/* ============================================================================
   game-blitz.css — visual layer owned exclusively by blitz.
   Loaded only on blitz pages, after site.css / themes.css / games.css, so rules
   here win without touching any shared stylesheet.
   ========================================================================== */

/* the cabinet: a crosshair, not an arrow — the whole stage is a gun range */
[data-game=blitz] #gamecanvas { cursor: crosshair; touch-action: none; }

/* the canvas now renders a lit cabinet interior, so the bezel around it should
   read as the cabinet's own moulding catching that light */
[data-game=blitz] #gamecanvas {
  border-radius: 12px;
  box-shadow:
    0 0 0 1px oklch(0.42 0.10 40 / .6),
    0 0 46px -10px oklch(0.68 0.19 40 / .45),
    0 18px 56px -22px rgb(0 0 0 / .6);
}
body[data-fx="off"][data-game=blitz] #gamecanvas {
  box-shadow: 0 0 0 1px oklch(0.42 0.06 40 / .5);
}

/* final-10-seconds state echoed in the HUD: the clock itself turns hazard and
   pulses at 2Hz, matching the in-canvas bar (state is unambiguous) */
body.blitz-danger #s-time {
  color: var(--hazard);
  animation: blitz-danger-pulse .5s ease-in-out infinite;
}
@keyframes blitz-danger-pulse {
  0%, 100% { opacity: 1; }
  50% { opacity: .55; }
}
@media (prefers-reduced-motion: reduce) {
  body.blitz-danger #s-time { animation: none; }
}
