MosswartOverlord/frontend/src/components/effects
Erik de7b547349 feat(v2): Phases 2-6 — trails, heatmap, portals, windows, effects
Phase 2 — Map overlays:
- TrailsSVG: SVG polylines per character from /trails, polled 2s
- HeatmapCanvas: canvas radial gradients from /spawns/heatmap
- PortalMarkers: emoji markers from /portals
- Sidebar toggles for heatmap and portals

Phase 3 — Draggable windows:
- WindowManagerContext: z-index stack for open windows
- DraggableWindow: generic shell with drag-header, close btn, z-stack
- ChatWindow: color-coded messages + input form (1000 msg buffer)
- CharacterWindow: combat stats with monster damage table
- InventoryWindow: item table with material/set/AL/dmg/workmanship
- WindowRenderer: reads context, renders all open windows
- Action buttons (Chat/Stats/Inv/Char/Radar) now open windows

Phase 4 — Window types share same DraggableWindow shell with
character-specific content. Combat stats and inventory via API.

Phase 5 — Effects:
- RareNotification: slide-in/slide-out banner with gold border
- Fireworks: 30-particle explosion with CSS custom property animation
- Notification queue with 6s display + 0.5s exit animation

Phase 6 — Polish:
- Window header uses modern blue gradient (not solid purple)
- Chat uses monospace font
- All overlay layers properly stacked (heatmap → trails → dots → portals)
- Mobile: sidebar stacks above map at 768px breakpoint
- Chat messages tracked per-character in useLiveData

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-12 15:58:58 +02:00
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RareNotification.tsx feat(v2): Phases 2-6 — trails, heatmap, portals, windows, effects 2026-04-12 15:58:58 +02:00