Animate player display inactive transitions and death state

Player display now tracks displayParticipants separately from raw encounter
participants so active->inactive can animate out before removal, and inactive->
active can animate in. This preserves 1-list order, keeps DM display behavior
unchanged, and avoids fading dying/stable participants.

PlayerParticipantCard handles transitions:
- active->inactive: scale/slide/fade out, then parent removes from display list
- inactive->active: scale/slide/fade in
- alive->dead: keep visible with dim/desaturate/red-rim death cue + skull pulse
- dying/stable: full visible, no fade/removal

DisplayView inactive characterization updated to wait for exit animation before
asserting removal. TODO item removed.
This commit is contained in:
david raistrick
2026-07-06 22:38:33 -04:00
parent 055895875a
commit 3b75ec9b3d
3 changed files with 97 additions and 25 deletions
-12
View File
@@ -11,18 +11,6 @@ not sure good way to do this
### FEAT: player display fade transitions for inactive state
- Inactive is DM-triggered via Mark Inactive.
- Player display should fade inactive participant out, then remove from display list.
- Reactivating should fade participant in.
- DM display keeps inactive participant visible.
- Dead state does not imply inactive/disabled.
- Dying/stable must not fade out or leave layout holes.
- Dead can keep skull/Dead label; create some good visual cues, no removal - but a cool transition to death would be nice.
### TEST GAP: current branch changes need focused coverage
- Storage `where()` contract: firebase + server adapters should honor `[where('encounterPath','==',x), orderBy('ts','desc'), limit(n)]`.
+94 -11
View File
@@ -2554,6 +2554,61 @@ function AdminView({ userId }) {
// DISPLAY VIEW COMPONENT (Player View)
// ============================================================================
// Player participant card: animate state transitions.
// mount/activate : animate in (opacity+scale+slide)
// deactivate : animate out then signal exit
// alive→dead : transition to death cue (dim+desaturate+skull pulse+red rim)
// conscious/dying/stable: full visible, no fade
function PlayerParticipantCard({ id, isActive, status, onExit, className, children, divRef }) {
// phase: 'hidden' (opacity-0, start state) -> 'visible' (opacity-100)
// disable: 'visible' -> 'exiting' (opacity-0, transition plays) -> onExit
const [phase, setPhase] = useState('hidden');
const isDead = status === 'dead';
useEffect(() => {
if (!isActive) {
// ensure current 'visible' frame painted, THEN flip to exiting so
// browser sees opacity change and plays the fade-out.
const raf = requestAnimationFrame(() => {
setPhase('exiting');
});
const t = setTimeout(() => onExit(id), 1000);
return () => { cancelAnimationFrame(raf); clearTimeout(t); };
}
// enable/reactivate: paint hidden frame first, THEN flip to visible
// so browser sees opacity change and plays the transition.
setPhase('hidden');
const raf = requestAnimationFrame(() => {
requestAnimationFrame(() => setPhase('visible'));
});
return () => cancelAnimationFrame(raf);
}, [isActive, id, onExit]);
// animate: opacity + scale + slide. Visible motion, not just fade.
const fadeClass = phase === 'visible'
? 'opacity-100 scale-100 translate-y-0'
: 'opacity-0 scale-75 translate-y-4';
// death transition: fires once when alive→dead. dim + desaturate + red rim.
const deathClass = isDead
? 'brightness-50 saturate-0 border-2 border-red-900/70 shadow-red-900/50 shadow-2xl'
: '';
return (
<div
ref={divRef}
className={`transition-all duration-1000 ease-in-out ${fadeClass} ${deathClass} ${className}`}
>
{children}
{isDead && (
<div className="pointer-events-none absolute inset-0 flex items-center justify-center">
<span className="text-6xl opacity-80 animate-pulse"></span>
</div>
)}
</div>
);
}
function DisplayView() {
const { data: activeDisplayData, isLoading: isLoadingActiveDisplay, error: activeDisplayError } = useFirestoreDocument(
getPath.activeDisplay()
@@ -2566,9 +2621,37 @@ function DisplayView() {
const [isPlayerDisplayActive, setIsPlayerDisplayActive] = useState(false);
const [isFullscreen, setIsFullscreen] = useState(false);
const [wakeLockEnabled, setWakeLockEnabled] = useState(false);
const [displayParticipants, setDisplayParticipants] = useState([]);
const wakeLockRef = useRef(null);
const currentParticipantRef = useRef(null);
// Player display transition state. Active participants render normally.
// Active→inactive: keep prior card, mark __displayActive=false, animate out,
// then PlayerParticipantCard calls handleExit to remove from display list.
// Inactive→active: card reappears with __displayActive=true and fades in.
useEffect(() => {
const source = (activeEncounterData && activeEncounterData.participants) || [];
setDisplayParticipants(prev => {
const prevById = new Map(prev.map(p => [p.id, p]));
const out = [];
for (const p of source) {
const prevP = prevById.get(p.id);
if (p.isActive !== false) {
out.push({ ...p, __displayActive: true });
} else if (prevP && prevP.__displayActive !== false) {
out.push({ ...p, __displayActive: false });
} else if (prevP && prevP.__displayActive === false) {
out.push(prevP);
}
}
return out;
});
}, [activeEncounterData]);
const handleExit = useCallback((id) => {
setDisplayParticipants(prev => prev.filter(p => p.id !== id));
}, []);
useEffect(() => {
const onFsChange = () => setIsFullscreen(!!document.fullscreenElement);
document.addEventListener('fullscreenchange', onFsChange);
@@ -2706,13 +2789,9 @@ function DisplayView() {
const hidePlayerHp = activeDisplayData?.hidePlayerHp ?? true;
const hideNpcHp = activeDisplayData?.hideNpcHp ?? false;
let participantsToRender = [];
if (participants) {
// 1-list model: participants[] IS the display order (DM drag = source of
// truth). Do NOT re-sort by initiative — that diverges from AdminView /
// turnOrderIds after any cross-init drag (BUG-15).
participantsToRender = participants.filter(p => p.isActive !== false);
}
// 1-list model: displayParticipants IS the display order (participants[] order
// plus temporary exiting cards). Do NOT re-sort by initiative.
const participantsToRender = displayParticipants;
const displayStyles = campaignBackgroundUrl
? {
@@ -2783,10 +2862,14 @@ function DisplayView() {
}
return (
<div
<PlayerParticipantCard
key={p.id}
ref={isCurrentTurn ? currentParticipantRef : null}
className={`p-4 md:p-6 rounded-lg shadow-lg transition-all ${participantBgColor} ${status === 'dead' ? 'opacity-40 grayscale' : (!p.isActive ? 'opacity-40 grayscale' : '')}`}
id={p.id}
isActive={p.isActive !== false}
status={status}
onExit={handleExit}
divRef={isCurrentTurn ? currentParticipantRef : null}
className={`relative p-4 md:p-6 rounded-lg shadow-lg ${participantBgColor}`}
>
<div className="flex justify-between items-center mb-2">
<h3
@@ -2850,7 +2933,7 @@ function DisplayView() {
{!p.isActive && !isZeroHp && (
<p className="text-center text-lg font-semibold text-stone-300 mt-2">(Inactive)</p>
)}
</div>
</PlayerParticipantCard>
);
})}
</div>
@@ -94,7 +94,7 @@ describe('DisplayView characterization', () => {
expect(screen.getAllByText(/Dead/i).length).toBeGreaterThan(0);
});
test('DisplayView hides inactive participants for all types', async () => {
test('DisplayView hides inactive participants for all types after fade-out', async () => {
seedActiveDisplay([
{ ...participant('conscious'), id: 'active-pc', name: 'Active PC', isActive: true },
{ ...participant('conscious'), id: 'inactive-pc', name: 'Inactive PC', isActive: false },
@@ -103,7 +103,8 @@ describe('DisplayView characterization', () => {
render(<App />);
await waitFor(() => expect(screen.getByText('Active PC')).toBeInTheDocument());
expect(screen.queryByText('Inactive PC')).not.toBeInTheDocument();
// inactive held during exit animation, removed after transition
await waitFor(() => expect(screen.queryByText('Inactive PC')).not.toBeInTheDocument(), { timeout: 1500 });
expect(screen.queryByText('Inactive Monster')).not.toBeInTheDocument();
});
});