# Visual Style Guide - Echoes of the Ash

This document defines the unified visual system for the application, ensuring a consistent, mature "videogame" aesthetic.

## 1. Core Design Philosophy
- **Aesthetic**: **Mature Post-Apocalyptic**. Think "High-Tech Scavenger".
    - **Dark & Gritty**: Deep blacks (`#0a0a0a`) mixed with industrial dark greys (`#1a1a20`).
    - **Sharp & Distinct**: Avoid overly rounded "Web 2.0" corners. Use chamfered corners (clip-path) or tight radii (2px-4px) for a militaristic/industrial feel.
    - **Glassmorphism**: Use semi-transparent backgrounds with blur (`backdrop-filter`) to keep the player connected to the world.
    - **Cinematic**: High contrast text, subtle glows on active elements, and distinct borders.
- **Interaction**: **Instant Feedback**. 
    - **Custom Tooltips**: **MANDATORY**. Do NOT use the HTML `title` attribute. All information must appear instantly in a custom game-styled tooltip anchor.
    - **Micro-animations**: Subtle pulses, border glows on hover.

## 2. CSS Variables (Design Tokens)
Defined in `:root`.

### Colors
```css
:root {
  /* Backgrounds */
  --game-bg-app: #050505;                 /* Deepest black */
  --game-bg-panel: rgba(18, 18, 24, 0.96); /* Almost solid panels */
  --game-bg-glass: rgba(10, 10, 15, 0.85); /* Overlays */
  --game-bg-slot: rgba(0, 0, 0, 0.5);      /* Item slots - darker than panels */
  --game-bg-slot-hover: rgba(255, 255, 255, 0.08); 

  /* Borders / Separators */
  --game-border-color: rgba(255, 255, 255, 0.12);
  --game-border-active: rgba(255, 255, 255, 0.4);
  --game-border-highlight: #ff6b6b; /* Red accent border */

  /* Corner Radius - Tighter for mature look */
  --game-radius-xs: 2px;
  --game-radius-sm: 4px;
  --game-radius-md: 6px; 

  /* Typography */
  --game-font-main: 'Saira Condensed', system-ui, sans-serif;
  --game-text-primary: #e0e0e0; /* Off-white is better for eyes than pure white */
  --game-text-secondary: #94a3b8; /* Cool grey */
  --game-text-highlight: #fbbf24; /* Amber/Gold */
  --game-text-danger: #ef4444;

  /* Semantic Colors (Desaturated/Industrial) */
  --game-color-primary: #e11d48;    /* Blood Red - Action/Health */
  --game-color-stamina: #d97706;    /* Amber - Stamina */
  --game-color-magic: #3b82f6;      /* Blue - Mana/Tech */
  --game-color-success: #10b981;    /* Emerald - Durability High */
  --game-color-warning: #f59e0b;    /* Amber - Warning */
  
  /* Rarity Colors */
  --rarity-common: #9ca3af;
  --rarity-uncommon: #ffffff;
  --rarity-rare: #34d399;
  --rarity-epic: #60a5fa;
  --rarity-legendary: #fbbf24;

  /* Effects */
  --game-shadow-panel: 0 8px 32px rgba(0, 0, 0, 0.8);
  --game-shadow-glow: 0 0 15px rgba(225, 29, 72, 0.3); /* Subtle red glow */
}
```

## 3. Tooltip System (CRITICAL)
**Goal**: Replicate a native game HUD tooltip. 
**Rule**: NEVER use `title="Description"`.

### The Component: `<GameTooltip />`
Every interactive element with info must be wrapped or associated with this component.
- **Behavior**: Appears instantly on hover (0ms delay). Follows cursor OR anchored to element.
- **Visuals**:
    - Background: Solid dark (`#0f0f12`) with high opacity (98%).
    - Border: Thin accent border (`1px solid --game-border-color`).
    - Shadow: Strong drop shadow to separate from UI.
    - Content: Supports HTML (rich text, stats, icons).

```tsx
// Usage Example
<GameTooltip content={<ItemStats item={sword} />}>
  <button className="game-slot">
    <img src="sword.png" />
  </button>
</GameTooltip>
```

## 4. Reusable Component Classes

### Panels & Containers
**`.game-panel`**
- **Look**: Industrial, solid.
- **CSS**:
  ```css
  background: var(--game-bg-panel);
  border: 1px solid var(--game-border-color);
  box-shadow: var(--game-shadow-panel);
  backdrop-filter: blur(8px);
  border-radius: var(--game-radius-sm);
  ```

### Buttons
**`.game-btn`**
- **Look**: Rectangular, tactile.
- **States**: 
    - Normal: Dark grey background, light border.
    - Hover: Glow effect, border brightens.
    - Active: Presses down (transform).
- **CSS**:
  ```css
  text-transform: uppercase;
  font-family: var(--game-font-main);
  letter-spacing: 0.5px;
  clip-path: polygon(10px 0, 100% 0, 100% calc(100% - 10px), calc(100% - 10px) 100%, 0 100%, 0 10px); /* Mecha-cut corners */
  /* OR simple tight radius */
  border-radius: 2px;
  ```

### Items & Slots
**`.game-slot`**
- **Background**: `var(--game-bg-slot)` (Darker than panel).
- **Border**: `1px solid var(--game-border-color)`.
- **Interaction**: On hover, background lightens slightly, border acts as highlight.

## 5. Implementation Plan

### Phase 1: Tooltip System (Priority)
1. Create `src/components/common/GameTooltip.tsx`.
2. Implement global tooltip context/store if needed for performance, or use a lightweight library like generic CSS hover + React portal.
3. **Audit**: Grep for `title=` in all files and replace with `<GameTooltip>`.

### Phase 2: Design Token Migration
1. Define all variables in [index.css](file:///opt/dockers/echoes_of_the_ashes/pwa/src/index.css).
2. Update `src/styles/components.css` (or new file) with utility classes.

### Phase 3: Component Reskinning
1. **InventoryModal**: Apply `.game-panel` and standard slots.
2. **PlayerSidebar**: Update bars and equipment slots.
3. **HUD/Sidebar**: Ensure borders are strict and consistent.

