Stage 17 round 5 — board interaction & UI polish
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- Even zoom: interpolate the board scroll toward a pre-clamped target as the real width grows/shrinks, so it magnifies A->B in one motion instead of lurching and snapping back near the edges/centre. Recentre only on a zoom toggle, never on a focus change — so a 2nd+ placed tile and a hovered dragged tile no longer jump the board. - Drag: highlight the aimed-at empty cell as a drop target; hover-hold auto-zoom now fires only for the first (zoom-in) hold. - Pinch zoom: two-finger spread/close toggles zoom toward the pinch midpoint (preventDefault only for two touches, so one-finger scroll stays native); a second finger aborts a drag. - Shuffle hop capped at 0.3s and disabled under reduce-motion. - Make-move is a borderless icon button, disabled while the pending word is known illegal. - Variant display names: english & russian_scrabble -> Scrabble/Скрэббл, erudit -> Erudite/Эрудит; the in-game title shows the variant name (was always 'Scrabble').
This commit is contained in:
+102
-12
@@ -1,4 +1,5 @@
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<script lang="ts">
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import { untrack } from 'svelte';
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import type { BoardCell } from '../lib/board';
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import type { Premium } from '../lib/premiums';
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import { valueForLetter } from '../lib/alphabet';
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@@ -19,6 +20,7 @@
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lines,
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locale,
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focus,
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dropTarget,
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oncell,
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ontogglezoom,
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onrecall,
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@@ -37,6 +39,8 @@
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lines: boolean;
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locale: Locale;
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focus: { row: number; col: number } | null;
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/** The cell a dragged tile is currently aimed at, highlighted as a drop target. */
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dropTarget: { row: number; col: number } | null;
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oncell: (row: number, col: number) => void;
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ontogglezoom: (row: number, col: number) => void;
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/** Recall the pending tile at (row, col) — fired on a double-tap of a pending cell. */
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@@ -52,27 +56,106 @@
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let viewport = $state<HTMLElement>();
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// Genuine layout zoom (the board grows; cqw labels stay constant), so native scroll
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// works in every browser. Keep the focus cell centred on every frame of the zoom-in
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// (the board widens over ~0.25s) so it magnifies *into* that cell, rather than growing
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// from the top-left corner and then jumping to centre once the transition ends.
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// works in every browser. The pan is interpolated toward a PRE-CLAMPED final scroll as
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// the board's real width grows (zoom-in) or shrinks (zoom-out), so it magnifies evenly
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// from A to B in one motion instead of chasing a per-frame target that the scroll bounds
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// clamp — which made the board lurch one way and then snap back near the edges/centre.
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// It runs only on a zoom toggle (`zoomed`); changing `focus` while already zoomed does
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// not recentre, so placing a 2nd+ tile or hovering a dragged tile never jumps the board.
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$effect(() => {
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const on = zoomed;
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const vp = viewport;
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if (!vp || !zoomed || !focus) return;
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const f = focus;
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const start = performance.now();
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let raf = requestAnimationFrame(function tick(now) {
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const cell = vp.scrollWidth / 15; // grows frame by frame as the board widens
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vp.scrollLeft = (f.col + 0.5) * cell - vp.clientWidth / 2;
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vp.scrollTop = (f.row + 0.5) * cell - vp.clientHeight / 2;
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if (now - start < 300) raf = requestAnimationFrame(tick);
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if (!vp) return;
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const f = untrack(() => focus);
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const clientW = vp.clientWidth;
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const clientH = vp.clientHeight;
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if (clientW === 0) return;
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const fitW = clientW; // board width at scale 1 (fills the viewport)
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const fullW = clientW * Z; // board width at full zoom
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const startSL = vp.scrollLeft;
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const startST = vp.scrollTop;
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let finalSL = 0;
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let finalST = 0;
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if (on && f) {
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const cell = fullW / 15;
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finalSL = Math.max(0, Math.min((f.col + 0.5) * cell - clientW / 2, fullW - clientW));
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finalST = Math.max(0, Math.min((f.row + 0.5) * cell - clientH / 2, fullW - clientH));
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}
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const fromW = on ? fitW : fullW; // board width when this transition begins
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const toW = on ? fullW : fitW;
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let raf = requestAnimationFrame(function tick() {
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const curW = vp.scrollWidth || fromW;
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let prog = (curW - fromW) / (toW - fromW);
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prog = prog < 0 ? 0 : prog > 1 ? 1 : prog;
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vp.scrollLeft = startSL + (finalSL - startSL) * prog;
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vp.scrollTop = startST + (finalST - startST) * prog;
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if (prog < 1) raf = requestAnimationFrame(tick);
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});
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return () => cancelAnimationFrame(raf);
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});
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// Pinch zoom (Stage 17): a two-finger spread zooms in toward the pinch midpoint, a pinch
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// close zooms out. preventDefault fires only for two touches, so the one-finger native
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// scroll of the zoomed board is left untouched. It maps to the same two-state zoom as
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// double-tap, toggling toward the midpoint cell.
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$effect(() => {
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const vp = viewport;
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if (!vp) return;
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let startDist = 0;
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let acted = false;
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const span = (t: TouchList) => Math.hypot(t[0].clientX - t[1].clientX, t[0].clientY - t[1].clientY);
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const midCell = (t: TouchList) => {
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const x = (t[0].clientX + t[1].clientX) / 2;
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const y = (t[0].clientY + t[1].clientY) / 2;
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const el = (document.elementFromPoint(x, y) as HTMLElement | null)?.closest('[data-cell]') as HTMLElement | null;
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if (!el?.dataset.row || !el.dataset.col) return null;
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return { row: Number(el.dataset.row), col: Number(el.dataset.col) };
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};
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const onStart = (e: TouchEvent) => {
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if (e.touches.length === 2) {
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startDist = span(e.touches);
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acted = false;
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}
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};
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const onMove = (e: TouchEvent) => {
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if (e.touches.length !== 2 || startDist === 0) return;
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e.preventDefault(); // claim the two-finger gesture; one finger still scrolls natively
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if (acted) return;
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const ratio = span(e.touches) / startDist;
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if (ratio > 1.25 && !zoomed) {
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const c = midCell(e.touches);
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if (c) {
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acted = true;
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ontogglezoom(c.row, c.col);
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}
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} else if (ratio < 0.8 && zoomed) {
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const c = midCell(e.touches) ?? centre;
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acted = true;
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ontogglezoom(c.row, c.col);
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}
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};
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const onEnd = (e: TouchEvent) => {
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if (e.touches.length < 2) {
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startDist = 0;
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acted = false;
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}
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};
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vp.addEventListener('touchstart', onStart, { passive: true });
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vp.addEventListener('touchmove', onMove, { passive: false });
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vp.addEventListener('touchend', onEnd);
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vp.addEventListener('touchcancel', onEnd);
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return () => {
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vp.removeEventListener('touchstart', onStart);
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vp.removeEventListener('touchmove', onMove);
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vp.removeEventListener('touchend', onEnd);
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vp.removeEventListener('touchcancel', onEnd);
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};
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});
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// Double-tap a pending tile recalls it; double-tap any other cell toggles zoom toward
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// it. A single tap places a selected rack tile (handled by oncell). Drag also auto-zooms
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// toward a cell the held tile hovers over (handled in Game), so the one-finger native
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// scroll of the zoomed board is never hijacked by a pinch gesture.
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// scroll of the zoomed board is never hijacked.
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let lastTap = 0;
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let lastCell = '';
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function onTap(row: number, col: number) {
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@@ -111,6 +194,7 @@
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class:hl={!!cell && highlight.has(key(r, c)) && !flash}
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class:flash={!!cell && flash && highlight.has(key(r, c))}
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class:dark={premium[r][c] === '' && !cell && !p && (r + c) % 2 === 1}
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class:droptarget={dropTarget?.row === r && dropTarget?.col === c}
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data-cell
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data-row={r}
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data-col={c}
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@@ -213,6 +297,12 @@
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inset 0 -2px 0 var(--tile-edge),
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2px 0 3px -1px rgba(0, 0, 0, 0.4);
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}
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.cell.droptarget {
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/* The cell a carried tile is aimed at: an accent ring plus a light accent wash, so the
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target reads clearly while dragging without obscuring the bonus label underneath. */
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box-shadow: inset 0 0 0 2px var(--accent);
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background: color-mix(in srgb, var(--accent) 18%, var(--cell-bg));
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}
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.cell.hl {
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background: var(--tile-recent);
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/* The bottom edge goes darker than the highlighted fill (not lighter, as the plain
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+50
-18
@@ -15,6 +15,7 @@
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import type { ChatMessage, Direction, EvalResult, MoveRecord, StateView } from '../lib/model';
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import { replay } from '../lib/board';
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import { centre, premiumGrid } from '../lib/premiums';
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import { variantNameKey } from '../lib/variants';
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import { alphabetLetters, hasAlphabet } from '../lib/alphabet';
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import { canCheckWord, sanitizeCheckWord } from '../lib/checkword';
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import { shareOrDownloadGcg } from '../lib/share';
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@@ -180,12 +181,33 @@
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let swallowClick = false;
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let hoverKey = '';
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let hoverTimer: ReturnType<typeof setTimeout> | null = null;
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// The empty board cell the dragged tile is currently aimed at, highlighted as a drop
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// target while carrying a tile over the board (Stage 17). Null over an occupied cell.
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let dropTarget = $state<{ row: number; col: number } | null>(null);
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let dragPointerId = -1;
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function beginDrag(src: DragSrc, e: PointerEvent) {
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downInfo = { src, x0: e.clientX, y0: e.clientY };
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dragMoved = false;
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dragPointerId = e.pointerId;
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window.addEventListener('pointermove', onWinMove);
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window.addEventListener('pointerup', onWinUp);
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window.addEventListener('pointerdown', onExtraPointer);
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}
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// A second finger touching down turns the gesture into a pinch (Board handles it), so any
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// drag started by the first finger — e.g. a pinch that began on a pending tile — is aborted.
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// The starting pointer's own event also bubbles here, so ignore it by id.
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function onExtraPointer(e: PointerEvent) {
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if (downInfo && e.pointerId !== dragPointerId) cancelDrag();
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}
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function cancelDrag() {
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window.removeEventListener('pointermove', onWinMove);
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window.removeEventListener('pointerup', onWinUp);
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window.removeEventListener('pointerdown', onExtraPointer);
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clearHover();
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downInfo = null;
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dragMoved = false;
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drag = null;
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}
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function onRackDown(e: PointerEvent, index: number) {
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if (!isMyTurn || busy) return;
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@@ -208,6 +230,7 @@
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if (hoverTimer) clearTimeout(hoverTimer);
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hoverTimer = null;
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hoverKey = '';
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dropTarget = null;
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}
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function onWinMove(e: PointerEvent) {
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if (!downInfo) return;
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@@ -223,25 +246,31 @@
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if (!drag) return;
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drag = { ...drag, x: e.clientX, y: e.clientY };
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const c = cellUnder(e.clientX, e.clientY);
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// Highlight the aimed-at cell as a drop target, but only when it is free (no committed
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// or pending tile there).
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dropTarget = c && !board[c.row]?.[c.col] && !pendingMap.has(`${c.row},${c.col}`) ? c : null;
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const ck = c ? `${c.row},${c.col}` : '';
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if (ck !== hoverKey) {
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hoverKey = ck;
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if (hoverTimer) clearTimeout(hoverTimer);
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hoverTimer = c
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? setTimeout(() => {
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// Still holding the tile over this cell: magnify into it.
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if (drag && isCoarse()) {
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focus = c;
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zoomed = true;
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telegramHaptic('light');
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}
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}, 1000)
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: null;
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hoverTimer =
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c && !zoomed
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? setTimeout(() => {
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// Still holding the tile over this cell: magnify into it. Only the first
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// (zoom-in) hold centres; once zoomed we never move the board on hover.
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if (drag && isCoarse() && !zoomed) {
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focus = c;
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zoomed = true;
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telegramHaptic('light');
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}
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}, 1000)
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: null;
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}
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}
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function onWinUp(e: PointerEvent) {
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window.removeEventListener('pointermove', onWinMove);
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window.removeEventListener('pointerup', onWinUp);
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window.removeEventListener('pointerdown', onExtraPointer);
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clearHover();
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const di = downInfo;
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downInfo = null;
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@@ -268,6 +297,7 @@
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onDestroy(() => {
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window.removeEventListener('pointermove', onWinMove);
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window.removeEventListener('pointerup', onWinUp);
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window.removeEventListener('pointerdown', onExtraPointer);
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clearHover();
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telegramClosingConfirmation(false);
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});
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@@ -547,7 +577,7 @@
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]);
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</script>
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<Screen title={t('app.title')} back="/" growNav column scroll={false}>
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<Screen title={t(variantNameKey(variant))} back="/" growNav column scroll={false}>
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{#snippet menu()}
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<Menu items={menuItems} />
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{/snippet}
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@@ -600,6 +630,7 @@
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lines={app.boardLines}
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locale={app.locale}
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{focus}
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{dropTarget}
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oncell={onCell}
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ontogglezoom={(r, c) => { focus = { row: r, col: c }; if (!gameOver) zoomed = !zoomed; }}
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onrecall={onRecall}
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@@ -624,10 +655,10 @@
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a finished game shows the final rack greyed out and the controls disabled. -->
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<div class="rack-row" class:inert={gameOver}>
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<div class="rack-wrap">
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<Rack slots={rackSlots} {variant} {selected} {shuffling} ondown={onRackDown} />
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<Rack slots={rackSlots} {variant} {selected} shuffling={shuffling && !app.reduceMotion} ondown={onRackDown} />
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</div>
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{#if !gameOver && placement.pending.length > 0}
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<button class="make" onclick={commit} disabled={busy} aria-label={t('game.makeMove')}>✅</button>
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<button class="make" onclick={commit} disabled={busy || (preview !== null && !preview.legal)} aria-label={t('game.makeMove')}>✅</button>
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{/if}
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</div>
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{:else}
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@@ -883,18 +914,19 @@
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flex: 1;
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min-width: 0;
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}
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/* A borderless icon button (like the tab bar), not a filled accent button — and disabled
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while the pending word is known to be illegal (Stage 17). */
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.make {
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min-width: 56px;
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background: var(--accent);
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color: var(--accent-text);
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background: none;
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color: var(--text);
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border: none;
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border-radius: var(--radius-sm);
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display: grid;
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place-items: center;
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font-size: 1.6rem;
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font-size: 1.8rem;
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}
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.make:disabled {
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opacity: 0.55;
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opacity: 0.4;
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}
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.pop {
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padding: 9px 14px;
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@@ -26,8 +26,9 @@
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// hop flies a tile to its shuffled position along a low parabola (apogee ≈ half a tile
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// height). The duration scales with the horizontal distance — i.e. the arc length — so
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// the longest swap (slot 1 ↔ 7) takes ~0.5s and shorter swaps land sooner. It runs only
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// while a shuffle is in progress; ordinary reflow (placing/recalling a tile) is instant.
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// the longest swap (slot 1 ↔ 7) takes ~0.3s and shorter swaps land sooner. It runs only
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// while a shuffle is in progress (and motion is not reduced); ordinary reflow
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// (placing/recalling a tile) is instant.
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function hop(node: HTMLElement, { from, to }: { from: DOMRect; to: DOMRect }, active: boolean) {
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const dx = from.left - to.left;
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const dy = from.top - to.top;
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@@ -36,7 +37,7 @@
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const span = node.parentElement?.getBoundingClientRect().width || dist;
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const lift = (to.height || from.height) * 0.5;
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return {
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duration: Math.max(160, Math.min(500, (dist / span) * 560)),
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duration: Math.max(120, Math.min(300, (dist / span) * 340)),
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css: (t: number, u: number) =>
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`transform: translate(${dx * u}px, ${dy * u - Math.sin(Math.PI * t) * lift}px);`,
|
||||
};
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||||
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@@ -40,9 +40,9 @@ export const en = {
|
||||
|
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'new.title': 'New game',
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'new.subtitle': 'Auto-match with another player',
|
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'new.english': 'English',
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'new.russian': 'Russian',
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'new.erudit': 'Эрудит',
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'new.english': 'Scrabble',
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'new.russian': 'Scrabble',
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'new.erudit': 'Erudite',
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'new.find': 'Find a game',
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'new.searching': 'Looking for an opponent…',
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||||
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@@ -41,8 +41,8 @@ export const ru: Record<MessageKey, string> = {
|
||||
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'new.title': 'Новая игра',
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'new.subtitle': 'Автоподбор соперника',
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'new.english': 'Английский',
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'new.russian': 'Русский',
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'new.english': 'Скрэббл',
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'new.russian': 'Скрэббл',
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'new.erudit': 'Эрудит',
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'new.find': 'Найти игру',
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'new.searching': 'Ищем соперника…',
|
||||
|
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+10
-1
@@ -11,13 +11,22 @@ export interface VariantOption {
|
||||
label: MessageKey;
|
||||
}
|
||||
|
||||
// ALL_VARIANTS lists every variant in display order.
|
||||
// ALL_VARIANTS lists every variant in display order. The labels are display names, not
|
||||
// language names: both Scrabble variants render as "Scrabble"/"Скрэббл" and Erudit as
|
||||
// "Erudite"/"Эрудит" (Stage 17) — the offered list is language-gated, so within one
|
||||
// language the names stay distinct.
|
||||
export const ALL_VARIANTS: VariantOption[] = [
|
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{ id: 'english', label: 'new.english' },
|
||||
{ id: 'russian_scrabble', label: 'new.russian' },
|
||||
{ id: 'erudit', label: 'new.erudit' },
|
||||
];
|
||||
|
||||
// variantNameKey returns the i18n key for a variant's display name (used by the in-game
|
||||
// title and the lobby cards).
|
||||
export function variantNameKey(v: Variant): MessageKey {
|
||||
return ALL_VARIANTS.find((o) => o.id === v)?.label ?? 'new.english';
|
||||
}
|
||||
|
||||
// VARIANT_LANGUAGE maps each variant to its game language. en -> English;
|
||||
// ru -> Russian + Эрудит.
|
||||
export const VARIANT_LANGUAGE: Record<Variant, 'en' | 'ru'> = { english: 'en', russian_scrabble: 'ru', erudit: 'ru' };
|
||||
|
||||
Reference in New Issue
Block a user