Files
OpenFrontIO/src/client/graphics/layers/ImmunityTimer.ts
T
FloPinguin 0c7da790f1 Improve Ingame UI (#3212)
## Description:

- **Dynamic sidebar offset for top bars** - GameLeftSidebar,
GameRightSidebar, and PlayerInfoOverlay now shift down when SpawnTimer
and/or ImmunityTimer bars are visible (7px per bar). Implemented via
events.
- **Fixed text overflow** in HeadsUpMessage.ts (Random spawn message is
long)
- **Fixed inconsistent text sizing** in EventsDisplay 
- **Alliance icon horizontal** in PlayerInfoOverlay so the size of the
overlay doesn't change if there is an alliance
- **Nation relation coloring** - Nation player names are now colored
based on their relation
- **Background & Blur Unification**
- **Border Radius & Page Edge Gap Standardization**
- **EventsDisplay collapsed button:** Fixed badge hidden / inline-block
CSS conflict (conditional rendering), added gap-2 between text and badge
- **Right panel spacing:** Changed right container from sm:w-1/2 to
sm:flex-1 to fill remaining space
- **Leaderboard**: Rounded grid corners (rounded-lg overflow-hidden),
removed last-row border, added `willUpdate` for auto-refresh on
hide/show click, plus button styled to match toggle buttons
- Other little CSS fixes (margins etc)

Showcase:
(Note the red mexico name on betrayal)


https://github.com/user-attachments/assets/f0ed91de-3a07-4564-a209-3d7723edee55

Two progress bars at the top, mobile UI not cut off:


https://github.com/user-attachments/assets/83f1fd64-ceab-4a74-8d16-6e1eeea1709d

HeadsUpMessage text overflow fixed, SpawnTimer does not cut off the
PlayerInfoOverlay:

<img width="516" height="929" alt="Screenshot 2026-02-14 214410"
src="https://github.com/user-attachments/assets/74f0edea-8c01-4394-a3d0-a3245922e0da"
/>

Previous:

<img width="306" height="118" alt="Screenshot 2026-02-14 213705"
src="https://github.com/user-attachments/assets/a7c7e8f3-f0e8-4213-8a8f-4f3677e9fc98"
/>

Smaller event panel text:

<img width="594" height="975" alt="Screenshot 2026-02-14 215738"
src="https://github.com/user-attachments/assets/33e80570-9260-40b0-b810-c71eda4861fc"
/>

## Please complete the following:

- [X] I have added screenshots for all UI updates
- [X] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [X] I have added relevant tests to the test directory
- [X] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced

## Please put your Discord username so you can be contacted if a bug or
regression is found:

FloPinguin
2026-02-14 19:48:43 -08:00

112 lines
2.8 KiB
TypeScript

import { LitElement, html } from "lit";
import { customElement } from "lit/decorators.js";
import { EventBus, GameEvent } from "../../../core/EventBus";
import { GameMode } from "../../../core/game/Game";
import { GameView } from "../../../core/game/GameView";
import { Layer } from "./Layer";
export class ImmunityBarVisibleEvent implements GameEvent {
constructor(public readonly visible: boolean) {}
}
@customElement("immunity-timer")
export class ImmunityTimer extends LitElement implements Layer {
public game: GameView;
public eventBus: EventBus;
private isVisible = false;
private _barVisible = false;
private isActive = false;
private progressRatio = 0;
createRenderRoot() {
this.style.position = "fixed";
this.style.top = "0";
this.style.left = "0";
this.style.width = "100%";
this.style.height = "7px";
this.style.zIndex = "1000";
this.style.pointerEvents = "none";
return this;
}
init() {
this.isVisible = true;
}
tick() {
if (!this.game || !this.isVisible) {
return;
}
const showTeamOwnershipBar =
this.game.config().gameConfig().gameMode === GameMode.Team &&
!this.game.inSpawnPhase();
this.style.top = showTeamOwnershipBar ? "7px" : "0px";
const immunityDuration = this.game.config().spawnImmunityDuration();
const spawnPhaseTurns = this.game.config().numSpawnPhaseTurns();
if (
!this.game.config().hasExtendedSpawnImmunity() ||
this.game.inSpawnPhase()
) {
this.setInactive();
} else {
const immunityEnd = spawnPhaseTurns + immunityDuration;
const ticks = this.game.ticks();
if (ticks >= immunityEnd || ticks < spawnPhaseTurns) {
this.setInactive();
} else {
const elapsedTicks = Math.max(0, ticks - spawnPhaseTurns);
this.progressRatio = Math.min(
1,
Math.max(0, elapsedTicks / immunityDuration),
);
this.isActive = true;
this.requestUpdate();
}
}
this.emitBarVisibility();
}
private setInactive() {
if (this.isActive) {
this.isActive = false;
this.requestUpdate();
}
}
private emitBarVisibility() {
const nowVisible = this.isVisible && this.isActive;
if (nowVisible !== this._barVisible) {
this._barVisible = nowVisible;
this.eventBus?.emit(new ImmunityBarVisibleEvent(this._barVisible));
}
}
shouldTransform(): boolean {
return false;
}
render() {
if (!this.isVisible || !this.isActive) {
return html``;
}
const widthPercent = this.progressRatio * 100;
return html`
<div class="w-full h-full flex z-999">
<div
class="h-full transition-all duration-100 ease-in-out"
style="width: ${widthPercent}%; background-color: rgba(255, 165, 0, 0.9);"
></div>
</div>
`;
}
}