#ui { /* flex-basis: 60%; */ flex-grow: 1; } /* HudC — resource counter plate (dark background + diagonal wood-plank icon baked into resourceCounterBgSrc, see images.ts/temp/Tool_15.webp). 184x71 source aspect ratio (~2.59:1) — aspect-ratio below derives height from width automatically, so the two can never drift out of sync the way two independently-tuned vh values could if only one got changed later. background-image itself is set from HudC.ts (the asset path/base64 is only known at runtime via the build's asset pipeline), everything else lives here. Split into two elements on purpose: .resource-hud only positions/sizes and plays the one-shot mount animation; .resource-hud__plate (background + number together) is what the update-bump animates. Doing both on the same element would fight each other — toggling a class that swaps .resource-hud's own `animation-name` away from resource-hud-enter and back again makes the browser replay resource-hud-enter every time (a value change, even back to the same value, restarts a CSS animation), so every resource pickup would re-trigger the fade/slide-in on top of the bump. Two elements means two independent animation lifecycles. */ .resource-hud { /* Single source of truth for the plate's scale — width below and the count's font-size (see .resource-hud__count) both derive from this one value, so resizing the whole HUD is a one-line change instead of hunting down every place a size was independently tuned in vh. */ --hud-width: 9vh; position: absolute; top: 6%; right: 10%; width: var(--hud-width); aspect-ratio: 184 / 71; pointer-events: none; z-index: 50; /* Runs once as soon as the element mounts — no JS timing/opacity code needed, the browser drives it (Day 8: "use built-in animations instead of changing elements through code"). */ animation: resource-hud-enter 400ms ease-out; } @keyframes resource-hud-enter { from { opacity: 0; transform: translateX(1.5rem); } to { opacity: 1; transform: translateX(0); } } .resource-hud__plate { position: relative; width: 100%; height: 100%; background-repeat: no-repeat; background-size: 100% 100%; } /* Toggled by HudC whenever the displayed number actually changes — a pure CSS "pop" of the whole plate (background + number together), not a JS-driven tween (Day 8 technical note) and not just the digit (see chat: "не тільки на каунтер"). HudC removes and re-adds this class (forcing a reflow in between) each time, which is what lets the animation restart cleanly even if it retriggers before the previous run finished — e.g. PayZoneC draining one resource every 0.3s while the player stands in the zone. */ .resource-hud__plate.is-bumping { animation: resource-hud-bump 220ms ease-out; } @keyframes resource-hud-bump { 0% { transform: scale(1); } 40% { transform: scale(1.18); } 100% { transform: scale(1); } } .resource-hud__count { position: absolute; left: 16%; top: 46%; width: 46%; transform: translateY(-50%); text-align: center; color: #ffffff; font-weight: bold; /* Scales with --hud-width (set on .resource-hud, inherited down through .resource-hud__plate) instead of a fixed vh value, so it tracks whatever the plate is currently sized to — ratio matches the 2.1vh that read well at the original 12vh plate width (2.1/12 ≈ 0.175). */ font-size: calc(var(--hud-width) * 0.175); font-family: gameFont, sans-serif; text-shadow: 0 1px 2px rgba(0, 0, 0, 0.8); }