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Player grid: gate skull on availability, not on round-final survival
Browse filesThe skull icon was shown whenever the POV's chunks-preview row had
survived_chunk=false — i.e. for any player who died at any point in the
round. But that summary doesn't move with playback time, so at the start
of a round non-survivors got a skull while still being alive on video
and with their button still enabled. Now the skull only fires once the
player has actually died by the current virtualTime (mirroring grid-tile
which already did this). Survivors still get the shield.
src/lib/components/player-grid.svelte
CHANGED
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@@ -102,7 +102,7 @@
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</div>
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{#if p.survived}
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<ShieldIcon size={14} weight="duotone" class="text-emerald-500" />
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-
{:else}
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<SkullIcon size={14} weight="duotone" class="text-rose-500" />
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{/if}
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</ToggleGroup.Item>
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</div>
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{#if p.survived}
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<ShieldIcon size={14} weight="duotone" class="text-emerald-500" />
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+
{:else if !available}
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<SkullIcon size={14} weight="duotone" class="text-rose-500" />
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{/if}
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</ToggleGroup.Item>
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