/* ============================================================
   COMBAT.CSS — Estilos e Animações da Tela de Batalha (Pixel Art)
   ============================================================ */

.battle-layout.pixel-mode {
  display: flex;
  flex-direction: column;
  gap: 16px;
  height: 100%;
}

.pixel-border {
  background: var(--bg-panel);
  box-shadow: var(--pixel-border);
  border: 2px solid var(--border-outer);
}

/* ── Arena ── */
.battle-arena-pixel {
  position: relative;
  height: 240px;
  background-size: auto 100%;
  background-repeat: repeat-x;
  background-position: 0% center;
  /* Não usar transition aqui para evitar delays indesejados quando as classes trocam */
}

/* ── Fundo Rolando (Caminhada) ── */
.bg-panning {
  animation: bg-pan-left 10s linear infinite;
}

@keyframes bg-pan-left {
  0% { background-position: 0% center; }
  100% { background-position: 100% center; }
}

.battle-arena-pixel {
  border: 4px solid var(--border-outer);
  box-shadow: inset 0 0 40px rgba(0,0,0,0.8);
  image-rendering: pixelated; /* Mantém a nitidez */
  display: flex;
  align-items: flex-end;
  justify-content: space-between;
  padding: 0 40px 20px 40px;
  overflow: hidden;
}

.sprite-container {
  position: absolute;
  display: flex;
  flex-direction: column;
  align-items: center;
  z-index: 10;
}

.sprite-container.player { transform: scaleX(1); }
.sprite-container.enemy { transform: scaleX(-1); } /* Inimigo vira pra esquerda se a sprite original for direita */

.pixel-sprite {
  height: 120px;
  width: auto;
  image-rendering: pixelated;
  filter: drop-shadow(0 4px 0 rgba(0,0,0,0.6));
  transition: filter 0.2s;
}

/* Barrinhas em cima da cabeça */
.sprite-hp-bar {
  width: 48px;
  height: 6px;
  background: #222;
  border: 1px solid #000;
  margin-bottom: 8px;
  transform: scaleX(1) !important; /* Corrige flip do inimigo */
}

.sprite-container.enemy .sprite-hp-bar {
  transform: scaleX(-1) !important; /* Desfaz o scaleX(-1) do pai */
}

.sprite-hp-fill {
  height: 100%;
  background: #e33;
  transition: width 0.2s linear;
}

/* ── Posições Base ── */
#combatant-player {
  left: 20%;
  bottom: 10%;
  transform: translateX(-50%);
}

#combatant-enemy {
  right: 20%;
  left: auto;
  bottom: 10%;
}

/* ── Animações de Combate ── */

/* Player atacando: avanço rápido e recuo suave */
@keyframes anim-attack {
  0%   { transform: translateX(-50%); }
  20%  { transform: translateX(calc(-50% + 80px)) translateY(-10px) rotate(5deg); filter: brightness(1.3) drop-shadow(0 20px 0 rgba(0,0,0,0.2)); }
  30%  { transform: translateX(calc(-50% + 80px)) translateY(-10px) rotate(5deg); filter: brightness(1.3); }
  100% { transform: translateX(-50%); }
}

/* Enemy atacando: avanço rápido e recuo suave */
@keyframes anim-attack-enemy {
  0%   { transform: scaleX(-1); }
  20%  { transform: scaleX(-1) translateX(80px) translateY(-10px) rotate(-5deg); filter: brightness(1.3) drop-shadow(0 20px 0 rgba(0,0,0,0.2)); }
  30%  { transform: scaleX(-1) translateX(80px) translateY(-10px) rotate(-5deg); filter: brightness(1.3); }
  100% { transform: scaleX(-1); }
}

/* Tomando hit: pisca branco/vermelho e recua um pouco */
@keyframes anim-hit {
  0%   { filter: brightness(2) sepia(1) hue-rotate(-50deg) saturate(5); transform: translateX(-15px); }
  50%  { transform: translateX(10px); }
  100% { filter: drop-shadow(0 4px 0 rgba(0,0,0,0.6)); transform: translateX(0); }
}

/* Tomando hit inimigo (recua pra direita) */
@keyframes anim-hit-enemy {
  0%   { filter: brightness(2) sepia(1) hue-rotate(-50deg) saturate(5); transform: scaleX(-1) translateX(-15px); }
  50%  { transform: scaleX(-1) translateX(10px); }
  100% { filter: drop-shadow(0 4px 0 rgba(0,0,0,0.6)); transform: scaleX(-1) translateX(0); }
}

/* Morrendo: cai/some */
@keyframes anim-death {
  0%   { filter: brightness(0); transform: translateY(0); opacity: 1; }
  100% { filter: brightness(0); transform: translateY(40px); opacity: 0; }
}

.anim-attack { animation: anim-attack 0.4s cubic-bezier(0.1, 0.9, 0.2, 1); z-index: 20; }
.anim-attack-enemy { animation: anim-attack-enemy 0.4s cubic-bezier(0.1, 0.9, 0.2, 1); z-index: 20; }
.anim-hit { animation: anim-hit 0.3s ease-in-out; }
.anim-hit-enemy { animation: anim-hit-enemy 0.3s ease-in-out; }
.anim-death { animation: anim-death 0.8s ease forwards; }

/* ── Animações de Entrada ── */
@keyframes enemy-slide-in {
  0% { right: -50vw; opacity: 0; }
  20% { opacity: 1; }
  100% { right: 20%; opacity: 1; }
}

.enemy-slide-in {
  animation: enemy-slide-in 1.5s cubic-bezier(0.2, 0.8, 0.2, 1) forwards; /* Frenagem suave */
}

@keyframes player-slide-in {
  from { left: -20vw; opacity: 0; }
  to { left: 20%; opacity: 1; }
}

.player-slide-in {
  animation: player-slide-in 1.2s ease-out forwards;
}

/* ── Efeitos de Dano (Hit & Shake) ── */
@keyframes screen-shake {
  0% { transform: translate(2px, 2px) rotate(0deg); }
  10% { transform: translate(-2px, -3px) rotate(-1deg); }
  20% { transform: translate(-4px, 0px) rotate(1deg); }
  30% { transform: translate(4px, 3px) rotate(0deg); }
  40% { transform: translate(2px, -2px) rotate(1deg); }
  50% { transform: translate(-2px, 3px) rotate(-1deg); }
  60% { transform: translate(-4px, 2px) rotate(0deg); }
  70% { transform: translate(4px, 2px) rotate(-1deg); }
  80% { transform: translate(-2px, -2px) rotate(1deg); }
  90% { transform: translate(2px, 3px) rotate(0deg); }
  100% { transform: translate(1px, -2px) rotate(-1deg); }
}

.screen-shake {
  animation: screen-shake 0.4s;
}

@keyframes hit-flash {
  0% { filter: brightness(1) contrast(1); }
  20% { filter: brightness(5) contrast(3) drop-shadow(0 0 15px white); }
  100% { filter: brightness(1) contrast(1); }
}

.hit-flash {
  animation: hit-flash 0.3s ease-out;
}

/* ── Estados do SVG Pixel Art ── */
.pixel-art-sprite {
  transform-origin: bottom center;
}

.pixel-art-sprite.state-idle {
  animation: svg-idle 1.5s ease-in-out infinite;
}

.pixel-art-sprite.state-walk {
  animation: svg-walk 0.5s linear infinite;
}

@keyframes svg-idle {
  0% { transform: translateY(0); }
  50% { transform: translateY(3px); }
  100% { transform: translateY(0); }
}

@keyframes svg-walk {
  0% { transform: translateY(0) rotate(0); }
  25% { transform: translateY(-6px) rotate(4deg); }
  50% { transform: translateY(0) rotate(0); }
  75% { transform: translateY(-6px) rotate(-4deg); }
  100% { transform: translateY(0) rotate(0); }
}

.enemy-sprite.pixel-art-sprite.state-idle {
  animation: svg-idle-enemy 1.5s ease-in-out infinite;
}
.enemy-sprite.pixel-art-sprite.state-walk {
  animation: svg-walk-enemy 0.5s linear infinite;
}

@keyframes svg-idle-enemy {
  0% { transform: scaleX(-1) translateY(0); }
  50% { transform: scaleX(-1) translateY(2px); }
  100% { transform: scaleX(-1) translateY(0); }
}
@keyframes svg-walk-enemy {
  0% { transform: scaleX(-1) translateY(0) rotate(0); }
  25% { transform: scaleX(-1) translateY(-3px) rotate(3deg); }
  50% { transform: scaleX(-1) translateY(0) rotate(0); }
  75% { transform: scaleX(-1) translateY(-3px) rotate(-3deg); }
  100% { transform: scaleX(-1) translateY(0) rotate(0); }
}

/* ── Damage Numbers (Pulo Balístico) ── */
.damage-number {
  position: absolute;
  color: #fff;
  font-weight: bold;
  font-size: 1.5rem;
  text-shadow: 2px 2px 0 #000, -1px -1px 0 #000, 1px -1px 0 #000, -1px 1px 0 #000, 1px 1px 0 #000;
  pointer-events: none;
  z-index: 100;
  animation: damage-jump 0.8s cubic-bezier(0.2, 0.8, 0.4, 1) forwards;
}

.damage-number.crit {
  color: #ff3333;
  font-size: 2.2rem;
  text-shadow: 2px 2px 0 #000, 0 0 10px #ff0000;
  animation: damage-jump-crit 1s cubic-bezier(0.2, 0.8, 0.4, 1) forwards;
}

.damage-number.heal {
  color: #33ff33;
  animation: damage-jump 1s cubic-bezier(0.2, 0.8, 0.4, 1) forwards;
}

@keyframes damage-jump {
  0% { transform: translateY(0) scale(0.5); opacity: 1; }
  20% { transform: translateY(-40px) scale(1.2); opacity: 1; }
  80% { transform: translateY(-30px) scale(1); opacity: 0.8; }
  100% { transform: translateY(-10px) scale(0.8); opacity: 0; }
}

@keyframes damage-jump-crit {
  0% { transform: translateY(0) scale(0.5); opacity: 1; }
  15% { transform: translateY(-50px) scale(1.5) rotate(-5deg); opacity: 1; }
  30% { transform: translateY(-45px) scale(1.2) rotate(5deg); opacity: 1; }
  80% { transform: translateY(-30px) scale(1) rotate(0deg); opacity: 0.8; }
  100% { transform: translateY(-10px) scale(0.8); opacity: 0; }
}

.damage-number.player { color: #f44336; }
.damage-number.enemy  { color: #ffffff; }
.damage-number.crit   { color: #ffeb3b; font-size: 2.4rem; animation: critFloatUp 1.5s ease-out forwards; }
.damage-number.heal   { color: #4caf50; }
.damage-number.miss   { color: #9e9e9e; font-size: 1.4rem; }

@keyframes floatUp {
  0%   { opacity: 0; transform: translateY(10px) scale(0.5); }
  20%  { opacity: 1; transform: translateY(-10px) scale(1.2); }
  40%  { opacity: 1; transform: translateY(-20px) scale(1); }
  100% { opacity: 0; transform: translateY(-60px) scale(0.8); }
}

@keyframes critFloatUp {
  0%   { opacity: 0; transform: translateY(20px) scale(0.5); filter: brightness(2); }
  20%  { opacity: 1; transform: translateY(-10px) scale(1.5) rotate(-5deg); filter: brightness(1.5); }
  40%  { opacity: 1; transform: translateY(-30px) scale(1.2) rotate(3deg); }
  100% { opacity: 0; transform: translateY(-80px) scale(0.8) rotate(0); }
}

/* ── HUD ── */
.battle-hud {
  display: flex;
  justify-content: space-between;
  align-items: center;
  padding: 12px;
  background: var(--bg-panel);
}

.hud-side {
  flex: 1;
  display: flex;
  flex-direction: column;
  gap: 4px;
}

.hud-side.right {
  text-align: right;
  align-items: flex-end;
}

.hud-name {
  font-size: 1.1rem;
  font-weight: 700;
  color: var(--text-header);
  letter-spacing: 0.05em;
}

.hud-vs {
  font-size: 1.4rem;
  font-weight: 800;
  color: var(--gold-dark);
  padding: 0 16px;
  text-shadow: 2px 2px 0 #000;
}

.hud-bar-wrap {
  width: 140px;
}

.hud-bar-label {
  display: flex;
  justify-content: space-between;
  font-size: 0.65rem;
  color: var(--text-primary);
  margin-bottom: 2px;
}

.hud-bar {
  height: 8px;
  background: var(--bg-cell-dark);
  border: 1px solid #000;
  box-shadow: inset 2px 2px 0 rgba(0,0,0,0.5);
}

.hud-bar-fill {
  height: 100%;
  transition: width 0.2s linear;
}

.hud-bar-fill.hp { background: #d32f2f; box-shadow: inset 0 -2px 0 rgba(0,0,0,0.2); }
.hud-bar-fill.mp { background: #1976d2; box-shadow: inset 0 -2px 0 rgba(0,0,0,0.2); }

/* ── Skills Monitor ── */
.skills-monitor {
  padding: 8px;
  display: flex;
  flex-wrap: wrap;
  gap: 8px;
  background: var(--bg-panel);
}

.skills-bar {
  display: flex;
  gap: 8px;
  width: 100%;
}

.skill-monitor-item {
  flex: 1;
  background: var(--bg-cell);
  border: 2px solid var(--border-inner);
  padding: 6px;
  text-align: center;
  position: relative;
  overflow: hidden;
}

.skill-monitor-name { font-size: 0.8rem; color: var(--text-primary); font-weight: 700; }
.skill-monitor-cost { font-size: 0.6rem; color: #64b5f6; }

.skill-cooldown-overlay {
  position: absolute;
  bottom: 0; left: 0; right: 0;
  background: rgba(0,0,0,0.6);
  transition: height 0.1s linear;
}

.skill-monitor-item.flash {
  animation: skill-flash 0.3s ease;
}

@keyframes skill-flash {
  0% { background: var(--gold); }
  100% { background: var(--bg-cell); }
}

/* ── Log ── */
.battle-log {
  flex: 1;
  padding: 8px;
  background: #0a0806;
  border: 2px solid var(--border-inner);
  overflow-y: hidden;
  display: flex;
  flex-direction: column;
  gap: 4px;
  font-size: 0.8rem;
  color: var(--text-muted);
}

.log-entry { animation: fadeIn 0.3s ease; }
.log-damage { color: #e57373; }
.log-crit { color: #ffd54f; font-weight: bold; }
.log-miss { color: #9e9e9e; font-style: italic; }
.log-skill { color: #64b5f6; }
.log-death { color: #f44336; font-weight: bold; text-transform: uppercase; }
.log-reward { color: #81c784; }
.log-level { color: #ce93d8; font-weight: bold; text-shadow: 0 0 5px rgba(206,147,216,0.5); }
