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