/* Shared animations. Loaded last; everything stops under prefers-reduced-motion. */
/* animations */
@keyframes blink{50%{opacity:0}}
@keyframes flick{0%,100%{opacity:1}92%{opacity:1}93%{opacity:.4}95%{opacity:1}97%{opacity:.6}}
@keyframes flame{0%,100%{transform:scaleY(1) skewX(0)}33%{transform:scaleY(1.12) skewX(3deg)}66%{transform:scaleY(.92) skewX(-3deg)}}
@keyframes lava{0%,100%{transform:translateY(0)}50%{transform:translateY(-26px)}}
@keyframes glowp{0%,100%{opacity:.55}50%{opacity:.85}}
.blink{animation:blink 1.1s steps(2) infinite}
.flick{animation:flick 6s infinite}
.flame{transform-box:fill-box;transform-origin:50% 100%;animation:flame .5s ease-in-out infinite}
.flame.b{animation-duration:.7s;animation-delay:-.2s}
.lavab{animation:lava 7s ease-in-out infinite}
.pulse{animation:glowp 2.4s ease-in-out infinite}
.dead .led{fill:#1c232c!important;animation:none!important}
/* Rooms that aren't showing keep still, so only one room's animations run at a time. */
.scene:not(.on) *{animation-play-state:paused!important}
/* Motion: devices that ask for reduced motion get none, unless the player chose "Motion on" (html.motion-on).
   "Motion off" (html.motion-off) stops everything on any device. See applyMotion() in js/core.js. */
@media (prefers-reduced-motion:reduce){:root:not(.motion-on) *,:root:not(.motion-on) *::before,:root:not(.motion-on) *::after{animation:none!important;transition:none!important}}
:root.motion-off *,:root.motion-off *::before,:root.motion-off *::after{animation:none!important;transition:none!important}
