/* ==========================================================================
   game.css — Holes, Sprites, Mushroom Caps, Combo Overlays
   Mushroom Grove — Enchanted Forest Whack-a-Mole
   ========================================================================== */

/* =========================================================================
   HOLE — Single cell in the 3x3 grid
   ========================================================================= */

.hole {
  position: relative;
  width: var(--hole-size);
  height: var(--hole-size);
  cursor: pointer;
  touch-action: manipulation;
  -webkit-tap-highlight-color: transparent;
  /* Center within grid cell */
  justify-self: center;
  align-self: center;
}


/* =========================================================================
   MUSHROOM CAP — Sits on top, covering the sprite emergence point
   ========================================================================= */

.hole__mushroom {
  position: absolute;
  bottom: 0;
  left: 50%;
  transform: translateX(-50%);
  width: 110%;
  z-index: var(--z-mushroom-cap);
  pointer-events: none;
  display: flex;
  align-items: flex-end;
  justify-content: center;
}

.hole__mushroom-img {
  width: 100%;
  height: auto;
  display: block;
  position: relative;
  filter: drop-shadow(0 2px 6px rgba(0, 0, 0, 0.5));
}

/* ---- Mushroom CSS Fallback ----
   Renders when the mushroom image fails to load.
   Creates a stylized mushroom cap using pure CSS.
   The fallback is always present behind the image. */

.hole__mushroom::before {
  content: '';
  position: absolute;
  bottom: -2px;
  left: 50%;
  transform: translateX(-50%);
  width: 105%;
  height: 50%;
  background:
    radial-gradient(circle at 30% 40%, rgba(255, 230, 200, 0.6) 0%, transparent 25%),
    radial-gradient(circle at 65% 35%, rgba(255, 230, 200, 0.5) 0%, transparent 20%),
    radial-gradient(circle at 50% 60%, rgba(255, 230, 200, 0.4) 0%, transparent 15%),
    linear-gradient(
      180deg,
      #c0392b 0%,
      #e74c3c 30%,
      #a93226 70%,
      #7b241c 100%
    );
  border-radius: 50% 50% 10% 10%;
  box-shadow:
    0 4px 8px rgba(0, 0, 0, 0.4),
    inset 0 -3px 6px rgba(0, 0, 0, 0.2),
    inset 0 2px 4px rgba(255, 255, 255, 0.1);
  z-index: -1;
}

/* Mushroom stem (part of fallback) */
.hole__mushroom::after {
  content: '';
  position: absolute;
  bottom: -8px;
  left: 50%;
  transform: translateX(-50%);
  width: 40%;
  height: 30%;
  background: linear-gradient(
    180deg,
    #f5e6c8 0%,
    #e8d5b0 50%,
    #d4c49a 100%
  );
  border-radius: 4px 4px 8px 8px;
  z-index: -2;
  box-shadow: inset -2px 0 4px rgba(0, 0, 0, 0.1);
}

/* Hide CSS fallback when image loads successfully */
.hole__mushroom:has(.hole__mushroom-img:not([style*="display: none"]):not([style*="display:none"]))::before,
.hole__mushroom:has(.hole__mushroom-img:not([style*="display: none"]):not([style*="display:none"]))::after {
  display: none;
}


/* =========================================================================
   SPRITE CONTAINER — Clips the sprite below the mushroom cap
   ========================================================================= */

.hole__sprite-container {
  position: absolute;
  bottom: 15%;
  left: 50%;
  transform: translateX(-50%);
  width: 65%;
  height: 75%;
  overflow: hidden;
  z-index: var(--z-sprites);
}


/* =========================================================================
   SPRITE — The tappable entity that pops up and retreats
   ========================================================================= */

.sprite {
  position: absolute;
  bottom: 0;
  left: 0;
  width: 100%;
  height: 100%;
  display: flex;
  align-items: flex-end;
  justify-content: center;
  transform: translateY(100%);
  will-change: transform, opacity;
  cursor: pointer;
  touch-action: manipulation;
  -webkit-tap-highlight-color: transparent;
}

.sprite__img {
  width: 90%;
  height: auto;
  max-height: 100%;
  object-fit: contain;
  display: block;
  pointer-events: none;
  filter: drop-shadow(0 2px 4px rgba(0, 0, 0, 0.4));
}


/* ---- Sprite Pop Up — Active state ---- */
.sprite--active {
  animation: spritePopUp var(--timing-sprite-pop) var(--ease-pop) forwards;
}

/* ---- Sprite Hit — Whacked! ---- */
.sprite--hit {
  animation: spriteHit var(--timing-hit) var(--ease-smooth) forwards;
}

/* ---- Sprite Miss / Retreat — Expired without being tapped ---- */
.sprite--miss {
  animation: spriteRetreat var(--timing-sprite-retreat) var(--ease-retreat) forwards;
}


/* =========================================================================
   SPRITE TYPES — Visual differentiation by type
   ========================================================================= */

/* ---- Normal Sprite — Purple tint glow ---- */
.sprite[data-type="normal"] {
  filter: drop-shadow(0 0 6px var(--glow-purple-soft));
}

/* ---- Golden Sprite — Gold glow + sparkle effect ---- */
.sprite[data-type="golden"] {
  filter: drop-shadow(0 0 10px var(--glow-gold)) drop-shadow(0 0 20px var(--glow-gold-soft));
}

.sprite[data-type="golden"]::after {
  content: '';
  position: absolute;
  top: 10%;
  right: 5%;
  width: 12px;
  height: 12px;
  background: radial-gradient(circle, var(--color-gold-400) 0%, transparent 70%);
  border-radius: var(--radius-circle);
  animation: sparkle 1200ms ease-in-out infinite;
  pointer-events: none;
}

/* ---- Bomb Sprite — Red/dark glow + wobble ---- */
.sprite[data-type="bomb"] {
  filter: drop-shadow(0 0 8px var(--glow-red)) drop-shadow(0 0 16px var(--glow-red-soft));
}

.sprite[data-type="bomb"].sprite--active {
  animation:
    spritePopUp var(--timing-sprite-pop) var(--ease-pop) forwards,
    wobble 600ms ease-in-out 300ms infinite;
}


/* =========================================================================
   CSS FALLBACK SPRITES — When images are not loaded
   ========================================================================= */

/*
 * These fallbacks render inside .sprite when .sprite__img fails or is absent.
 * They use the ::before pseudo-element on .sprite to draw a simple character.
 */

/* Base fallback — circular body */
.sprite::before {
  content: '';
  position: absolute;
  bottom: 5%;
  left: 50%;
  transform: translateX(-50%);
  width: 70%;
  aspect-ratio: 1;
  border-radius: var(--radius-circle);
  pointer-events: none;
  z-index: -1;
  opacity: 0; /* Hidden when image is present */
  transition: opacity 100ms;
}

/* Show CSS fallback when image fails to load (JS adds .sprite--no-img) */
.sprite--no-img::before,
.sprite:not(:has(.sprite__img))::before {
  opacity: 1;
}

/* Normal sprite fallback — Purple orb with eyes */
.sprite[data-type="normal"]::before {
  background:
    radial-gradient(circle at 35% 35%, rgba(255, 255, 255, 0.9) 5%, transparent 7%),
    radial-gradient(circle at 65% 35%, rgba(255, 255, 255, 0.9) 5%, transparent 7%),
    radial-gradient(circle at 35% 35%, #2c1340 8%, transparent 10%),
    radial-gradient(circle at 65% 35%, #2c1340 8%, transparent 10%),
    radial-gradient(circle at 50% 55%, rgba(0, 0, 0, 0.15) 20%, transparent 22%),
    radial-gradient(circle at 30% 25%, rgba(200, 150, 230, 0.5) 0%, transparent 40%),
    linear-gradient(
      180deg,
      #b06cc9 0%,
      #9b59b6 40%,
      #8e44ad 70%,
      #7d3c98 100%
    );
  box-shadow:
    0 0 10px var(--glow-purple-soft),
    inset 0 -4px 8px rgba(0, 0, 0, 0.2),
    inset 0 2px 4px rgba(255, 255, 255, 0.15);
}

/* Golden sprite fallback — Glowing gold orb */
.sprite[data-type="golden"]::before {
  background:
    radial-gradient(circle at 35% 35%, rgba(255, 255, 255, 0.9) 5%, transparent 7%),
    radial-gradient(circle at 65% 35%, rgba(255, 255, 255, 0.9) 5%, transparent 7%),
    radial-gradient(circle at 35% 35%, #6b4e00 8%, transparent 10%),
    radial-gradient(circle at 65% 35%, #6b4e00 8%, transparent 10%),
    radial-gradient(circle at 30% 25%, rgba(255, 255, 200, 0.6) 0%, transparent 40%),
    linear-gradient(
      180deg,
      #ffe066 0%,
      #ffd700 30%,
      #f0c420 60%,
      #d4a800 100%
    );
  box-shadow:
    0 0 14px var(--glow-gold),
    0 0 28px var(--glow-gold-soft),
    inset 0 -4px 8px rgba(0, 0, 0, 0.15),
    inset 0 2px 4px rgba(255, 255, 255, 0.3);
}

/* Bomb sprite fallback — Dark orb with red glow, fuse hint */
.sprite[data-type="bomb"]::before {
  background:
    radial-gradient(circle at 50% 15%, rgba(255, 100, 50, 0.6) 5%, transparent 15%),
    radial-gradient(circle at 35% 40%, rgba(255, 255, 255, 0.4) 3%, transparent 5%),
    radial-gradient(circle at 65% 40%, rgba(255, 255, 255, 0.4) 3%, transparent 5%),
    radial-gradient(circle at 50% 55%, var(--color-red-500) 8%, transparent 12%),
    radial-gradient(circle at 30% 30%, rgba(80, 40, 40, 0.5) 0%, transparent 40%),
    linear-gradient(
      180deg,
      #3d1515 0%,
      #2a0f0f 40%,
      #1a0808 70%,
      #0d0404 100%
    );
  box-shadow:
    0 0 12px var(--glow-red),
    0 0 24px var(--glow-red-soft),
    inset 0 -4px 8px rgba(0, 0, 0, 0.3),
    inset 0 2px 4px rgba(255, 50, 50, 0.1);
}


/* =========================================================================
   COMBO OVERLAY — Screen edge glow effects for combos
   ========================================================================= */

.combo-overlay {
  position: fixed;
  inset: 0;
  pointer-events: none;
  z-index: var(--z-overlay);
  opacity: 0;
  transition: opacity 300ms var(--ease-smooth);
}

/* Fire combo — Orange glow at screen edges */
.combo-overlay--fire {
  opacity: 1;
  background:
    radial-gradient(ellipse at 50% 0%, rgba(244, 168, 37, 0.2) 0%, transparent 50%),
    radial-gradient(ellipse at 50% 100%, rgba(232, 150, 46, 0.15) 0%, transparent 40%),
    radial-gradient(ellipse at 0% 50%, rgba(212, 121, 28, 0.1) 0%, transparent 35%),
    radial-gradient(ellipse at 100% 50%, rgba(212, 121, 28, 0.1) 0%, transparent 35%);
  animation: comboFireEdge 1500ms ease-in-out infinite;
}

/* Legendary combo — Golden vignette */
.combo-overlay--legendary {
  opacity: 1;
  background:
    radial-gradient(ellipse at 50% 0%, rgba(255, 215, 0, 0.3) 0%, transparent 45%),
    radial-gradient(ellipse at 50% 100%, rgba(255, 215, 0, 0.25) 0%, transparent 40%),
    radial-gradient(ellipse at 0% 50%, rgba(255, 215, 0, 0.15) 0%, transparent 30%),
    radial-gradient(ellipse at 100% 50%, rgba(255, 215, 0, 0.15) 0%, transparent 30%);
  animation: comboFireEdge 1000ms ease-in-out infinite;
  box-shadow: inset 0 0 60px rgba(255, 215, 0, 0.1);
}


/* =========================================================================
   HOLE STATES — Visual feedback
   ========================================================================= */

/* Hole highlight when sprite is active (subtle ground glow) */
.hole--active::after {
  content: '';
  position: absolute;
  bottom: -5px;
  left: 50%;
  transform: translateX(-50%);
  width: 80%;
  height: 10px;
  background: radial-gradient(ellipse, var(--glow-green-soft) 0%, transparent 70%);
  border-radius: var(--radius-circle);
  z-index: var(--z-board);
  pointer-events: none;
}

/* Hole ground shadow (always visible) */
.hole::before {
  content: '';
  position: absolute;
  bottom: -3px;
  left: 50%;
  transform: translateX(-50%);
  width: 90%;
  height: 12px;
  background: radial-gradient(ellipse, rgba(0, 0, 0, 0.4) 0%, transparent 70%);
  border-radius: var(--radius-circle);
  z-index: calc(var(--z-board) - 1);
  pointer-events: none;
}
