/* ===================================================================
   Self-hosted fonts.

   These used to come from fonts.googleapis.com, which meant a blocking
   cross-origin request on every load and no text at all when offline —
   awkward for a game whose README promises it "runs entirely from the
   local file; no network needed".

   Both families ship as variable fonts, so ONE file per family covers every
   weight the UI uses in ~30 KB each. Only the `latin` subset is included; the
   game's UI is English and its symbols are emoji, which come from the system
   font anyway.

   The weight ranges below are exactly the weights Google's own stylesheet
   declares against these same files (Baloo 2: 600-800, Fredoka: 400-700) —
   i.e. the weights css/style.css actually asks for. Stated as ranges so the
   variable axis interpolates rather than snapping to one cut.

   font-display: swap keeps text visible immediately while the font loads,
   matching the behaviour of the old &display=swap URL.
   =================================================================== */

@font-face {
  font-family: 'Baloo 2';
  font-style: normal;
  font-weight: 600 800;
  font-display: swap;
  src: url('../fonts/baloo2-latin-var.woff2') format('woff2');
  unicode-range: U+0000-00FF, U+0131, U+0152-0153, U+02BB-02BC, U+02C6, U+02DA,
                 U+02DC, U+0304, U+0308, U+0329, U+2000-206F, U+20AC, U+2122,
                 U+2191, U+2193, U+2212, U+2215, U+FEFF, U+FFFD;
}

@font-face {
  font-family: 'Fredoka';
  font-style: normal;
  font-weight: 400 700;
  font-display: swap;
  src: url('../fonts/fredoka-latin-var.woff2') format('woff2');
  unicode-range: U+0000-00FF, U+0131, U+0152-0153, U+02BB-02BC, U+02C6, U+02DA,
                 U+02DC, U+0304, U+0308, U+0329, U+2000-206F, U+20AC, U+2122,
                 U+2191, U+2193, U+2212, U+2215, U+FEFF, U+FFFD;
}
