File size: 7,499 Bytes
924b98d 66242a7 a786a62 66242a7 924b98d a786a62 66242a7 a786a62 924b98d 66242a7 a786a62 924b98d 66242a7 924b98d 66242a7 924b98d 66242a7 924b98d 66242a7 924b98d 4b19933 924b98d 4b19933 924b98d a786a62 4b19933 | 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 | /* βββββββββββββββββββββββββββββββββββββββββββββββββββββββ
* SUNSET RACING β base styles
* Runtime UI (pause menu, touch buttons, toasts, attract
* overlay, countdown) is styled by js/game.js via injected
* <style> tags. This file holds the static surfaces only.
* βββββββββββββββββββββββββββββββββββββββββββββββββββββββ */
* {
margin: 0;
padding: 0;
box-sizing: border-box;
}
html, body {
width: 100%;
height: 100%;
overflow: hidden;
background: #000;
-webkit-font-smoothing: antialiased;
}
/* Subtle cinematic vignette β tightens the frame, adds depth
behind the HUD without affecting the 3D canvas brightness. */
body::after {
content: '';
position: fixed;
inset: 0;
pointer-events: none;
z-index: 100;
background: radial-gradient(
ellipse at center,
transparent 55%,
rgba(0, 0, 0, 0.38) 100%
);
}
#game {
display: block;
width: 100%;
height: 100%;
}
/* HUD canvases are positioned by js/hud.js via cssText;
we only hint the browser about scaling. */
#hud-canvas,
#hud-overlay {
image-rendering: auto;
}
/* Keyboard hint strip at the bottom of the screen. */
#controls {
position: fixed;
bottom: 12px;
left: 50%;
transform: translateX(-50%);
font-family: 'Orbitron', sans-serif;
font-weight: 700;
font-size: 12px;
color: #fff;
opacity: 0.45;
text-shadow: 0 1px 6px rgba(0, 0, 0, 0.9);
pointer-events: none;
letter-spacing: 3px;
white-space: nowrap;
text-transform: uppercase;
z-index: 140;
transition: opacity 0.3s ease;
}
#controls:hover { opacity: 0.75; }
/* Hide the keyboard hint when running on a touch device β the
on-screen touch buttons serve as the control reference there,
and the hint string otherwise collides with them. */
@media (hover: none) and (pointer: coarse) {
#controls { display: none; }
}
/* On narrow viewports the hint wraps messily; shrink it. */
@media (max-width: 720px) {
#controls {
font-size: 10px;
letter-spacing: 2px;
white-space: normal;
max-width: 92vw;
text-align: center;
}
}
/* Scale the HUD gauge, top overlay, and minimap down on phones so
they no longer overlap the on-screen steering / pedal / nitro
touch buttons. The minimap is bottom-right at 180Γ180 and the
right-cluster touch buttons live right: 24-212px Γ bottom: 100-252px,
so without this rule they collide directly. */
@media (max-width: 640px) {
#hud-canvas {
transform: scale(0.68);
transform-origin: bottom left;
}
#hud-overlay {
transform: scale(0.85);
transform-origin: top left;
}
#minimap {
transform: scale(0.62);
transform-origin: bottom right;
opacity: 0.7;
}
}
/* βββββββββββββββββββββββββββββββββββββββββββββββββββββββ
* Loading veil β shown while game.js initializes
* (three.js modules, scenery generation). Faded out on
* the first animation frame by js/game.js.
* βββββββββββββββββββββββββββββββββββββββββββββββββββββββ */
#loading-veil {
position: fixed;
inset: 0;
z-index: 900;
display: flex;
flex-direction: column;
align-items: center;
justify-content: center;
gap: 28px;
pointer-events: auto;
background:
radial-gradient(ellipse at 50% 120%, #ff6a3d 0%, #8a1e3c 32%, #2a0a2a 62%, #050510 100%);
font-family: 'Orbitron', sans-serif;
color: #fff;
opacity: 1;
transition: opacity 0.6s ease-out;
}
#loading-veil.hidden {
opacity: 0;
pointer-events: none;
}
#loading-veil .lv-title {
font-weight: 900;
font-size: clamp(32px, 9vw, 68px);
letter-spacing: clamp(4px, 1vw, 10px);
text-shadow:
0 0 40px rgba(255, 160, 80, 0.8),
0 4px 24px rgba(0, 0, 0, 0.9);
text-align: center;
}
#loading-veil .lv-sub {
font-weight: 700;
font-size: clamp(11px, 2vw, 14px);
letter-spacing: 4px;
color: rgba(255, 255, 255, 0.82);
text-shadow: 0 2px 8px rgba(0, 0, 0, 0.7);
}
#loading-veil .lv-dots {
display: flex;
gap: 10px;
}
#loading-veil .lv-dots span {
width: 10px;
height: 10px;
border-radius: 50%;
background: #fff;
box-shadow: 0 0 12px rgba(255, 255, 255, 0.8);
animation: lvDot 1.1s ease-in-out infinite;
}
#loading-veil .lv-dots span:nth-child(2) { animation-delay: 0.15s; }
#loading-veil .lv-dots span:nth-child(3) { animation-delay: 0.3s; }
@keyframes lvDot {
0%, 100% { transform: translateY(0); opacity: 0.35; }
50% { transform: translateY(-8px); opacity: 1; }
}
/* βββββββββββββββββββββββββββββββββββββββββββββββββββββββ
* Gold-toast keyframe for the "NEW BEST LAP!" celebration.
* The toast element gets the .toast-gold class applied in
* js/game.js, which pulls this animation in.
* βββββββββββββββββββββββββββββββββββββββββββββββββββββββ */
@keyframes toastGoldIn {
0% { transform: translate(-50%, -50%) scale(0.6); opacity: 0; }
22% { transform: translate(-50%, -50%) scale(1.18); opacity: 1; }
40% { transform: translate(-50%, -50%) scale(1.00); opacity: 1; }
85% { opacity: 1; }
100% { opacity: 0; }
}
/* βββββββββββββββββββββββββββββββββββββββββββββββββββββββ
* Countdown pop-in β applied via inline animation from
* js/game.js each time the countdown digit changes so the
* "3 β 2 β 1 β GO!" beats actually punch into view instead
* of just color-swapping. The transform is compounded with
* the existing `translate(-50%, -50%)` set on countdownEl.
* βββββββββββββββββββββββββββββββββββββββββββββββββββββββ */
@keyframes countdownPop {
0% { transform: translate(-50%, -50%) scale(0.35); opacity: 0; filter: blur(6px); }
35% { transform: translate(-50%, -50%) scale(1.18); opacity: 1; filter: blur(0); }
55% { transform: translate(-50%, -50%) scale(0.96); opacity: 1; }
100% { transform: translate(-50%, -50%) scale(1.00); opacity: 1; }
}
/* βββββββββββββββββββββββββββββββββββββββββββββββββββββββ
* Accessibility: honor the user's "reduce motion" OS pref.
* We keep state transitions (fades) but strip the bouncy
* keyframes and vignette pulse so motion-sensitive players
* still get a usable, polished HUD.
* βββββββββββββββββββββββββββββββββββββββββββββββββββββββ */
@media (prefers-reduced-motion: reduce) {
*,
*::before,
*::after {
animation-duration: 0.001ms !important;
animation-iteration-count: 1 !important;
transition-duration: 0.08s !important;
}
#loading-veil .lv-dots span {
animation: none !important;
opacity: 0.7 !important;
transform: none !important;
}
}
|