/* ============================================
   VISIBLEMILES — Combat Styles
   Projectiles, damage numbers
   
   Pixel art aesthetic: hard edges, no glows,
   no gradients, stepped animations.
   ============================================ */

/* ---------- Ranged Projectile ---------- */
/* Elongated laser bolt — 12×4 hard-edged rectangle rotated to travel direction.
   Color differentiates source (player blue, enemy red, guard gold).
   Keeps the existing pool system in combatEffects.js. */
.projectile {
  position: absolute;
  left: 0;
  top: 0;
  width: 12px;
  height: 4px;
  margin: -2px 0 0 -6px;
  background: var(--color, oklch(0.75 0.18 260));
  image-rendering: pixelated;
  pointer-events: none;
  z-index: 150;
  transform: translate3d(var(--pos-x, 0), var(--pos-y, 0), 0) rotate3d(0, 0, 1, var(--angle, 0rad));
  animation: projectile-fly 150ms linear forwards;
}

@keyframes projectile-fly {
  from {
    opacity: 1;
    transform: translate3d(var(--pos-x, 0), var(--pos-y, 0), 0) rotate3d(0, 0, 1, var(--angle, 0rad));
  }
  to {
    opacity: 0.3;
    transform: translate3d(calc(var(--pos-x, 0) + var(--dx, 0)), calc(var(--pos-y, 0) + var(--dy, 0)), 0) rotate3d(0, 0, 1, var(--angle, 0rad));
  }
}

/* ---------- Damage Numbers - GPU accelerated via transform ---------- */
.damage-number {
  position: absolute;
  left: 0;
  top: 0;
  font-family: var(--font-numbers);
  font-size: 1rem;
  font-weight: bold;
  color: var(--color-rarity-legendary);
  text-shadow: 2px 2px 2px var(--alpha-black-90);
  pointer-events: none;
  z-index: 200;
  transform: translate3d(var(--pos-x, 0), var(--pos-y, 0), 0);
  animation: damage-float 1s ease-out forwards;
}

.damage-number.crit {
  font-size: 1.4rem;
  color: var(--damage-crit);
}

.damage-number.player-damage {
  color: var(--danger);
}

.damage-number.heal-number {
  color: var(--success);
  font-size: 1.2rem;
}

.damage-number.burn-damage {
  color: var(--damage-burn);
  text-shadow: 2px 2px 4px var(--damage-burn-shadow), 0 0 8px var(--damage-burn-glow);
}

/* Vehicle collision damage - electric blue with impact feel */
.damage-number.vehicle-damage {
  color: var(--damage-vehicle);
  text-shadow: 2px 2px 4px var(--damage-vehicle-shadow), 0 0 12px var(--damage-vehicle-glow);
  font-size: 1.3rem;
  animation: damage-float-vehicle 0.8s ease-out forwards;
}

@keyframes damage-float-vehicle {
  0% { 
    opacity: 1; 
    transform: translate3d(var(--pos-x, 0), var(--pos-y, 0), 0) scale3d(1.4, 0.7, 1);
  }
  15% {
    transform: translate3d(var(--pos-x, 0), calc(var(--pos-y, 0) - 8px), 0) scale3d(0.9, 1.2, 1);
  }
  100% { 
    opacity: 0; 
    transform: translate3d(var(--pos-x, 0), calc(var(--pos-y, 0) - 50px), 0) scale3d(0.7, 0.7, 1);
  }
}

@keyframes damage-float {
  0% { opacity: 1; transform: translate3d(var(--pos-x, 0), var(--pos-y, 0), 0) scale3d(1, 1, 1); }
  100% { opacity: 0; transform: translate3d(var(--pos-x, 0), calc(var(--pos-y, 0) - 40px), 0) scale3d(0.8, 0.8, 1); }
}

/* ---------- AoE Effect ---------- */
.aoe-effect {
  contain: layout style paint;
  pointer-events: none;
}

@keyframes aoe-pulse {
  0% {
    opacity: 0.6;
    transform: translate3d(-50%, -50%, 0) scale3d(0.5, 0.5, 1);
  }
  100% {
    opacity: 0;
    transform: translate3d(-50%, -50%, 0) scale3d(1.2, 1.2, 1);
  }
}
