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:
@@ -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)]`.
|
||||
|
||||
Reference in New Issue
Block a user