scale(0.9);
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text-align: center;
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color: #fff;
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letter-spacing: 1px;
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-webkit-text-stroke: 1px #000;
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opacity: 0;
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transition:
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opacity 0.25s ease,
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transform 0.25s ease;
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white-space: nowrap;
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&--show {
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opacity: 1;
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transform: translate(-50%, -50%) scale(1);
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}
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}
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/* ---- Death end-card --------------------------------------- */
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/* The zombie icon flies to center (smooth ease-out + fade), then the button. */
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.hud-endcard {
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position: absolute;
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inset: 0;
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display: flex;
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flex-direction: column;
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align-items: center;
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justify-content: center;
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gap: 0.3rem;
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&__zombie {
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@include fluid-img(150px, 300px);
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object-fit: contain;
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filter: drop-shadow(0 1vw 2vw rgba(0, 0, 0, 0.6));
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opacity: 0;
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transition:
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transform 1s cubic-bezier(0.16, 1, 0.3, 1),
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opacity 0.6s ease;
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will-change: transform, opacity;
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}
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// Revealed once the death animation has played (set in JS).
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&--show .hud-endcard__zombie {
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opacity: 1;
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}
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}
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@keyframes hud-zombie-shake {
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0%,
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100% {
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transform: scale(1.25) rotate(0deg);
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}
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25% {
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transform: scale(1.25) rotate(-12deg);
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}
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75% {
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transform: scale(1.25) rotate(12deg);
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}
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}
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@keyframes hud-zombie-shake-strong {
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0%,
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100% {
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transform: scale(1.45) rotate(0deg);
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}
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25% {
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transform: scale(1.45) rotate(-22deg);
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}
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75% {
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transform: scale(1.45) rotate(22deg);
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}
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}
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