
World Cup Scorebug
A two-plate broadcast scorebug built for tournament coverage: a fixed near-black chassis carries bindable team codes and scores with kit-color identity dots, while a separate match-time module holds the operator-run clock and stoppage readout. Red-card indicators and a full-width GOAL celebration sit ready as operator-triggered elements, so the graphic can react live to cards and goals the instant they happen.
Two-plate layout keeps the clock a secondary instrument
The team/score plate and the match-time module (clock plus stoppage/added-time readout) are separate composite frames rather than one combined bar. The operator — and the viewer — reads the score first; the clock is legible but doesn't compete with it for attention.
Kit-color dots carry team identity, the chassis stays fixed
`homeColor` and `awayColor` bind only to the small kit-color dots beside each team code. The plate fill itself stays a fixed near-black (#0A0A0A) regardless of which two teams are playing, so contrast against any pitch-side backdrop stays predictable — the dots do the identity work, not the chassis.
Match clock and stoppage timer are operator-driven, not feed-bound
Both are `timer` widgets in Stopwatch mode (`timerMode: "countup"`) with no data binding and nothing exposed on the Bind tab. A soccer clock doesn't tick monotonically from kickoff — stoppage, half-time, restarts — so the operator runs both entirely through the Control App's built-in Start/Pause/Reset/Nudge card, the same way they'd run a physical match clock.
Red cards and the GOAL burst are ad-hoc, not scheduled
Each red-card slot (up to four per side) and the full-width GOAL celebration are marked as ad-hoc operator content. The graphic sits quietly in its resting state until the operator flags a card or a goal is scored — neither is timed off a data feed or a pre-authored schedule.
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