cf84fdc99243fae4858ed21fff4f7694a4a5adb1
Mirror CAST SKY's post-save cascade for the sea phase. When the 6-card spread completes (live FLIP of the 6th card / AUTO DRAW finishing): linger ~3s on the felt → the felt eases OUT (`.sea-page--cascade-out`, revealing the table-hex) → DRAW SEA gives way to SEED MAP + the sea glow fires on the burger (handoff → sea_btn) → +3s → SEED MAP eases IN. Same shape as CAST SKY → sky-btn glow → DRAW SEA. - `_room_hex_center.html`: SEED MAP joins the hex-phase-stack; DRAW SEA goes --out once `hand_complete`, SEED MAP --out until then (a reload of a complete sea lands on SEED MAP server-side = the cascade's end-state). SEED MAP → the Voronoi map (roadmap step 21) is a stub — it only needs to APPEAR here - `_sea_overlay.html`: `_setComplete(on, live)` runs `_startSeaCascade()` on the LIVE completion (FLIP / AUTO DRAW pass `live=true`; init does not, so a reload doesn't re-animate). The completion-glow IIFE no longer self-starts on the data-state transition — the cascade adds `glow-handoff` to the burger; the IIFE keeps only the burger → sea_btn → .sea-select handoff - `.sea-page--cascade-out` SCSS (mirrors `.sky-page--cascade-out`) - ITs: SEED MAP --out pre-completion (DRAW SEA in); SEED MAP in + DRAW SEA --out when hand_complete. 952 epic+gameboard ITs + PickSeaAsyncTransitionTest(3) green Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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