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