feat(ui): first-run onboarding coachmarks
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A one-time coachmark overlay walks a new player through the lobby and their
first game board: a light dimmed layer draws one tail-pointed hint bubble at a
time, advancing on a tap anywhere and removing itself for good after the last
hint. Two independent series (lobby: settings/stats/new game; game:
header/pass-exchange/hints/shuffle/rack), gated by a per-device persisted flag
and marked done only after the last hint, so an interrupted run replays from
the start. A deep-link into Settings -> Friends still triggers the lobby series
on the first trip back to the lobby.

Targets carry a data-coach attribute, so one positioning engine anchors the
bubble in both portrait and landscape, re-measuring each frame until the
geometry settles (route slide, hidden-banner reflow, fonts). The promo banner
hides while the overlay is up (app.coachActive); a hidden DebugPanel "Reset
visited" control replays the walk-through. Off by default in the mock build so
the Playwright smoke is unaffected; ?coach forces it on for the dedicated e2e.

Pure geometry (step lists, nextVisibleStep, placeBubble) in lib/coachmark.ts
(unit-tested); Coachmark.svelte renders. Docs: FUNCTIONAL(+ru) onboarding
story, UI_DESIGN coachmark section.
This commit is contained in:
Ilia Denisov
2026-06-30 21:48:56 +02:00
parent 90f2427fa7
commit 6636d7c309
16 changed files with 809 additions and 14 deletions
+14
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@@ -25,6 +25,20 @@ theme, and links to the matching per-language Telegram channel; the game itself
`/app/` (web), `/telegram/` (the Telegram Mini App) and `/vk/` (the VK Mini App). The landing's theme is ephemeral
(it follows the system scheme, not the saved preference); its language choice is saved.
### First-run onboarding
The first time a player opens the app it walks them through the interface with a light
**coachmark overlay**: a dimmed layer draws one hint bubble at a time, each pointing — with a
tail — at a real control, and a **tap anywhere** advances to the next; after the last hint the
overlay is gone for good. Two independent series run. The **lobby** series points at the
⚙️ settings, ✏️ statistics and 🎲 new-game tabs. The **game** series, on the player's first game
board, points at the scoreboard header (move history / chat / word-check), the 🔄 pass-and-exchange,
🛟 hints and 🔀 shuffle controls, and the rack. A series counts as seen only **after its last hint**,
so leaving mid-way replays it from the start next time; it is remembered per device. Arriving at the
lobby is the lobby trigger, so a player who deep-links straight into Settings → Friends still gets the
lobby walk-through on their first trip back. Both series work the same in portrait and landscape (the
bubbles re-anchor to wherever the controls move) and the hint texts are localized (en/ru). The
advertising banner hides while the overlay is up and returns when it closes.
### Identity & sessions
A player arrives from a platform (Telegram first), via email login, or as an
ephemeral guest. The gateway validates the credential once and mints a thin
+15
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@@ -26,6 +26,21 @@ top-1 подсказку, безлимитную проверку слова с
`/app/` (веб), `/telegram/` (Telegram Mini App) и `/vk/` (VK Mini App). Тема на странице эфемерна (берётся из
системной настройки, а не из сохранённой), выбор языка сохраняется.
### Первый запуск: онбординг
При первом открытии приложения игрока один раз проводят по интерфейсу лёгким
**coachmark-оверлеем**: затемнённый слой показывает по одной подсказке-«облачку» за раз, каждое
«хвостиком» указывает на реальный элемент управления, а **тап в любом месте** переходит к
следующей; после последней подсказки оверлей убирается навсегда. Серий две. Серия **лобби**
указывает на вкладки ⚙️ настроек, ✏️ статистики и 🎲 новой игры. Серия **игры**, на первой партии
игрока, указывает на шапку со счётом (история ходов / чат / проверка слова), кнопки 🔄 пас-и-обмен,
🛟 подсказок и 🔀 перемешивания, и на стойку с фишками. Серия считается просмотренной только
**после последней подсказки**, поэтому выход на середине в следующий раз покажет её с начала;
запоминается она по устройству. Триггер серии лобби — попадание в лобби, так что игрок, пришедший
по deeplink сразу в Настройки → Друзья, всё равно получит проводку по лобби при первом возврате.
Обе серии одинаково работают в portrait и landscape (облачка переустанавливаются туда, куда
переезжают элементы), тексты подсказок локализованы (en/ru). Рекламный баннер скрывается, пока
оверлей показан, и возвращается по закрытию.
### Личность и сессии
Игрок приходит с платформы (сначала Telegram), через email-вход или как
эфемерный гость. Gateway один раз валидирует доступ и выдаёт тонкий
+28 -1
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@@ -49,6 +49,32 @@ fast load shows it for ~1.25 s. Each tile **drops in** with a brief scale + fade
dismisses as soon as the lobby is ready. The pure layout and timing live in `lib/splash.ts`
(unit-tested); `Splash.svelte` is the renderer.
## First-run onboarding coachmarks (`components/Coachmark.svelte`, `lib/coachmark.ts`)
A one-time **coachmark overlay** introduces the interface to a new player. Like the splash it is an
**App-level overlay**; it runs two independent series chosen by the route — **lobby** (⚙️ settings →
✏️ stats → 🎲 new game) and **game** (scoreboard header → 🔄 pass/exchange → 🛟 hints → 🔀 shuffle →
rack). It draws **one bubble at a time** over a light scrim (`rgba(0,0,0,0.32)`); the whole layer
captures pointer events, so a **tap anywhere advances** and the UI underneath stays inert. After the
last hint the series is recorded done (`session.ts` `onboarding` key) and the overlay removes itself;
a series is marked only after its **last** hint, so an interrupted player replays it from the start.
The lobby series gates on `app.splashDone`, the game series on its first target laying out; both defer
while a modal (`welcomeRedeem` / `staleInvite`) is open.
Each target carries a **`data-coach` attribute**, so the **same positioning engine anchors it in both
orientations** wherever the layout moves it (the tab bar to the landscape left panel, etc.). The
bubble points at the live `getBoundingClientRect()` of its target, **re-measuring each frame until the
geometry settles** (the route-change slide, the hidden-banner reflow, async fonts) and on resize /
rotation; a target absent in the current state is skipped. The bubble matches the in-game counter text
size (`0.85rem`, larger in landscape), wraps by word and never fills the width; its **tail** sits on
the edge facing the target, centred on it (clamped near a corner). The pure geometry (step lists,
`nextVisibleStep`, `placeBubble`) lives in `lib/coachmark.ts` (unit-tested); `Coachmark.svelte` is the
renderer. While the overlay is up the **advertising banner is hidden** (`app.coachActive`) so its
scroll does not run behind the scrim. The hidden DebugPanel offers a **Reset visited** control that
clears the flags so the walk-through replays on the next launch. In the **mock build** the overlay
does not auto-show (so it cannot block the Playwright smoke); `?coach` forces it on for the dedicated
e2e and the screenshots.
## Navigation
- **Back**: a thin, compact `<` drawn from two rotated CSS borders (`Header.svelte`
@@ -253,7 +279,8 @@ the surroundings in the light theme and a touch lighter in the dark theme, mappe
linkified). It is **server-driven**: the campaigns and display timings ride the `profile.get`
response (`app.profile.banner`, present only for an eligible viewer — see ARCHITECTURE §10), so
`Header` renders the strip only when that block is present, and a `notify` `banner` event re-fetches
the profile to show or hide it in place.
the profile to show or hide it in place. It is also hidden while a first-run onboarding overlay is up
(`app.coachActive`), reappearing by this same condition once the overlay closes.
The rotation runs in a **persistent module engine** (`lib/bannerEngine`): the scheduler and timer
live outside the components, so navigating between screens (which remounts the view) **continues the
+48
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@@ -0,0 +1,48 @@
import { expect, test, type Page } from './fixtures';
// The first-run onboarding coachmarks. `?coach` forces the overlay on in the mock build (where it
// is otherwise off so it cannot eat the smoke's taps) and bypasses the persisted "seen" flag, so
// the series replay deterministically here. A tap anywhere on the overlay advances; after the last
// hint the overlay removes itself.
// Tap the overlay near a corner (clear of the bubble) to advance to the next hint.
async function advance(page: Page): Promise<void> {
await page.locator('[data-coach-overlay]').click({ position: { x: 5, y: 5 } });
}
// Drive both series end to end: guest login -> lobby coachmarks (3) -> open the seeded game ->
// game coachmarks (5) -> gone. Shared by the portrait and landscape projects/cases.
async function runOnboarding(page: Page): Promise<void> {
const overlay = page.locator('[data-coach-overlay]');
await page.goto('/?coach=1');
await page.getByRole('button', { name: /guest/i }).click();
// Lobby series: settings -> stats -> new game.
await expect(overlay).toBeVisible({ timeout: 10000 });
await advance(page);
await advance(page);
await advance(page);
await expect(overlay).toBeHidden();
// The lobby is interactive again: open the seeded active game.
await page.getByRole('button', { name: /Ann/ }).click();
await expect(page.locator('[data-cell]').first()).toBeVisible();
// Game series: header -> pass/exchange -> hints -> shuffle -> rack.
await expect(overlay).toBeVisible({ timeout: 10000 });
for (let i = 0; i < 5; i++) await advance(page);
await expect(overlay).toBeHidden();
}
test('onboarding walks the lobby then the first game (portrait)', async ({ page }) => {
await runOnboarding(page);
});
test.describe('landscape', () => {
test.use({ viewport: { width: 1100, height: 640 } });
test('onboarding anchors and advances in the wide layout', async ({ page }) => {
await runOnboarding(page);
});
});
+2
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@@ -8,6 +8,7 @@
import Splash from './components/Splash.svelte';
import StaleInviteModal from './components/StaleInviteModal.svelte';
import WelcomeRedeemModal from './components/WelcomeRedeemModal.svelte';
import Coachmark from './components/Coachmark.svelte';
import DebugPanel from './components/DebugPanel.svelte';
import Login from './screens/Login.svelte';
import Lobby from './screens/Lobby.svelte';
@@ -120,6 +121,7 @@
<Toast />
<StaleInviteModal />
<WelcomeRedeemModal />
<Coachmark />
{#if routeIsLobby && !app.splashDone && !app.blocked && !app.bootError && !app.launchError}
<Splash />
+330
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@@ -0,0 +1,330 @@
<script lang="ts">
// First-run onboarding coachmarks: a light dimmed overlay that points one bubble at a time at a
// real UI element (a tab-bar button, the scoreboard, the rack), advancing on a tap anywhere and
// removing itself for good after the last hint. Two independent series — the lobby (just
// registered) and the first game board — selected by the current route. The geometry lives in
// lib/coachmark (unit-tested); this component supplies the live target rectangles, drives the
// step machine, and persists completion. Targets are found by their `data-coach` attribute, so
// the same code anchors them in portrait and landscape, wherever the layout puts them.
import { onDestroy } from 'svelte';
import { app, markOnboardingDone } from '../lib/app.svelte';
import { router } from '../lib/router.svelte';
import { t } from '../lib/i18n/index.svelte';
import { nextVisibleStep, placeBubble, stepsFor, type CoachSeries, type Placement } from '../lib/coachmark';
// In the mock build the overlay never auto-shows (so the Playwright smoke is not held up by an
// overlay that intercepts taps — like the splash). `?coach` forces it on regardless, bypassing
// both the mock gate and the "already seen" flag, for screenshots and the dedicated e2e.
const isMock = import.meta.env.MODE === 'mock';
const forced = typeof location !== 'undefined' && new URLSearchParams(location.search).has('coach');
// How long to wait for the first target of a series to lay out before giving up (the game board
// mounts asynchronously once its state loads).
const READY_BUDGET_MS = 8000;
let activeSeries = $state<CoachSeries | null>(null);
let stepIndex = $state(-1);
let placement = $state<Placement | null>(null);
let bubbleEl = $state<HTMLElement>();
// Series already completed in this page session. The persisted flag stops a series from
// replaying in real use, but `?coach` deliberately bypasses that flag — so this stops a forced
// series from immediately restarting itself the moment it finishes.
const sessionDone = new Set<CoachSeries>();
// Viewport + a generic "layout changed" tick (resize, rotation, scroll, the banner reflow) that
// re-runs the measuring effect so a bubble keeps pointing at its target.
let vw = $state(0);
let vh = $state(0);
let tick = $state(0);
let pollId = 0;
function seriesFor(name: string): CoachSeries | null {
return name === 'lobby' ? 'lobby' : name === 'game' ? 'game' : null;
}
function seriesRoute(series: CoachSeries): string {
return series === 'lobby' ? 'lobby' : 'game';
}
function targetEl(target: string): HTMLElement | null {
return typeof document === 'undefined' ? null : document.querySelector<HTMLElement>(`[data-coach="${target}"]`);
}
function present(target: string): boolean {
const el = targetEl(target);
if (!el) return false;
const r = el.getBoundingClientRect();
return r.width > 0 && r.height > 0;
}
function blockedByModal(): boolean {
return app.welcomeRedeem || app.staleInvite || app.blocked != null || app.bootError || app.launchError != null;
}
function eligible(series: CoachSeries): boolean {
if (sessionDone.has(series)) return false;
const done = series === 'lobby' ? app.onboarding.lobbyDone : app.onboarding.gameDone;
if (!(forced || (!isMock && !done))) return false;
if (blockedByModal()) return false;
// The lobby waits for the loading splash to clear; the game waits for its first target (below).
if (series === 'lobby') return app.splashDone;
return true;
}
function maybeStart(series: CoachSeries): void {
if (activeSeries || !eligible(series)) return;
const i = nextVisibleStep(stepsFor(series), 0, present);
if (i < 0) return; // targets not on screen yet — the poll keeps trying
activeSeries = series;
stepIndex = i;
app.coachActive = true;
tick++;
}
function advance(): void {
if (!activeSeries) return;
const i = nextVisibleStep(stepsFor(activeSeries), stepIndex + 1, present);
if (i < 0) {
finish();
return;
}
stepIndex = i;
tick++;
}
function finish(): void {
if (activeSeries) {
sessionDone.add(activeSeries);
markOnboardingDone(activeSeries);
}
reset();
}
function reset(): void {
activeSeries = null;
stepIndex = -1;
placement = null;
app.coachActive = false;
cancelPoll();
}
function cancelPoll(): void {
if (pollId) {
cancelAnimationFrame(pollId);
pollId = 0;
}
}
function startPoll(series: CoachSeries): void {
cancelPoll();
const t0 = performance.now();
const loop = (): void => {
pollId = 0;
if (activeSeries || seriesFor(router.route.name) !== series) return;
maybeStart(series);
if (activeSeries || performance.now() - t0 > READY_BUDGET_MS) return;
pollId = requestAnimationFrame(loop);
};
pollId = requestAnimationFrame(loop);
}
// Orchestration: pick the series for the route, stop one left behind, and (re)try on every change
// to a flag that gates eligibility (splash, modals, blocked, the seen flags). A bounded poll
// covers the asynchronous appearance of the first target.
$effect(() => {
const name = router.route.name;
// Touch the reactive eligibility inputs so this re-runs when they change.
void app.splashDone;
void app.welcomeRedeem;
void app.staleInvite;
void app.blocked;
void app.bootError;
void app.launchError;
void app.onboarding.lobbyDone;
void app.onboarding.gameDone;
const series = seriesFor(name);
if (activeSeries && seriesRoute(activeSeries) !== name) reset();
cancelPoll();
if (!series) return;
maybeStart(series);
if (!activeSeries) startPoll(series);
});
// While a series is active, track viewport size and any layout shift so the bubble re-anchors
// (rotation, the hidden banner reflow, async fonts). Scroll is observed in the capture phase to
// catch inner scrollers. Attached only when active so the always-mounted component adds no
// global listeners while idle.
$effect(() => {
if (!activeSeries || typeof window === 'undefined') return;
vw = window.innerWidth;
vh = window.innerHeight;
const onResize = (): void => {
vw = window.innerWidth;
vh = window.innerHeight;
tick++;
};
const onLayout = (): void => void tick++;
window.addEventListener('resize', onResize);
window.addEventListener('orientationchange', onResize);
window.addEventListener('scroll', onLayout, true);
const ro = new ResizeObserver(onLayout);
ro.observe(document.body);
return () => {
window.removeEventListener('resize', onResize);
window.removeEventListener('orientationchange', onResize);
window.removeEventListener('scroll', onLayout, true);
ro.disconnect();
};
});
// Measure the active target and place the bubble, re-measuring each frame until the geometry holds
// steady. The route-change slide, the hidden-banner reflow and async fonts all move the target
// after the step first renders, so a single measurement can land the bubble at a mid-animation
// position; settling fixes that. The bubble is laid out off-screen first so its real size is
// known, and a vanished target is skipped.
$effect(() => {
void vw;
void vh;
void tick;
const series = activeSeries;
const i = stepIndex;
if (!series || i < 0) {
placement = null;
return;
}
const target = stepsFor(series)[i].target;
let raf = 0;
let stableSig = '';
let stableMs = 0;
let totalMs = 0;
const measure = (): void => {
const el = targetEl(target);
const r = el?.getBoundingClientRect();
if (!r || r.width === 0 || r.height === 0) {
advance();
return;
}
const bb = bubbleEl?.getBoundingClientRect();
const size = bb && bb.width ? { width: bb.width, height: bb.height } : { width: 280, height: 80 };
placement = placeBubble(
{ left: r.left, top: r.top, width: r.width, height: r.height },
{ width: window.innerWidth, height: window.innerHeight },
size,
);
// Re-measure until the target rect + bubble size hold steady for a short spell (so the bubble
// lands at the post-animation position), bounded by a hard cap as a safety net.
const sig = `${Math.round(r.left)}:${Math.round(r.top)}:${Math.round(r.width)}:${Math.round(r.height)}:${Math.round(size.width)}`;
if (sig === stableSig) stableMs += 16;
else {
stableSig = sig;
stableMs = 0;
}
totalMs += 16;
if (stableMs < 320 && totalMs < 2500) raf = requestAnimationFrame(measure);
};
raf = requestAnimationFrame(measure);
return () => cancelAnimationFrame(raf);
});
onDestroy(() => {
cancelPoll();
if (activeSeries) app.coachActive = false;
});
</script>
{#if activeSeries && stepIndex >= 0}
<!-- svelte-ignore a11y_click_events_have_key_events -->
<!-- svelte-ignore a11y_no_static_element_interactions -->
<div class="coach" data-coach-overlay onclick={advance}>
<div
class="bubble"
class:shown={!!placement}
bind:this={bubbleEl}
data-side={placement?.side ?? 'bottom'}
style="--tail:{placement?.tail ?? 0}px; {placement
? `left:${placement.left}px; top:${placement.top}px;`
: 'left:-9999px; top:0;'}"
>
<span class="text">{t(stepsFor(activeSeries)[stepIndex].key)}</span>
<span class="tail" aria-hidden="true"></span>
</div>
</div>
{/if}
<style>
.coach {
position: fixed;
inset: 0;
/* Above the lobby/game and modals (Modal.svelte z 40), below toasts (z 50) so an error toast
still shows over it; the DebugPanel (z 10000) stays on top. */
z-index: 46;
/* Light dimming — the bubble (brand colour) carries the contrast. Tuned via screenshots. */
background: rgba(0, 0, 0, 0.32);
/* The whole layer captures taps: a tap anywhere advances, the UI underneath stays inert. */
touch-action: manipulation;
}
.bubble {
position: fixed;
box-sizing: border-box;
max-width: min(72vw, 320px);
padding: 9px 12px;
border-radius: 12px;
background: var(--accent);
color: var(--accent-text);
/* Reference: the in-game "N в мешке" counter (0.85rem). */
font-size: 0.85rem;
line-height: 1.3;
overflow-wrap: break-word;
box-shadow: 0 6px 20px rgba(0, 0, 0, 0.35);
opacity: 0;
transition: opacity 130ms ease-out;
}
.bubble.shown {
opacity: 1;
}
/* Larger and a touch wider in landscape, where there is room and the portrait size looks tiny. */
@media (orientation: landscape) {
.bubble {
max-width: min(46vw, 440px);
font-size: 1.05rem;
padding: 11px 15px;
}
}
@media (prefers-reduced-motion: reduce) {
.bubble {
transition: none;
}
}
/* The tail: an 18px-wide triangle centred on --tail along the bubble edge that faces the target.
`data-side` is where the bubble sits relative to the target, so the tail is on the opposite
edge, pointing back at it. */
.tail {
position: absolute;
width: 0;
height: 0;
}
.bubble[data-side='bottom'] .tail {
top: -9px;
left: var(--tail);
transform: translateX(-9px);
border-left: 9px solid transparent;
border-right: 9px solid transparent;
border-bottom: 9px solid var(--accent);
}
.bubble[data-side='top'] .tail {
bottom: -9px;
left: var(--tail);
transform: translateX(-9px);
border-left: 9px solid transparent;
border-right: 9px solid transparent;
border-top: 9px solid var(--accent);
}
.bubble[data-side='right'] .tail {
left: -9px;
top: var(--tail);
transform: translateY(-9px);
border-top: 9px solid transparent;
border-bottom: 9px solid transparent;
border-right: 9px solid var(--accent);
}
.bubble[data-side='left'] .tail {
right: -9px;
top: var(--tail);
transform: translateY(-9px);
border-top: 9px solid transparent;
border-bottom: 9px solid transparent;
border-left: 9px solid var(--accent);
}
</style>
+30 -1
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@@ -4,7 +4,7 @@
// snapshot (no secrets, no initData values, no IP) and shares it through the OS share sheet (or a
// clipboard copy on desktop) — a support aid for reproducing client-specific issues, e.g. the
// Telegram Android presentation quirks. Drawn from the top, just under the app header.
import { app, closeDebug } from '../lib/app.svelte';
import { app, closeDebug, resetOnboarding } from '../lib/app.svelte';
import { connection } from '../lib/connection.svelte';
import { shareText } from '../lib/share';
import { telegramChromeDiag } from '../lib/telegram';
@@ -26,12 +26,25 @@
setTimeout(() => (label = 'Share'), 1500);
}
}
// Clear the first-run coachmark "seen" flags so the onboarding replays on the next launch — a
// manual re-test aid. Stops the click from also closing the panel, like the Share control.
let resetLabel = $state('Reset visited');
function resetVisited(e: MouseEvent): void {
e.stopPropagation();
resetOnboarding();
resetLabel = 'Cleared — relaunch';
setTimeout(() => (resetLabel = 'Reset visited'), 1800);
}
</script>
<!-- svelte-ignore a11y_click_events_have_key_events -->
<!-- svelte-ignore a11y_no_static_element_interactions -->
<div class="overlay" onclick={closeDebug}>
<div class="actions">
<button class="share" onclick={share}>{label}</button>
<button class="reset" onclick={resetVisited}>{resetLabel}</button>
</div>
<pre class="body">{report}</pre>
</div>
@@ -49,6 +62,12 @@
gap: 10px;
align-items: flex-start;
}
.actions {
flex: 0 0 auto;
display: flex;
gap: 10px;
flex-wrap: wrap;
}
.share {
flex: 0 0 auto;
padding: 7px 16px;
@@ -58,6 +77,16 @@
border-radius: var(--radius-sm);
font-size: 0.95rem;
}
/* Secondary (outline) styling so it reads as a utility next to the primary Share action. */
.reset {
flex: 0 0 auto;
padding: 7px 16px;
border: 1px solid var(--accent);
background: transparent;
color: var(--accent);
border-radius: var(--radius-sm);
font-size: 0.95rem;
}
.body {
margin: 0;
width: 100%;
+5 -2
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@@ -48,8 +48,11 @@
</div>
<!-- The ad banner lives inside the nav, directly under the title bar, so it sits in the
same place on every screen — and in the game (grown nav) the spare height falls below
it (banner under the title, board pinned to the bottom). -->
{#if app.profile?.banner && app.profile.banner.campaigns.length}
it (banner under the title, board pinned to the bottom). It is hidden while a first-run
coachmark overlay is up (app.coachActive) so the scrolling strip does not run behind the
dimmed onboarding layer; the engine keeps rotating (module scope) and the strip reappears,
per this same condition, once onboarding closes. -->
{#if app.profile?.banner && app.profile.banner.campaigns.length && !app.coachActive}
<AdBanner
campaigns={app.profile.banner.campaigns}
timings={app.profile.banner.timings}
+5 -5
View File
@@ -1111,7 +1111,7 @@
{@const badge = badgeKind(app.chatUnread[id] ?? false, app.messageUnread[id] ?? false)}
<!-- svelte-ignore a11y_no_static_element_interactions -->
<!-- svelte-ignore a11y_click_events_have_key_events -->
<div class="scoreboard" class:flat={landscape} onclick={landscape ? undefined : toggleHistory}>
<div class="scoreboard" class:flat={landscape} data-coach="game-header" onclick={landscape ? undefined : toggleHistory}>
{#if badge}<span class="unread-dot sbadge-dot" class:nudge={badge === 'nudge'}></span>{/if}
{#each view.game.seats as s (s.seat)}
<div class="seat" class:turn={view.game.toMove === s.seat && !gameOver} class:win={s.isWinner}>
@@ -1250,7 +1250,7 @@
{#snippet rackRow()}
<!-- The footer is drawn even when the game is over (rack + controls), but inert:
a finished game shows the final rack greyed out and the controls disabled. -->
<div class="rack-row" class:inert={gameOver}>
<div class="rack-row" class:inert={gameOver} data-coach="game-rack">
<div class="rack-wrap">
<Rack
slots={rackSlots}
@@ -1271,7 +1271,7 @@
{#snippet controlButtons()}
<button class="tab" disabled={busy || !isMyTurn || !connection.online} onclick={openExchange}>
<span class="sq">🔄</span><span class="lbl">{t('game.draw')}</span>
<span class="sq" data-coach="game-turn">🔄</span><span class="lbl">{t('game.draw')}</span>
</button>
<TapConfirm
triggerClass="tab"
@@ -1279,7 +1279,7 @@
disabled={busy || !isMyTurn || !connection.online || hintCount <= 0}
onconfirm={doHint}
>
<span class="sq">🛟{#if hintCount > 0}<span class="badge">{hintCount}</span>{/if}</span>
<span class="sq" data-coach="game-hints">🛟{#if hintCount > 0}<span class="badge">{hintCount}</span>{/if}</span>
<span class="lbl">{t('game.hint')}</span>
</TapConfirm>
{#if placement.pending.length > 0}
@@ -1288,7 +1288,7 @@
</button>
{:else}
<button class="tab" disabled={busy || gameOver} onclick={shuffle}>
<span class="sq">🔀</span>
<span class="sq" data-coach="game-shuffle">🔀</span>
</button>
{/if}
{/snippet}
+41 -1
View File
@@ -35,7 +35,18 @@ import {
import { onVKPath, insideVK, vkInit, vkLaunchParams, vkUserName, vkStartParam, vkOnScheme, vkOnInsets } from './vk';
import { CLOUD_PREFS_KEY, decodeClientPrefs, encodeClientPrefs } from './cloudprefs';
import { parseStartParam } from './deeplink';
import { clearSession, loadPrefs, loadSession, saveSession, savePrefs } from './session';
import {
clearOnboarding,
clearSession,
loadOnboarding,
loadPrefs,
loadSession,
type OnboardingState,
saveOnboarding,
saveSession,
savePrefs,
} from './session';
import type { CoachSeries } from './coachmark';
import { connection, reportOffline, reportOnline, resetConnection } from './connection.svelte';
import { isConnectionCode } from './retry';
import { clearGameCache, getCachedGame, setCachedGame } from './gamecache';
@@ -86,6 +97,12 @@ export const app = $state<{
locale: Locale;
reduceMotion: boolean;
boardLabels: BoardLabelMode;
/** Completion flags for the two first-run coachmark series (components/Coachmark.svelte). */
onboarding: OnboardingState;
/** Whether a first-run coachmark overlay is currently on screen. While set, the scrolling promo
* banner (components/PromoBanner) hides so it does not run above the dimmed onboarding layer,
* and reappears (per its own show logic) once onboarding closes. */
coachActive: boolean;
/** Pending incoming friend requests, for the lobby ⚙️ badge and the Settings Friends tab. */
notifications: number;
/** Per-game flag: the player has at least one unread chat entry (message or nudge) in that
@@ -128,6 +145,8 @@ export const app = $state<{
locale: 'en',
reduceMotion: false,
boardLabels: 'beginner',
onboarding: { lobbyDone: false, gameDone: false },
coachActive: false,
notifications: 0,
chatUnread: {},
messageUnread: {},
@@ -609,6 +628,7 @@ export async function bootstrap(): Promise<void> {
app.theme = prefs.theme ?? 'auto';
app.reduceMotion = prefs.reduceMotion ?? false;
app.boardLabels = prefs.boardLabels ?? 'beginner';
app.onboarding = await loadOnboarding();
applyTheme(app.theme);
applyReduceMotion(app.reduceMotion);
if (prefs.locale) {
@@ -904,6 +924,26 @@ export async function logout(): Promise<void> {
navigate('/login');
}
/**
* markOnboardingDone records that a first-run coachmark series has been completed (its last hint
* was shown) and persists the flag, so the series never replays for this client. A series
* interrupted before its last hint is left unmarked and replays from the start next launch.
*/
export function markOnboardingDone(series: CoachSeries): void {
if (series === 'lobby') app.onboarding.lobbyDone = true;
else app.onboarding.gameDone = true;
void saveOnboarding({ ...app.onboarding });
}
/**
* resetOnboarding clears both coachmark completion flags (the hidden DebugPanel control), so the
* onboarding replays on the next launch — a manual re-test aid.
*/
export function resetOnboarding(): void {
app.onboarding = { lobbyDone: false, gameDone: false };
void clearOnboarding();
}
function persistPrefs(): void {
void savePrefs({
theme: app.theme,
+90
View File
@@ -0,0 +1,90 @@
import { describe, expect, it } from 'vitest';
import {
GAME_STEPS,
LOBBY_STEPS,
nextVisibleStep,
placeBubble,
stepsFor,
type Rect,
type Viewport,
} from './coachmark';
describe('stepsFor', () => {
it('returns the owner-defined order for each series', () => {
expect(stepsFor('lobby')).toBe(LOBBY_STEPS);
expect(stepsFor('game')).toBe(GAME_STEPS);
expect(LOBBY_STEPS.map((s) => s.target)).toEqual(['lobby-settings', 'lobby-stats', 'lobby-new']);
expect(GAME_STEPS.map((s) => s.target)).toEqual(['game-header', 'game-turn', 'game-hints', 'game-shuffle', 'game-rack']);
});
});
describe('nextVisibleStep', () => {
const present = () => true;
it('returns the start index when its target is present', () => {
expect(nextVisibleStep(LOBBY_STEPS, 0, present)).toBe(0);
expect(nextVisibleStep(LOBBY_STEPS, 1, present)).toBe(1);
});
it('skips steps whose target is absent', () => {
const isPresent = (t: string) => t !== 'game-hints' && t !== 'game-shuffle';
// From the hints step (index 2), both hints and shuffle are absent, so it lands on the rack.
expect(nextVisibleStep(GAME_STEPS, 2, isPresent)).toBe(4);
});
it('returns -1 when no further step is visible', () => {
expect(nextVisibleStep(GAME_STEPS, 5, present)).toBe(-1);
expect(nextVisibleStep(GAME_STEPS, 0, () => false)).toBe(-1);
});
});
describe('placeBubble', () => {
const portrait: Viewport = { width: 390, height: 844 };
const bubble = { width: 280, height: 80 };
it('places the bubble below a target at the top (scoreboard strip)', () => {
const target: Rect = { left: 0, top: 50, width: 390, height: 40 };
const p = placeBubble(target, portrait, bubble);
expect(p.side).toBe('bottom');
expect(p.top).toBe(100); // 50 + 40 + gap(10)
expect(p.left).toBe(55); // centred under the target, room to spare
expect(p.tail).toBeGreaterThan(8);
});
it('places the bubble above a bottom tab-bar target and clamps it on screen', () => {
const target: Rect = { left: 260, top: 790, width: 120, height: 54 };
const p = placeBubble(target, portrait, bubble);
expect(p.side).toBe('top');
expect(p.top).toBe(700); // 790 - gap(10) - height(80)
// Centring would overflow the right edge, so the bubble is clamped...
expect(p.left).toBe(portrait.width - bubble.width - 8);
// ...yet the tail still aims at the target centre.
const tailViewportX = p.left + p.tail;
expect(Math.abs(tailViewportX - (target.left + target.width / 2))).toBeLessThan(1);
});
it('places the bubble to the side of a tall left-panel target (landscape)', () => {
const landscape: Viewport = { width: 1100, height: 640 };
const wide = { width: 300, height: 120 };
const target: Rect = { left: 30, top: 20, width: 60, height: 600 };
const p = placeBubble(target, landscape, wide);
expect(p.side).toBe('right');
expect(p.left).toBe(100); // 30 + 60 + gap(10)
});
it('clamps the bubble and the tail at a corner target', () => {
const target: Rect = { left: 0, top: 0, width: 30, height: 30 };
const p = placeBubble(target, portrait, { width: 200, height: 60 });
expect(p.side).toBe('bottom');
expect(p.left).toBe(8); // left margin
expect(p.tail).toBe(8); // tail clamped to its minimum off the corner
});
it('falls back to a side and keeps the bubble within the viewport when nothing fits', () => {
const target: Rect = { left: 0, top: 0, width: 390, height: 844 };
const p = placeBubble(target, portrait, { width: 200, height: 80 });
expect(p.left).toBeGreaterThanOrEqual(8);
expect(p.left).toBeLessThanOrEqual(portrait.width - 200 - 8);
expect(p.top).toBeGreaterThanOrEqual(8);
expect(p.top).toBeLessThanOrEqual(portrait.height - 80 - 8);
});
});
+149
View File
@@ -0,0 +1,149 @@
// Pure logic for the first-run onboarding coachmarks (components/Coachmark.svelte). Kept free of
// Svelte and the DOM so it is unit-testable in the node test env: the component supplies the live
// target rectangles and renders the bubble from the geometry computed here.
import type { MessageKey } from './i18n/en';
/** The two independent onboarding series: the lobby (just registered) and the first game board. */
export type CoachSeries = 'lobby' | 'game';
/**
* A single coachmark step: the `data-coach` attribute of the element the bubble points at and the
* i18n key of the hint text. Steps whose target is absent at show time are skipped.
*/
export interface CoachStep {
target: string;
key: MessageKey;
}
/** The lobby series, in the owner-defined order: settings → stats → new game. */
export const LOBBY_STEPS: readonly CoachStep[] = [
{ target: 'lobby-settings', key: 'onboarding.lobbySettings' },
{ target: 'lobby-stats', key: 'onboarding.lobbyStats' },
{ target: 'lobby-new', key: 'onboarding.lobbyNew' },
];
/** The game series, in the owner-defined order: header → pass/exchange → hints → shuffle → rack. */
export const GAME_STEPS: readonly CoachStep[] = [
{ target: 'game-header', key: 'onboarding.gameHeader' },
{ target: 'game-turn', key: 'onboarding.gameTurn' },
{ target: 'game-hints', key: 'onboarding.gameHints' },
{ target: 'game-shuffle', key: 'onboarding.gameShuffle' },
{ target: 'game-rack', key: 'onboarding.gameRack' },
];
/** Returns the ordered step list for the given series. */
export function stepsFor(series: CoachSeries): readonly CoachStep[] {
return series === 'lobby' ? LOBBY_STEPS : GAME_STEPS;
}
/**
* Returns the index of the first step at or after `from` whose target is present, or -1 when no
* further step is visible. The component advances through the steps with this, skipping any whose
* element is not on screen (e.g. a control hidden in the current game state).
*/
export function nextVisibleStep(steps: readonly CoachStep[], from: number, isPresent: (target: string) => boolean): number {
for (let i = Math.max(0, from); i < steps.length; i++) {
if (isPresent(steps[i].target)) return i;
}
return -1;
}
/** A minimal rectangle (a subset of DOMRect) — the target's position in the viewport. */
export interface Rect {
left: number;
top: number;
width: number;
height: number;
}
/** The viewport size the bubble must stay inside. */
export interface Viewport {
width: number;
height: number;
}
/** The measured bubble box, used to keep it on screen and to aim the tail. */
export interface BubbleSize {
width: number;
height: number;
}
/** Which side of the target the bubble sits on; the tail is drawn on the bubble edge facing it. */
export type BubbleSide = 'top' | 'bottom' | 'left' | 'right';
/**
* The computed bubble placement. `left`/`top` are the bubble's viewport position; `tail` is the
* offset of the tail along the facing edge — an X from the bubble's left for top/bottom sides, a Y
* from the bubble's top for left/right sides — so the tail keeps pointing at the target centre even
* when the bubble is clamped to the viewport edge.
*/
export interface Placement {
side: BubbleSide;
left: number;
top: number;
tail: number;
}
/** Tuning knobs for {@link placeBubble}; all in CSS pixels. */
export interface PlaceOpts {
/** Gap between the target and the bubble. */
gap?: number;
/** Minimum distance the bubble keeps from every viewport edge. */
margin?: number;
/** Half-width of the tail triangle (it cannot sit closer than this to a bubble corner). */
tail?: number;
}
function clamp(v: number, lo: number, hi: number): number {
// When the bubble is larger than the slot (lo > hi) keep the low edge so it stays anchored.
return hi < lo ? lo : Math.max(lo, Math.min(hi, v));
}
/**
* Computes where to draw the bubble for a target. It prefers the vertical axis (below a target,
* else above), then the horizontal axis (right, else left) — picking the first side that fits the
* bubble with the gap and edge margin, and otherwise the side with the most room. The bubble is
* clamped inside the viewport and the tail is aimed at the target centre (clamped to the bubble
* edge), so a target near a corner still gets a correctly pointing tail.
*/
export function placeBubble(target: Rect, vp: Viewport, bubble: BubbleSize, opts?: PlaceOpts): Placement {
const gap = opts?.gap ?? 10;
const margin = opts?.margin ?? 8;
const tail = opts?.tail ?? 8;
const tcx = target.left + target.width / 2;
const tcy = target.top + target.height / 2;
const space: Record<BubbleSide, number> = {
top: target.top,
bottom: vp.height - (target.top + target.height),
left: target.left,
right: vp.width - (target.left + target.width),
};
const fits = (side: BubbleSide): boolean => {
if (side === 'top' || side === 'bottom') return space[side] >= bubble.height + gap + margin;
return space[side] >= bubble.width + gap + margin;
};
// Bubble below a top target, above a bottom one, then to the side — the layout our targets use.
const order: BubbleSide[] = ['bottom', 'top', 'right', 'left'];
let side = order.find(fits);
if (!side) {
side = (Object.keys(space) as BubbleSide[]).reduce((a, b) => (space[a] >= space[b] ? a : b));
}
if (side === 'top' || side === 'bottom') {
const left = clamp(tcx - bubble.width / 2, margin, vp.width - bubble.width - margin);
const rawTop = side === 'top' ? target.top - gap - bubble.height : target.top + target.height + gap;
const top = clamp(rawTop, margin, vp.height - bubble.height - margin);
const tailX = clamp(tcx - left, tail, bubble.width - tail);
return { side, left, top, tail: tailX };
}
const top = clamp(tcy - bubble.height / 2, margin, vp.height - bubble.height - margin);
const rawLeft = side === 'left' ? target.left - gap - bubble.width : target.left + target.width + gap;
const left = clamp(rawLeft, margin, vp.width - bubble.width - margin);
const tailY = clamp(tcy - top, tail, bubble.height - tail);
return { side, left, top, tail: tailY };
}
+11
View File
@@ -65,6 +65,17 @@ export const en = {
'new.searchHint':
'Finding an opponent can sometimes take a while. If you do not want to wait, close the app after starting the game and come back in a couple of minutes.',
// First-run coachmark hints (components/Coachmark.svelte). The leading emoji in each comment
// names the UI element the bubble's tail points at.
'onboarding.lobbySettings': 'Friends, game & profile settings, feedback', // ⚙️
'onboarding.lobbyStats': 'Stats refresh after each game with an opponent', // ✏️
'onboarding.lobbyNew': 'Practise against the AI', // 🎲
'onboarding.gameHeader': 'Move history, chat and word check', // scoreboard strip
'onboarding.gameTurn': 'Pass a turn, swap tiles', // 🔄
'onboarding.gameHints': 'Available hints', // 🛟
'onboarding.gameShuffle': 'Shuffle your tiles', // 🔀
'onboarding.gameRack': 'Pick a tile and place it on the board', // rack
'game.bag': '{n} in the bag',
'game.bagEmpty': 'Bag is empty',
'game.hints': 'Hints {n}',
+10
View File
@@ -66,6 +66,16 @@ export const ru: Record<MessageKey, string> = {
'new.searchHint':
'Иногда поиск соперника может занять некоторое время. Если не захотите ждать после начала игры, можете вернуться в приложение через несколько минут.',
// Подсказки первого запуска (components/Coachmark.svelte).
'onboarding.lobbySettings': 'Друзья, настройки игры и профиля, обратная связь', // ⚙️
'onboarding.lobbyStats': 'Статистика обновляется после каждой игры с соперником', // ✏️
'onboarding.lobbyNew': 'Потренируйтесь с ИИ', // 🎲
'onboarding.gameHeader': 'История ходов, чат и проверка слова', // шапка над доской
'onboarding.gameTurn': 'Пропуск хода, обмен фишек', // 🔄
'onboarding.gameHints': 'Доступные подсказки', // 🛟
'onboarding.gameShuffle': 'Встряхните фишки', // 🔀
'onboarding.gameRack': 'Выбирайте фишку и ставьте на доску', // rack
'game.bag': '{n} в мешке',
'game.bagEmpty': 'Мешок пуст',
'game.hints': 'Подсказки {n}',
+27
View File
@@ -133,3 +133,30 @@ export async function loadPrefs(): Promise<Partial<Prefs>> {
export function savePrefs(p: Prefs): Promise<void> {
return kvSet(PREFS_KEY, p);
}
const ONBOARDING_KEY = 'onboarding';
/**
* Whether each first-run coachmark series has been completed. A series is marked done only after
* its last hint, so a player interrupted mid-series sees it again from the start next launch.
*/
export interface OnboardingState {
lobbyDone: boolean;
gameDone: boolean;
}
/** Loads the persisted onboarding completion flags, defaulting to not-yet-seen. */
export async function loadOnboarding(): Promise<OnboardingState> {
const s = await kvGet<Partial<OnboardingState>>(ONBOARDING_KEY);
return { lobbyDone: s?.lobbyDone ?? false, gameDone: s?.gameDone ?? false };
}
/** Persists the onboarding completion flags. */
export function saveOnboarding(s: OnboardingState): Promise<void> {
return kvSet(ONBOARDING_KEY, s);
}
/** Clears the onboarding flags so the coachmarks replay on the next launch (DebugPanel reset). */
export function clearOnboarding(): Promise<void> {
return kvDel(ONBOARDING_KEY);
}
+3 -3
View File
@@ -332,13 +332,13 @@
{#snippet tabbar()}
<TabBar>
<button class="tab" disabled={atGameLimit} onclick={() => navigate('/new')}>
<span class="sq">🎲</span><span class="lbl">{t('lobby.new')}</span>
<span class="sq" data-coach="lobby-new">🎲</span><span class="lbl">{t('lobby.new')}</span>
</button>
<button class="tab" onclick={() => navigate('/stats')}>
<span class="sq">✏️</span><span class="lbl">{t('lobby.stats')}</span>
<span class="sq" data-coach="lobby-stats">✏️</span><span class="lbl">{t('lobby.stats')}</span>
</button>
<button class="tab" onclick={() => navigate('/settings')}>
<span class="sq">⚙️{#if settingsBadge > 0}<span class="badge">{settingsBadge}</span>{/if}</span>
<span class="sq" data-coach="lobby-settings">⚙️{#if settingsBadge > 0}<span class="badge">{settingsBadge}</span>{/if}</span>
<span class="lbl">{t('lobby.settings')}</span>
</button>
</TabBar>