/* ----------------------------------------- */
/* ----------- SCENE POSITIONING ----------- */
/* ----------------------------------------- */
#apcWheelsShad { z-index: -1; } /* own stacking order? */
#sInt          { z-index: 00; }
#sBck          { z-index: 01; }
.mole          { z-index: 02; }
#sMid          { z-index: 03; }
#flagPRC       { z-index: 03; }
#towerman      { z-index: 03; }
#sSpk          { z-index: 04; }
#sWal          { z-index: 04; }
#apc           { z-index: 05; }
#apcInjureds   { z-index: 05; }
#sFor, #sMen   { z-index: 06; }
#qteCtrl       { z-index: 06; }
.smokepuff     { z-index: 06; }
#sOvr          { z-index: 07; }
#qteCtrl       { z-index: 08; }



/* SCENE LAYERS & ATTACHED ITEMS */
.scenelayer {
  position: absolute;
  top: 0;
  left: 0;
  user-select: none;
  pointer-events: none;
}


.flag {
  position: absolute;
  user-select: none;
  pointer-events: none;
}
#flagUK   { top: 5px;   right: 50px; }
#flagPRC  { top: 27px;  right: 162px; }

#towerman { top: 145px; right: -20px; }
#sMen     { top: auto; bottom: 0; left: 0; }
#sSpk     { top: 0;     right: 0; left: auto; }

#sOvr {
  mix-blend-mode: multiply;
  opacity: .25;
}



/* ----------------------------------------- */
/* ------------- MOLES & HOLES ------------- */
/* ----------------------------------------- */
/* div that stays in the same position & holds the mole */
.hole {
  overflow: hidden;
  position: absolute;
  width: 75px;
  height: 125px;
  background-color: rgba(100, 200, 255, .3);
}

/* div that moves shooter <img>s in and out of frame as called */
.mole {
  position: absolute;
  width: 100%;
  height: 100%;
  background-position: bottom center;
  background-repeat: no-repeat;
  transition: all 0.4s, background-image 0.2s;
}

/* actual shooter <img>s */
.mole img {
  position: absolute;
  visibility: hidden;
}

.hole.up   .mole { top: 0; }
.hole.left .mole { left: 0; }



/* ----- HOLES' & MOLES' POSITIONS ----- */
/* Left top window */
.hole1       { top: 55px; left: 20px; }
.hole1 img   { top: 72px; left: 50px; } /* muzzle flash */
.mole1       { left: 100%;
               background-image: url('assets/shooter-leftwindow.png'); }
.mole1:hover { background-image: url(assets/shooter-leftwindow-hover.png);}

/* Left door */
.hole2       { top: 250px; left: 120px; }
.hole2 img   { top: 37px; left: 48px; } /* muzzle flash */
.mole2       { left: 100%;
               background-image: url('assets/shooter-leftdoor.png'); }
.mole2:hover { background-image: url('assets/shooter-leftdoor-hover.png'); }

/* Mid road sandbags */
.hole3       { top: 210px; left: 310px; }
.hole3 img   { top: 68px; left: 18px; } /* muzzle flash */
.mole3       { top: 100%;
               background-image: url('assets/shooter-midroad.png'); }
.mole3:hover { background-image: url('assets/shooter-midroad-hover.png'); }

/* Roof sandbags (machinegunner) */
.hole4       { top: -15px; left: 420px; }
.hole4 img   { top: 57px; left: 7px; } /* muzzle flash */
.mole4       { top: 100%;
               background-image: url('assets/shooter-machinegun.png'); }
.mole4:hover { background-image: url('assets/shooter-machinegun-hover.png'); }

/* Right top window (sniper) */
.hole5       { top: 78px; left: 460px; }
.hole5 img   { top: 100px; left: 5px; } /* muzzle flash */
.mole5       { top: 100%;
               background-image: url('assets/shooter-sniper.png'); }
.mole5:hover { background-image: url('assets/shooter-sniper-hover.png'); }

/* Right shutter doors */
.hole6       { left: 525px; top: 250px; }
.hole6 img   { top: 22px; left: 5px; } /* muzzle flash */
.mole6       { left: 100%;
               background-image: url('assets/shooter-rightshutters.png'); }
.mole6:hover { background-image: url('assets/shooter-rightshutters-hover.png'); }



/* ----------------------------------------- */
/* -------------- UI ELEMENTS -------------- */
/* ----------------------------------------- */
/* QTE control element on bottom */
#qteCtrl {
  position: absolute;
  bottom: -25px;
  left: 376px;
  
  border: 5px solid #07112D;
  background-color: #07112D;
  border-radius: 10px;
}

/* Smoke puff animation on click */
.smokepuff {
  position: absolute;
  width: 191px;
  height: 191px;
  background: url('assets/ui/cur-click-sprite.png') 0px 0px;
}



/* ----------------------------------------- */
/* ------------- APC & GURKHAS ------------- */
/* ----------------------------------------- */

/* GURKHA ANIMATIONS */
/* Skewed masking element to improve gurkha animation in & out */
#apcAnimHolder {
  overflow: hidden;
  position: absolute;
  width: 400px;
  height: 200px;
  transform: skewX(10deg);
  top: 0px;
  right: -237px;
}

/* 1: Gurkha running */
#apcAnimRun {
  position: absolute;
  top: 90px;
  left: -200px;
}

/* 2: Cloud hider */
#apcAnimGat {
  position: absolute;
  top: 10px;
  left: 60px;
}

/* Gurkha returning to APC with injureds */
#apcAnimRet {
  position: absolute;
  left: 90px;
}


#apcInjureds {
  position: absolute;
  right: 90px;
  bottom: 105px;
}



/* APC ELEMENTS & ANIMATIONS */ 
/* Base APC element */
#apc {
  position: absolute;
  bottom: 125px;
  left: -400px;
  user-select: none;
  pointer-events: none;
}

/* Damage either none, level 1, 2, or 3 */
.apcDmg {
  position: absolute;
  top: 0;
  left: 0;
}

/* Wheels either reversing, stopped, or forward */
.apcWheels {
  position: absolute;
  bottom: 4px;
  right: 0;
}

/* Shadow on ground behind APC */
#apcWheelsShad {
  height: 50px;
  width: 430px;
  left: 20px;
  background-color: rgba(0,0,0,.2);
  border-radius: 25px 0px 30px 25px;
}

/* Bullet ricochet */
.apcHit {
  position: absolute;
  top: 50px;
}
#apcHitL { left: 200px; }
#apcHitR { left: 350px; }

/* Door either open w/gurkha, open-empty, or closed */
.apcDoor {
  position: absolute;
  right: 0;
}