/* enemy-types.css
 * Styling for the "Enemies" section (#cardEnemies in game_uploader.html)
 * and its Level Builder palette entries — split out purely to keep
 * game_uploader.html from growing any further, same rationale as
 * sprite-position-editor.css. Reuses the page's existing --retro-*
 * custom properties and .card/.step-card/.art-slot/.grid4/.tile-palette/
 * .tile-item/.retro-btn chrome, so this only covers what's new here.
 */

#enemyTypeList { display: flex; flex-direction: column; gap: 14px; margin-bottom: 12px; }

.enemy-type-panel {
  border: 2px solid var(--retro-lo);
  background: var(--retro-slot-bg);
  box-shadow: inset 1px 1px 0 var(--retro-slot-hi), inset -1px -1px 0 var(--retro-slot-lo);
  padding: 10px;
}

.enemy-type-head {
  display: flex; align-items: center; gap: 8px; margin-bottom: 10px;
}
.enemy-type-name { flex: 1 1 auto; min-width: 0; }
.enemy-type-rm { flex: 0 0 auto; white-space: nowrap; }

.enemy-type-stats {
  display: grid;
  grid-template-columns: auto 1fr;
  align-items: center;
  gap: 6px 10px;
  align-content: start;
}
.enemy-type-stats .retro-label { margin: 0; white-space: nowrap; }
.enemy-type-stats input[type="number"],
.enemy-type-stats select { width: 100%; }

.enemy-jump-toggle {
  grid-column: 1 / -1;
  display: flex; align-items: center; gap: 6px;
  margin: 4px 0 0;
}
.enemy-jump-fields {
  grid-column: 1 / -1;
  display: grid;
  grid-template-columns: auto 1fr;
  align-items: center;
  gap: 6px 10px;
  padding-top: 6px;
  border-top: 1px dashed var(--retro-lo);
}
.enemy-jump-fields[hidden] { display: none; }

#addEnemyTypeBtn { margin-top: 4px; }

/* ── Level Builder palette entries ───────────────────────────────── */
.enemy-palette-label {
  display: block;
  font-size: 10px;
  text-align: center;
  color: var(--retro-text);
  margin-top: 2px;
  max-width: 100%;
  overflow: hidden;
  text-overflow: ellipsis;
  white-space: nowrap;
}