
/* SPRINT_LOG 651 R4 - THE GAME'S OWN LOADING SCREEN FROM THE PAGE'S FIRST PAINT. The picture is the
   shell's boot cover drawn by the game (web/loading.png, probes/pkg651/R4/capture_boot.gd): the
   1152 x 648 design canvas at 4x. `object-fit: contain` scales it as the game's canvas_items stretch
   with `expand` does - min(w / 1152, h / 648), centred - and the page's background is the game's.
   The bar's fill is drawn over the picture's bar; the overlay stays until the game says its own
   cover is on screen (fcBootHandoff), so no other picture is ever shown. No Godot splash, logo or
   progress bar. */
html, body, #canvas {
	margin: 0;
	padding: 0;
	border: 0;
}

html, body {
	background-color: #0b0c0f;
}

body {
	color: #edeff2;
	overflow: hidden;
	touch-action: none;
}

#canvas {
	display: block;
}

#canvas:focus {
	outline: none;
}

#fc-loading {
	position: absolute;
	left: 0;
	right: 0;
	top: 0;
	bottom: 0;
	background-color: #0b0c0f;
	z-index: 1;
}

#fc-picture {
	position: absolute;
	left: 0;
	top: 0;
	width: 100%;
	height: 100%;
	object-fit: contain;
}

#fc-fill {
	position: absolute;
	left: 0;
	top: 0;
	width: 0;
	height: 0;
	background-color: #ff4655;
}

/* SPRINT_LOG 666 R2.1 - once the download is in, the full bar BREATHES until the game takes over (the engine
   starts behind it): an opacity pulse, which the browser's compositor runs - it moves while the page's thread works. */
#fc-fill.full {
	animation: fc-breathe 1.6s ease-in-out infinite;
	will-change: opacity;
}

@keyframes fc-breathe {
	0%, 100% { opacity: 1; }
	50% { opacity: 0.45; }
}

/* SPRINT_LOG 707 - THREE DOTS UNDER THE STREET COVER'S BAR while it is up (the game switches them: window.fcBusy). They move
   by opacity and transform alone - compositor work that goes on through a frame in which the page's thread is blocked (a
   browser that cannot compile the programs in the background still links them one at a time, 2-3 s a frame). Until 707
   they sat with "Preparing the street" in the menu's lower right corner (#666 R2.2's #fc-prep); the menu's indicator is
   the game's own now. The cover's column is centred on the canvas, which is the 1152 x 648 design scaled by
   min(width / 1152, height / 648): the bar ends 48 design pixels below its centre, the cover's second line sits at 62-80
   (`scripts/menu_shell.gd` WARM_SUB_BELOW), the dots at 96. */
#fc-busy {
	position: fixed;
	left: 50%;
	top: calc(50% + min(100vw / 1152, 100vh / 648) * 96);
	z-index: 2;
	display: flex;
	gap: 9px;
	opacity: 0;
	pointer-events: none;
	will-change: opacity, transform;
	transform: translateX(-50%);
	transition: opacity 0.15s linear 0s;
}

#fc-busy.on {
	opacity: 0.85;
	transition: opacity 0.25s ease-out 0.25s;
}

#fc-busy i {
	display: inline-block;
	width: 6px;
	height: 6px;
	border-radius: 50%;
	background-color: #ff4655;
	opacity: 0.35;
	will-change: transform, opacity;
}

#fc-busy.on i {
	animation: fc-dot 1.2s ease-in-out infinite;
}

#fc-busy.on i:nth-child(2) {
	animation-delay: 0.2s;
}

#fc-busy.on i:nth-child(3) {
	animation-delay: 0.4s;
}

@keyframes fc-dot {
	0%, 100% { opacity: 0.35; transform: scale(0.7); }
	50% { opacity: 1; transform: scale(1.15); }
}

#fc-notice {
	display: none;
	position: absolute;
	left: 2rem;
	right: 2rem;
	bottom: 12%;
	padding: 1rem;
	color: #edeff2;
	background-color: #14161a;
	border: 1px solid #ff4655;
	font-family: sans-serif;
	line-height: 1.3;
	text-align: center;
}
		