
Soccer Scorebug with Match Clock & Stoppage Time
Soccer scorebug with team scores, match clock, and an operator-triggered stoppage-time readout.
Two plates, clock pill below teams
Teams content and Match content sit on two separate background surfaces — a wide plate for names/scores, a narrower rounded pill below it for period/clock/stoppage — rather than one continuous bar. This keeps the score readable as the primary information and the clock module readable as a secondary instrument, not 'another score.'
Parallelogram color accents, not a tinted chassis
Home and away colors live on parallelogram accents at the plate edges, not on the plate fill itself. The chassis stays a predictable near-black at 93% opacity regardless of team colors, so contrast against any pitch backdrop is reliable. The accents do the identity work.
Match clock is operator-driven, not feed-bound
The match clock widget runs in countup mode with a total-minutes format (67'). The operator sets kickoff time and starts/pauses/resumes the widget directly, rather than binding it to a live feed — soccer clocks pause and resume in ways a feed-driven clock can't represent cleanly.
Stoppage time is an operator-triggered overlay, not a scheduled field
The stoppage-time readout is hidden by default and toggled on by the operator independently of the graphic's own entrance and exit animation — typically once the fourth official's board goes up. It joins the clock pill's existing reveal beat when switched on, rather than animating in on its own schedule.
IN plays once, then holds
The entrance animation runs once and the graphic holds on its final frame indefinitely — there's no separate timer counting down a 'hold' duration. The graphic stays exactly as it last rendered until the operator triggers OUT.
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