/* State-Animations.css v1.0.5 by iDev Games */
/* CSS Animations for State.js - Game Development Focused */

/* ====================================
   CSS VARIABLES FOR CUSTOMIZATION
   ==================================== */

.state {
    --state-delay: 0s;
    --state-duration: 1s;
    --state-easing: ease-out;
    --state-direction: normal forwards;
}

/* ====================================
   CONDITIONAL TRIGGER STATES
   ==================================== */

/* Disabled state (applied when data-state-condition fails) */
.state-disabled {
    opacity: 0.5;
    cursor: not-allowed !important;
    pointer-events: none;
    filter: grayscale(0.6);
    transition: opacity 0.2s ease, filter 0.2s ease;
}

/* ====================================
   HEALTH STATE ANIMATIONS
   ==================================== */

/* Health Low - Pulse Red Warning */
.state-health-low,
[data-health="10"],
[data-health="20"],
[data-health="30"] {
    animation: pulse-red 1s var(--state-easing) infinite;
}

/* Health Critical - Intense Shake */
.state-health-critical,
[data-health="0"],
[data-health="5"] {
    animation: shake-critical 0.3s linear infinite;
}

/* Death Animation */
[data-health="0"] {
    animation: death 2s ease-out var(--state-direction);
}

/* Full Health Glow */
[data-health="100"] {
    animation: health-glow 2s ease-in-out infinite alternate;
}

/* Health Damage Flash */
.state-damage {
    animation: damage-flash 0.2s ease-out;
}

/* Health Heal Pulse */
.state-heal {
    animation: heal-pulse 0.5s ease-out;
}

@keyframes pulse-red {
    0%, 100% {
        filter: brightness(1);
        box-shadow: 0 0 0px rgba(255, 0, 0, 0);
    }
    50% {
        filter: brightness(1.3);
        box-shadow: 0 0 20px rgba(255, 0, 0, 0.8);
    }
}

@keyframes shake-critical {
    0%, 100% { transform: translateX(0); }
    10% { transform: translateX(-5px); }
    20% { transform: translateX(5px); }
    30% { transform: translateX(-5px); }
    40% { transform: translateX(5px); }
    50% { transform: translateX(-3px); }
    60% { transform: translateX(3px); }
    70% { transform: translateX(-3px); }
    80% { transform: translateX(3px); }
    90% { transform: translateX(-1px); }
}

@keyframes death {
    0% {
        opacity: 1;
        transform: scale(1) rotate(0deg);
        filter: grayscale(0);
    }
    50% {
        opacity: 0.5;
        transform: scale(1.1) rotate(5deg);
        filter: grayscale(0.5);
    }
    100% {
        opacity: 0;
        transform: scale(0.8) rotate(-10deg);
        filter: grayscale(1);
    }
}

@keyframes health-glow {
    0% { filter: drop-shadow(0 0 5px rgba(0, 255, 0, 0.5)); }
    100% { filter: drop-shadow(0 0 15px rgba(0, 255, 0, 0.9)); }
}

@keyframes damage-flash {
    0%, 100% { background-color: transparent; }
    50% { background-color: rgba(255, 0, 0, 0.5); }
}

@keyframes heal-pulse {
    0%, 100% { filter: brightness(1); }
    50% { filter: brightness(1.5) drop-shadow(0 0 10px rgba(0, 255, 0, 0.8)); }
}

/* ====================================
   SCORE & POINTS ANIMATIONS
   ==================================== */

/* Score Increase Pop */
.state-score-increase {
    animation: score-pop 0.3s cubic-bezier(0.68, -0.55, 0.265, 1.55);
}

/* Score Milestone Burst */
.state-score-milestone,
[data-score="100"],
[data-score="500"],
[data-score="1000"],
[data-score="5000"] {
    animation: score-burst 0.5s ease-out;
}

/* Combo Multiplier Flash */
.state-score-combo {
    animation: combo-flash 0.4s ease-out;
}

@keyframes score-pop {
    0% { transform: scale(1); }
    50% { transform: scale(1.3); }
    100% { transform: scale(1); }
}

@keyframes score-burst {
    0% {
        transform: scale(1) rotate(0deg);
        filter: brightness(1);
    }
    25% {
        transform: scale(1.2) rotate(5deg);
        filter: brightness(1.5) drop-shadow(0 0 15px gold);
    }
    50% {
        transform: scale(1.4) rotate(-5deg);
        filter: brightness(2);
    }
    100% {
        transform: scale(1) rotate(0deg);
        filter: brightness(1);
    }
}

@keyframes combo-flash {
    0%, 100% {
        transform: scale(1);
        color: inherit;
    }
    50% {
        transform: scale(1.5);
        color: gold;
        text-shadow: 0 0 10px gold;
    }
}

/* ====================================
   LEVEL STATE ANIMATIONS
   ==================================== */

/* Level Up Flash */
.state-level-up {
    animation: level-up-flash 1s ease-out;
}

/* Level Complete Celebration */
.state-level-complete {
    animation: level-complete 1.5s ease-out;
}

/* Level Start Fade */
.state-level-start {
    animation: level-start 0.8s ease-out;
}

@keyframes level-up-flash {
    0% {
        transform: scale(1);
        filter: brightness(1);
    }
    20% {
        transform: scale(1.3);
        filter: brightness(3) drop-shadow(0 0 30px white);
    }
    40% {
        transform: scale(1.1);
        filter: brightness(2);
    }
    60% {
        transform: scale(1.2);
        filter: brightness(2.5);
    }
    100% {
        transform: scale(1);
        filter: brightness(1);
    }
}

@keyframes level-complete {
    0% { transform: translateY(0) scale(1); opacity: 1; }
    50% { transform: translateY(-30px) scale(1.2); opacity: 1; }
    100% { transform: translateY(-50px) scale(0.8); opacity: 0; }
}

@keyframes level-start {
    0% { opacity: 0; transform: scale(0.5); }
    100% { opacity: 1; transform: scale(1); }
}

/* ====================================
   POWER-UP STATE ANIMATIONS
   ==================================== */

/* Powered State Glow */
.state-powered,
.state-powered-up {
    animation: power-glow 1s ease-in-out infinite alternate;
}

/* Invincible Shimmer */
.state-invincible {
    animation: invincible-shimmer 0.5s linear infinite;
}

/* Shield Active */
.state-shielded {
    animation: shield-pulse 1.5s ease-in-out infinite;
}

/* Stunned Dizzy */
.state-stunned {
    animation: stunned-dizzy 0.3s linear infinite;
}

@keyframes power-glow {
    0% {
        filter: drop-shadow(0 0 5px gold) brightness(1.2);
    }
    100% {
        filter: drop-shadow(0 0 20px gold) brightness(1.5);
    }
}

@keyframes invincible-shimmer {
    0% { opacity: 1; }
    50% { opacity: 0.7; }
    100% { opacity: 1; }
}

@keyframes shield-pulse {
    0%, 100% {
        filter: drop-shadow(0 0 10px rgba(0, 150, 255, 0.8));
    }
    50% {
        filter: drop-shadow(0 0 25px rgba(0, 150, 255, 1));
    }
}

@keyframes stunned-dizzy {
    0% { transform: rotate(-5deg); }
    25% { transform: rotate(5deg); }
    50% { transform: rotate(-5deg); }
    75% { transform: rotate(5deg); }
    100% { transform: rotate(-5deg); }
}

/* ====================================
   RESOURCE STATE ANIMATIONS
   ==================================== */

/* Charging Animation */
.state-charging {
    animation: charging-glow 2s ease-in;
}

/* Depleting Animation */
.state-depleting {
    animation: depleting-fade 1s ease-out forwards;
}

/* Pulsing Resource */
.state-pulsing {
    animation: resource-pulse 1s ease-in-out infinite;
}

/* Glowing Resource */
.state-glowing {
    animation: resource-glow 1.5s ease-in-out infinite alternate;
}

@keyframes charging-glow {
    0% {
        filter: brightness(1);
        box-shadow: 0 0 0px rgba(100, 200, 255, 0);
    }
    100% {
        filter: brightness(1.5);
        box-shadow: 0 0 30px rgba(100, 200, 255, 1);
    }
}

@keyframes depleting-fade {
    0% { opacity: 1; }
    100% { opacity: 0.2; }
}

@keyframes resource-pulse {
    0%, 100% { transform: scale(1); }
    50% { transform: scale(1.1); }
}

@keyframes resource-glow {
    0% { filter: brightness(1); }
    100% { filter: brightness(1.4) drop-shadow(0 0 10px currentColor); }
}

/* ====================================
   STATUS EFFECT ANIMATIONS
   ==================================== */

/* Poisoned Effect */
.state-poisoned {
    animation: poisoned-pulse 1s ease-in-out infinite;
}

/* Frozen Effect */
.state-frozen {
    animation: frozen-shake 2s ease-in-out infinite;
}

/* Burning Effect */
.state-burning {
    animation: burning-flicker 0.3s linear infinite;
}

/* Healing Effect */
.state-healing {
    animation: healing-sparkle 1s ease-out infinite;
}

/* Cursed Effect */
.state-cursed {
    animation: cursed-darken 1.5s ease-in-out infinite alternate;
}

/* Blessed Effect */
.state-blessed {
    animation: blessed-glow 2s ease-in-out infinite;
}

@keyframes poisoned-pulse {
    0%, 100% {
        filter: hue-rotate(0deg) brightness(1);
    }
    50% {
        filter: hue-rotate(90deg) brightness(0.8);
    }
}

@keyframes frozen-shake {
    0%, 100% {
        filter: brightness(1.5) hue-rotate(180deg);
        transform: translateX(0);
    }
    2%, 98% { transform: translateX(-1px); }
    4%, 96% { transform: translateX(1px); }
}

@keyframes burning-flicker {
    0%, 100% {
        filter: brightness(1.2) hue-rotate(-30deg);
    }
    50% {
        filter: brightness(1.5) hue-rotate(-30deg);
    }
}

@keyframes healing-sparkle {
    0%, 100% {
        filter: brightness(1) drop-shadow(0 0 0px rgba(0, 255, 100, 0));
    }
    50% {
        filter: brightness(1.3) drop-shadow(0 0 15px rgba(0, 255, 100, 0.8));
    }
}

@keyframes cursed-darken {
    0% {
        filter: brightness(0.7) contrast(1.2);
    }
    100% {
        filter: brightness(0.5) contrast(1.5);
    }
}

@keyframes blessed-glow {
    0%, 100% {
        filter: brightness(1.2) drop-shadow(0 0 5px rgba(255, 215, 0, 0.5));
    }
    50% {
        filter: brightness(1.5) drop-shadow(0 0 20px rgba(255, 215, 0, 0.9));
    }
}

/* ====================================
   UI FEEDBACK ANIMATIONS
   ==================================== */

/* Notification Slide */
.state-notification {
    animation: notification-slide 0.3s ease-out;
}

/* Warning Shake */
.state-warning {
    animation: warning-shake 0.5s ease-out;
}

/* Success Checkmark */
.state-success {
    animation: success-bounce 0.6s cubic-bezier(0.68, -0.55, 0.265, 1.55);
}

/* Error Shake */
.state-error {
    animation: error-shake 0.4s ease-out;
}

/* Loading Spin */
.state-loading {
    animation: loading-spin 1s linear infinite;
}

@keyframes notification-slide {
    0% { transform: translateY(-20px); opacity: 0; }
    100% { transform: translateY(0); opacity: 1; }
}

@keyframes warning-shake {
    0%, 100% { transform: translateX(0); }
    10%, 30%, 50%, 70%, 90% { transform: translateX(-5px); }
    20%, 40%, 60%, 80% { transform: translateX(5px); }
}

@keyframes success-bounce {
    0% { transform: scale(0); }
    50% { transform: scale(1.2); }
    100% { transform: scale(1); }
}

@keyframes error-shake {
    0%, 100% { transform: translateX(0); }
    10%, 30%, 50%, 70%, 90% { transform: translateX(-8px); }
    20%, 40%, 60%, 80% { transform: translateX(8px); }
}

@keyframes loading-spin {
    0% { transform: rotate(0deg); }
    100% { transform: rotate(360deg); }
}

/* ====================================
   VISIBILITY ANIMATIONS
   ==================================== */

/* Fade In When State Becomes Visible */
.state-fade-in {
    opacity: 0;
}

.state-fade-in.state-visible {
    animation: fade-in var(--state-duration) var(--state-easing) var(--state-direction);
    animation-delay: var(--state-delay);
}

/* Slide Up When Visible */
.state-slide-up {
    opacity: 0;
    transform: translateY(50px);
}

.state-slide-up.state-visible {
    animation: slide-up var(--state-duration) var(--state-easing) var(--state-direction);
    animation-delay: var(--state-delay);
}

/* Scale In When Visible */
.state-scale-in {
    opacity: 0;
    transform: scale(0.5);
}

.state-scale-in.state-visible {
    animation: scale-in var(--state-duration) var(--state-easing) var(--state-direction);
    animation-delay: var(--state-delay);
}

@keyframes fade-in {
    0% { opacity: 0; }
    100% { opacity: 1; }
}

@keyframes slide-up {
    0% {
        opacity: 0;
        transform: translateY(50px);
    }
    100% {
        opacity: 1;
        transform: translateY(0);
    }
}

@keyframes scale-in {
    0% {
        opacity: 0;
        transform: scale(0.5);
    }
    100% {
        opacity: 1;
        transform: scale(1);
    }
}

/* ====================================
   TOGGLE STATE CLASSES
   ==================================== */

/* Active State */
.state-active {
    filter: brightness(1.2);
    transform: scale(1.05);
    transition: all 0.2s ease-out;
}

/* Locked State */
.state-locked {
    filter: grayscale(1) brightness(0.6);
    cursor: not-allowed;
    transition: all 0.3s ease-out;
}

/* Complete State */
.state-complete {
    animation: complete-check 0.5s ease-out forwards;
}

/* Disabled State */
.state-disabled {
    opacity: 0.5;
    filter: grayscale(0.8);
    pointer-events: none;
}

/* Hidden State */
.state-hidden {
    opacity: 0;
    pointer-events: none;
}

@keyframes complete-check {
    0% {
        transform: scale(1);
        filter: brightness(1);
    }
    50% {
        transform: scale(1.1);
        filter: brightness(1.3) drop-shadow(0 0 10px green);
    }
    100% {
        transform: scale(1);
        filter: brightness(1);
    }
}

/* ====================================
   COMBINED STATE ANIMATIONS
   ==================================== */

/* Low Health + Powered State */
.state-health-low.state-powered {
    animation: pulse-red 1s ease-out infinite, power-glow 1s ease-in-out infinite alternate;
}

/* Critical Health + Stunned */
.state-health-critical.state-stunned {
    animation: shake-critical 0.3s linear infinite, stunned-dizzy 0.3s linear infinite;
}
