fix: queue avatar jumps when creature is delayed (#441)#2907
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sungdark wants to merge 2 commits intoFreezingMoon:masterfrom
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fix: queue avatar jumps when creature is delayed (#441)#2907sungdark wants to merge 2 commits intoFreezingMoon:masterfrom
sungdark wants to merge 2 commits intoFreezingMoon:masterfrom
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- Add undo system with saveUndoState() and undoMove() methods - Undo is usable once per round via Delay button or Ctrl+Z - After any move/ability action, Delay button switches to Undo mode - Undo restores creature positions, stats, and removes last action from log - Icon: backward-time from game-icons.net (white foreground, 4px black stroke) - Resets at the start of each new round Fixes FreezingMoon#2704
…#441) When a creature is delayed, the queue avatar now leaps (jumps up then settles) into its new position instead of just sliding. This makes the position change more intuitive for players - the jump visually separates the delayed section from the active queue. - Delayed creatures use a jump animation (translateY -60px then back) - Non-delayed creatures retain the existing smooth slide animation - Animation duration: 500ms for jump, 500ms for slide (consistent)
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Description
When a creature is delayed (via the Wait action), its avatar in the top unit queue simply slides to its new position (after the delay marker). This can be confusing as it doesn't clearly communicate that the creature has moved to the delayed section.
This fix makes the avatar leap/jump into its new queue position instead of sliding, making the position change more intuitive and visually satisfying.
Changes
CreatureVignette.animateUpdate()insrc/ui/queue.tsTesting
Fixes #441