5.8 KiB
5.8 KiB
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) 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.
- Dark & Gritty: Deep blacks (
- Interaction: Instant Feedback.
- Custom Tooltips: MANDATORY. Do NOT use the HTML
titleattribute. All information must appear instantly in a custom game-styled tooltip anchor. - Micro-animations: Subtle pulses, border glows on hover.
- Custom Tooltips: MANDATORY. Do NOT use the HTML
2. CSS Variables (Design Tokens)
Defined in :root.
Colors
: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).
- Background: Solid dark (
// Usage Example
<GameTooltip content={<ItemStats item={sword} />}>
<button className="game-slot">
<img src="sword.png" />
</button>
</GameTooltip>
## 4. Reusable Components
Use these React components located in `pwa/src/components/common/` to ensure visual consistency.
### Buttons: `<GameButton />`
**Look**: Rectangular, tactile, with optional mecha-cut corners.
- **Variants**: `primary`, `secondary`, `success`, `danger`, `info`, `warning`.
- **Sizes**: `sm`, `md`, `lg`.
- **States**: Auto-handles hover glows and active transforms.
```tsx
<GameButton variant="success" size="md" onClick={handleSave}>
Save Game
</GameButton>
Tooltips: <GameTooltip />
Rule: NEVER use the HTML title attribute.
- Behavior: Appears instantly (0ms), follows cursor. Rendering via React Portal avoids z-index clipping.
- Usage: Wrap any interactive element.
<GameTooltip content="Drains 10 Stamina">
<button className="ability-slot">Dash</button>
</GameTooltip>
Item Content: <ItemTooltipContent />
Specialized sub-component for rich item data (stats, weight, durability bars).
- Props:
item,showValue(for trading),showDurability.
<GameTooltip content={<ItemTooltipContent item={sword} />}>
<div className="inventory-slot">...</div>
</GameTooltip>
Progress Bars: <GameProgressBar />
For health, stamina, XP, weight, and volume.
- Types:
health,stamina,xp,weight,volume,durability. - Modes: Supports
showText, customlabel, and alignment. - Logic: Auto-colors (e.g., weight turns red as it nears capacity).
<GameProgressBar
value={80}
max={100}
type="health"
showText
label="Health"
/>
Dropdowns: <GameDropdown />
Contextual menus that render outside the DOM hierarchy.
- Features: Auto-positioning (flips up if near bottom), click-outside to close.
<GameDropdown isOpen={menuOpen} onClose={() => setMenuOpen(false)}>
<div className="menu-item">Inspect</div>
<div className="menu-item">Discard</div>
</GameDropdown>
Notifications: <NotificationContainer />
Global toast system. Used via useNotification hook.
- Types:
success,error,info,warning. - Visuals: Slide-in/out animations, industrial styling.
5. UI Layout Patterns
Panels & Containers (.game-panel)
Use this class for modals and sidebars.
- Visuals: 96% opacity dark panels, 8px blur, 1px subtle border.
Grid Slots (.game-slot)
Consistent 1:1 ratio slots for items or abilities. Darker background than panels to create depth.
Updated: Feb 16, 2026