UX: Add what-matters-now state cues #25
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code/yieldomega#25
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page should adapt to game state. during active sale: highlight timer + buy panel. sale ended: highlight redeem + prizes. guard active: show guard countdown. revenge available: surface it prominently. reduce noise by de-emphasizing sections that dont apply to the current state.
reviewed on
254999d. the page doesn't adapt to game state. sale ended but the layout is identical to what you'd see during an active sale -- onchain data, buy panel (disabled), warbow section, podiums, all in the same order. during active sale: timer + buy + battle feed should dominate. sale ended: redeem + prizes + final standings should dominate. guard active: guard countdown should be prominent. revenge available: surface it at the top. the current page treats all states the same. screenshot attached.qa dev @brouie local frontend verification passed for this issue in commit
c23f7d9. Please verify that the fix is in place and add any additional recommendations shortly.Verified on
4e4ec94with local Anvil stack (live data). Fix is in place. Layout, section hierarchy, and content all match the issue requirements. One note: podium still shows 3 categories (50/25/25) but per spec review (ecosystem-qa #4) it should be 4 categories (30/30/20/20 including WarBow). This is a separate spec vs implementation gap, not a regression from this UX pass.mentioned in issue #204