Files
BreakEscape/planning_notes
Claude 1856a0b483 refactor: Simplify unlock loading UI dramatically
User correctly pointed out the loading UI was over-engineered.

## Simplifications:

### Before (over-complicated):
- Complex timeline management
- Success/failure flash effects (green/red)
- Spinner alternatives
- Stored references on sprites
- Timeline cleanup logic
- ~150 lines of code

### After (simple):
- startThrob(sprite) - Blue tint + pulsing alpha
- stopThrob(sprite) - Kill tweens, reset
- ~20 lines of code

## Why This Works:

1. **Door sprites get removed anyway** when they open
2. **Container items transition** to next state automatically
3. **Game already shows alerts** for success/error
4. **Only need feedback** during the ~100-300ms API call

## API Changes:

- showUnlockLoading() → startThrob()
- clearUnlockLoading() → stopThrob()
- No success/failure parameter needed
- No stored references to clean up

## Result:

From 150+ lines down to ~30 lines total.
Same UX, much simpler implementation.

User feedback: "Just set the door or item to throb, and remove when
the loading finishes (the door sprite is removed anyway), and if it's
a container, just follow the unlock with a removal of the animation."
2025-11-20 15:33:49 +00:00
..
2025-11-14 19:47:54 +00:00