diff --git a/docs/plans/2026-03-20-header-meter-design.md b/docs/plans/2026-03-20-header-meter-design.md new file mode 100644 index 0000000..e53f064 --- /dev/null +++ b/docs/plans/2026-03-20-header-meter-design.md @@ -0,0 +1,83 @@ +# Header Text Player Meter — Design + +## Summary + +Add a gradient fill meter to the "ROOM CODE:" header text that visually represents lobby fill (playerCount / maxPlayers). The fill sweeps left-to-right from the configured header color (pink) to white. A pulse/glow fires when the lobby is full. + +Also: revert the player list checkbox to unchecked by default. + +## Requirements + +- Smooth CSS gradient across the header text, not per-character or per-word. +- Fill percentage = `playerCount / maxPlayers`, clamped to `[0, 1]`. +- 0 players → 100% pink. All players → 100% white. +- Gradient edge animates smoothly (~400ms ease) when player count changes. +- Brief pulse/glow animation when fill reaches 100%. +- Existing header settings (text, color, size, offset) continue to work. The configured header color becomes the "unfilled" color; white is always the "filled" color. +- Player list disabled by default. + +## Approach + +CSS `background-clip: text` with a dynamic `linear-gradient`. + +### CSS Changes (`optimized-controls.html`) + +Replace the static `#header` color with gradient-compatible styles: + +```css +#header { + /* existing position, font, letter-spacing, opacity, transition stay */ + -webkit-background-clip: text; + background-clip: text; + -webkit-text-fill-color: transparent; + /* drop-shadow replaces text-shadow (incompatible with transparent text) */ + filter: drop-shadow(3px 3px 8px rgba(0, 0, 0, 0.8)); + text-shadow: none; +} +``` + +New keyframes for the full-lobby pulse: + +```css +@keyframes meter-full-pulse { + 0% { filter: drop-shadow(3px 3px 8px rgba(0,0,0,0.8)); transform: scale(1) translateY(var(--header-offset)); } + 50% { filter: drop-shadow(0 0 20px rgba(255,255,255,0.6)) drop-shadow(3px 3px 8px rgba(0,0,0,0.8)); transform: scale(1.05) translateY(var(--header-offset)); } + 100% { filter: drop-shadow(3px 3px 8px rgba(0,0,0,0.8)); transform: scale(1) translateY(var(--header-offset)); } +} + +#header.meter-full-pulse { + animation: meter-full-pulse 0.6s ease-out; +} +``` + +### JS Changes (`js/room-code-display.js`) + +1. **Track meter state** — new private fields: `#meterFill` (current 0–1), `#meterTarget` (target 0–1), `#meterRafId`. +2. **`#applySettings()`** — replace `header.style.color = headerColor` with `header.style.background = linear-gradient(...)` using current `#meterFill` and the configured header color. +3. **`update(ctx)`** — compute new target from `ctx.playerCount / ctx.maxPlayers`. If different from current target, call `#animateMeterTo(newTarget)`. +4. **`#animateMeterTo(target)`** — `requestAnimationFrame` loop that interpolates `#meterFill` toward target over ~400ms with ease-out. Each frame calls `#applyMeterGradient()`. +5. **`#applyMeterGradient()`** — sets `header.style.background` to `linear-gradient(to right, #fff 0%, #fff ${pct}%, ${headerColor} ${pct}%, ${headerColor} 100%)` plus re-applies `background-clip` properties. +6. **`#triggerFullPulse()`** — adds `meter-full-pulse` class, removes after `animationend` event. +7. **`deactivate()`** — cancels RAF, resets `#meterFill` to 0. + +### HTML Change (`optimized-controls.html`) + +Remove `checked` from ``. + +## Data Flow + +``` +WebSocket event (lobby.player-joined / player-count-updated) + → OverlayManager updates context.playerCount + → OverlayManager calls RoomCodeDisplay.update(ctx) + → RoomCodeDisplay computes target = playerCount / maxPlayers + → #animateMeterTo(target) runs RAF interpolation + → When target reaches 1.0, #triggerFullPulse() fires +``` + +## Edge Cases + +- `maxPlayers` is 0 or missing → fill stays at 0%. +- `playerCount > maxPlayers` → clamp to 100%. +- Rapid successive joins → each new target interrupts the current animation, smoothly redirecting. +- Lobby reset (new game) → `deactivate()` resets fill to 0; next `activate()` starts fresh.