Playtest #4 fixes: tile picking, knocked-down state, element gauges, draft timer, live stats, shop items, drones, 赫默, 炎佑, UI flash
- #1 picking by the tile under the pointer (prep, battle, pen, equipment drops); the dragged model stays under the pointer (mouse and touch); pixel probe removed; phone ghost-click on the underframe fixed - #2 two-tap confirm on 机变 cards (like the shop) - #3 a 同盟 room with one human is untimed like 独立模拟 (no countdown outside battles) - #4 strategy draft: one synced countdown, 30 s per human turn, timeout takes the highlighted band - #5 special 维式重锤 (4) and 突变细胞 no longer sold; item card shows where they come from - #6 operator skill-mode sounds no longer play on normal attacks (纯烬艾雅法拉 and 55 others) - #7 detail card shows live battle stats and the prep-time battle-start stats (g.unitStats) - #8 official element gauges on units; burst cooldown (阻回) per PRTS - #9 knocked-down operators stay on their tile with a redeploy countdown ring - #10 drone behaviour per PRTS (暴鸰, 先兆者 shells, 黑云, 萨科塔之眼) - #11 赫默's drone only from her skill; placeable summons limited to talent tokens - #12 炎佑 stays where it is with no enemies; 祛恶之焰 as a continuous channel - #13 the occasional giant bond icon (loading texture scaled ×46) fixed - docs (DESIGN §18), recordings, data and tests updated (2467 unit tests, all browser suites green)
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@@ -37,6 +37,11 @@ input, textarea, select { -webkit-user-select: text; user-select: text; }
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/* the selected unit's underframe (ui/underframe.js) is placed at the tile's CLIENT px (view.tileScreen) inside the HUD
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layer: step back over the HUD's safe-area offset so it stays on its unit on a notched phone */
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.gm__hud > .uframe { margin-left: calc(-1 * var(--sa-l)); margin-top: calc(-1 * var(--sa-t)); }
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/* the shop bar keeps its place at the bottom edge (it may reach into the home-indicator strip): raised by the bottom
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inset it covered ~3/4 of the bench pads 2–9 on a notched phone (844×390 with the iPhone insets: 23 % of those tiles
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left free, 71 % now — as without insets), and a bench piece is pressed / dropped on by its tile (user playtest #4
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item 1). Its right edge stays inside the inset (the notch / rounded corner). */
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.gm__hud > .shopbar { bottom: calc(.2rem - var(--sa-b)); }
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.gm > .spov { left: calc(2.8rem + var(--sa-l)); right: var(--sa-r); }
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/* every other screen is laid out inside the safe area (the app backdrop fills the notch strip) */
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.screen:not(.gm) { top: var(--sa-t); right: var(--sa-r); bottom: var(--sa-b); left: var(--sa-l); }
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