chore: save progress before layout changes
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@@ -25,6 +25,93 @@
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transition: filter 1s ease;
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}
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/* Combat Scene: Location Background with NPC Overlay */
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.combat-scene-container {
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position: relative;
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width: 100%;
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max-width: 800px;
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margin: 1rem auto;
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aspect-ratio: 10 / 7;
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overflow: hidden;
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clip-path: var(--game-clip-path);
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border: 2px solid rgba(255, 107, 107, 0.3);
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}
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.combat-location-bg {
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width: 100%;
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height: 100%;
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object-fit: cover;
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}
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.combat-location-placeholder {
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display: flex;
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align-items: center;
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justify-content: center;
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font-size: 4rem;
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background: linear-gradient(180deg, #1a1a2e 0%, #16213e 100%);
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}
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.combat-npc-overlay-container {
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position: absolute;
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bottom: 1rem;
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left: 1rem;
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width: 50%;
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height: 50%;
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display: flex;
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align-items: center;
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justify-content: center;
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}
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.combat-npc-overlay {
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max-width: 100%;
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max-height: 100%;
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object-fit: contain;
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filter: drop-shadow(0 4px 8px rgba(0, 0, 0, 0.8)) drop-shadow(0 2px 4px rgba(0, 0, 0, 0.6));
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transition: filter 0.3s, transform 0.3s;
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}
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.combat-npc-overlay.attacking {
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animation: lunge 0.3s;
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}
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.combat-npc-overlay-container.dead .combat-npc-overlay {
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filter: grayscale(100%) brightness(0.5) drop-shadow(0 4px 8px rgba(0, 0, 0, 0.8));
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}
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/* Enemy shake effect - opposite direction (enemy faces right, recoils right) */
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.combat-npc-overlay-container.shake-effect {
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animation: shake-right 0.5s cubic-bezier(.36, .07, .19, .97) both;
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}
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@keyframes shake-right {
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10%,
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90% {
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transform: translate3d(1px, 0, 0);
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}
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20%,
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80% {
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transform: translate3d(-2px, 0, 0);
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}
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30%,
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50%,
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70% {
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transform: translate3d(4px, 0, 0);
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}
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40%,
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60% {
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transform: translate3d(-4px, 0, 0);
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}
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}
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.combat-npc-placeholder {
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font-size: 4rem;
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filter: drop-shadow(0 4px 8px rgba(0, 0, 0, 0.8));
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}
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/* Enemy avatar now uses shared .location-image styles from Game.css */
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/* ... existing code ... */
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