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