Wall of Fire burns like it means it

The pulsing red rectangle becomes a standing fire: a glowing gradient
bar seated on the wall line, five tongues of flame licking on staggered
beats, and embers drifting off the top. Pure CSS on a handful of shapes
- no turbulence filters, which stay budgeted for the one-shot Fireball,
since firewalls burn indefinitely. Vertical walls flame just as well as
horizontal ones; reduced motion stills the fire but keeps it visible.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_0138A8CjeQRpvzKxuMfz1Bqc
This commit is contained in:
Eric Wagoner
2026-08-18 09:07:36 -04:00
co-authored by Claude Fable 5
parent b1f03fee81
commit ce556b5508
2 changed files with 122 additions and 27 deletions
+22 -27
View File
@@ -5,6 +5,7 @@
import type { BoardFx } from "./fx";
import { colorIndexOf as sharedColorIndex, wizardColor } from "./colors";
import { CREATURE_ART, objectArt, TERRAIN_ART, tokenArt } from "./art";
import FirewallEdge from "./FirewallEdge.svelte";
import TokenArt from "./TokenArt.svelte";
import { FX_SPRITES } from "./fx-sprites";
@@ -382,23 +383,27 @@
<!-- walls & doors & firewalls -->
{#each edges as e (`${e.kind}:${e.x},${e.y}`)}
{@const cls = e.state === "door" ? `door${e.lock ? ` ${e.lock}` : ""}` : e.state === "firewall" ? "firewall" : "wall"}
{@const lockTitle = e.lock === "removed" ? "lock removed — swings free"
: e.lock === "jammed" ? "lock jammed — sealed for good"
: e.lock === "held" ? "held open by a standing wizard"
: e.lock === "ajar" ? "unlocked until end of turn" : null}
{#if e.kind === "V"}
<rect
x={(e.x + 1) * CELL - WALL / 2} y={e.y * CELL - WALL / 2}
width={WALL} height={CELL + WALL}
class={cls}
>{#if lockTitle}<title>{lockTitle}</title>{/if}</rect>
{#if e.state === "firewall"}
<FirewallEdge x={e.x} y={e.y} kind={e.kind === "V" ? "V" : "H"} />
{:else}
<rect
x={e.x * CELL - WALL / 2} y={(e.y + 1) * CELL - WALL / 2}
width={CELL + WALL} height={WALL}
class={cls}
>{#if lockTitle}<title>{lockTitle}</title>{/if}</rect>
{@const cls = e.state === "door" ? `door${e.lock ? ` ${e.lock}` : ""}` : "wall"}
{@const lockTitle = e.lock === "removed" ? "lock removed — swings free"
: e.lock === "jammed" ? "lock jammed — sealed for good"
: e.lock === "held" ? "held open by a standing wizard"
: e.lock === "ajar" ? "unlocked until end of turn" : null}
{#if e.kind === "V"}
<rect
x={(e.x + 1) * CELL - WALL / 2} y={e.y * CELL - WALL / 2}
width={WALL} height={CELL + WALL}
class={cls}
>{#if lockTitle}<title>{lockTitle}</title>{/if}</rect>
{:else}
<rect
x={e.x * CELL - WALL / 2} y={(e.y + 1) * CELL - WALL / 2}
width={CELL + WALL} height={WALL}
class={cls}
>{#if lockTitle}<title>{lockTitle}</title>{/if}</rect>
{/if}
{/if}
{/each}
@@ -707,16 +712,6 @@
.door.ajar { fill: #d4bd8e; stroke-dasharray: 5 3; }
/* Held open: a wizard stands propping it. */
.door.held { fill: #d4bd8e; stroke: #2e7d32; }
.firewall {
fill: #d0342c;
stroke: #7c1a14;
stroke-width: 1.2;
animation: firewall-lick 1.1s ease-in-out infinite alternate;
}
@keyframes firewall-lick {
from { fill: #d0342c; filter: drop-shadow(0 0 2px rgba(255, 120, 20, 0.5)); }
to { fill: #ef6c3a; filter: drop-shadow(0 0 6px rgba(255, 140, 30, 0.9)); }
}
.stone { fill: #6a6458; stroke: #3a362e; stroke-width: 2; }
.bush { fill: #2e7d32; stroke: #1b4d1e; stroke-width: 2; }
.rose { fill: #2e7d32; stroke: #b0245a; stroke-width: 3; }
@@ -874,7 +869,7 @@
.marked-cell, .marked-sector, .ghost-slot, .warp-dest { animation: none; }
.sight-line, .sight-mouth { animation: none; }
.fx-layer { display: none; }
.firewall, :global(.token-art.ghosted) { animation: none; }
:global(.token-art.ghosted) { animation: none; }
.mover { transition: none; }
}
.wizard { cursor: pointer; }