/* Velthiros - the page is a frame around a single full-bleed canvas */
:root {
  color-scheme: dark;
  --ink: #f2ecff;
}
* { box-sizing: border-box; }
html, body {
  margin: 0;
  padding: 0;
  height: 100%;
  overflow: hidden;
  background: #0d0916;
  color: var(--ink);
  font-family: -apple-system, BlinkMacSystemFont, "Segoe UI", system-ui, sans-serif;
  -webkit-font-smoothing: antialiased;
  overscroll-behavior: none;
  touch-action: none;
  user-select: none;
  -webkit-user-select: none;
  -webkit-tap-highlight-color: transparent;
}
#game {
  display: block;
  width: 100vw;
  height: 100vh;
  height: 100dvh;
  touch-action: none;
  cursor: default;
}
/* shown until the first frame paints */
#boot {
  position: fixed;
  inset: 0;
  display: grid;
  place-content: center;
  gap: 10px;
  text-align: center;
  background: #0d0916;
  z-index: 10;
  transition: opacity 0.4s ease;
}
#boot.gone { opacity: 0; pointer-events: none; }
#boot h1 {
  margin: 0;
  font-size: 30px;
  letter-spacing: 0.16em;
  color: #ffe9c9;
}
#boot p { margin: 0; font-size: 12px; opacity: 0.5; }
/* The canvas is full-bleed under the notch and the home indicator, so the
   HUD has to inset itself. env() is only readable from CSS, so park it on a
   zero-size probe and let the game measure its padding on every resize. */
#safe-probe {
  position: fixed;
  top: 0;
  left: 0;
  width: 0;
  height: 0;
  visibility: hidden;
  pointer-events: none;
  padding:
    env(safe-area-inset-top, 0px)
    env(safe-area-inset-right, 0px)
    env(safe-area-inset-bottom, 0px)
    env(safe-area-inset-left, 0px);
}
