feat(ui): move in-game status to the board — highlight, score badge, full-width rack
CI / changes (pull_request) Successful in 2s
CI / unit (pull_request) Has been skipped
CI / integration (pull_request) Has been skipped
CI / ui (pull_request) Failing after 13s
CI / conformance (pull_request) Successful in 9s
CI / gate (pull_request) Failing after 0s
CI / deploy (pull_request) Has been skipped

Remove the under-board status strip and relocate its signals:
- bag count -> a badge on the exchange/pass control + the foot of the move table
- whose-turn / win-lose -> a thin strip above the score plaques
- the tentative-move caption -> the board itself: staged tiles tint green (legal) or
  pink (illegal), the board tiles a formed word runs through go a shade darker, and an
  orange score badge sits on the main word (digit sized like a tile value, clamped on-board)

The word geometry (covered cells + badge anchor) is a new pure client-side helper
(ui/src/lib/formed.ts), independent of the move evaluator, so it works on the local or
network preview path alike; the badge's number still comes from the preview score.

Rack: a seven-column grid filling the tray width in both layouts — square, full-width
tiles — with the confirm control in the fixed 7th slot.

Settings: a touch-only "Zoom the board" toggle (default on, device-local) gates the
tile-placement auto-zoom; taking a hint while zoomed in now zooms out so the highlighted
hint word is never left off-screen.

Docs (FUNCTIONAL +_ru, UI_DESIGN, ARCHITECTURE) and e2e/unit tests updated.
This commit is contained in:
Ilia Denisov
2026-07-10 14:58:32 +02:00
parent 2683103fc1
commit 77a690fcf6
21 changed files with 635 additions and 198 deletions
+68
View File
@@ -23,6 +23,9 @@
focus,
recenter,
dropTarget,
previewLegal,
formed,
scoreBadge,
oncell,
ontogglezoom,
onrecall,
@@ -48,6 +51,15 @@
recenter: number;
/** The cell a dragged tile is currently aimed at, highlighted as a drop target. */
dropTarget: { row: number; col: number } | null;
/** While composing: true when the staged tiles form a legal play, false when not, null when
* there is no preview (off-turn, nothing staged, or a recall drag) — tints the pending tiles
* green vs a calm pink. */
previewLegal: boolean | null;
/** "row,col" keys of every committed board cell a formed word runs through, greened a shade
* darker than the player's own staged tiles. */
formed: Set<string>;
/** The orange move-score badge for the legal play being composed, or null. */
scoreBadge: { row: number; col: number; corner: 'tr' | 'bl'; score: number } | null;
oncell: (row: number, col: number) => void;
ontogglezoom: (row: number, col: number) => void;
/** Recall the pending tile at (row, col) — fired on a double-tap of a pending cell. */
@@ -60,6 +72,20 @@
const z = $derived(zoomed ? Z : 1);
const premClass: Record<Premium, string> = { '': '', TW: 'tw', DW: 'dw', TL: 'tl', DL: 'dl' };
// The score badge sits on a corner of its anchor cell, clamped so the whole pill stays on the
// board. Its position is a percentage of the (15-cell) board; CSS centres the pill on the point.
const BADGE_MARGIN = 2.4;
const badgePos = $derived.by(() => {
const b = scoreBadge;
if (!b) return null;
const cell = 100 / 15;
let x = b.corner === 'tr' ? (b.col + 1) * cell : b.col * cell;
let y = b.corner === 'tr' ? b.row * cell : (b.row + 1) * cell;
x = Math.max(BADGE_MARGIN, Math.min(100 - BADGE_MARGIN, x));
y = Math.max(BADGE_MARGIN, Math.min(100 - BADGE_MARGIN, y));
return { x, y };
});
let viewport = $state<HTMLElement>();
// Genuine layout zoom (the board grows; cqw labels stay constant), so native scroll
@@ -315,6 +341,9 @@
class="cell {premClass[premium[r][c]]}"
class:filled={!!cell}
class:pending={!!p && !cell}
class:legal={!!p && !cell && previewLegal === true}
class:illegal={!!p && !cell && previewLegal === false}
class:formed={!!cell && formed.has(key(r, c))}
class:hl={!!cell && highlight.has(key(r, c)) && !flash}
class:flash={!!cell && flash && highlight.has(key(r, c))}
class:dark={premium[r][c] === '' && !cell && !p && (r + c) % 2 === 1}
@@ -342,6 +371,9 @@
</button>
{/each}
{/each}
{#if scoreBadge && badgePos}
<span class="scorebadge" style="left:{badgePos.x}%; top:{badgePos.y}%">{scoreBadge.score}</span>
{/if}
</div>
</div>
</div>
@@ -397,6 +429,8 @@
gap: 0;
background: var(--board-bg);
padding: 0;
/* Anchor for the absolutely-positioned score badge (its percentages resolve against the board). */
position: relative;
}
.cell {
position: relative;
@@ -445,6 +479,19 @@
board) instead of the touch starting a board pan. */
touch-action: none;
}
/* While composing, the staged play recolours its tiles: a calm reddish-pink when they form no
word, a light green for the player's own tiles once they do; committed board tiles a formed
word runs through go a shade darker (see lib/formed + Game.svelte). .formed sits after .filled
so it wins on committed cells (equal specificity). */
.cell.pending.illegal {
background: var(--tile-pending-illegal);
}
.cell.pending.legal {
background: var(--tile-pending-legal);
}
.cell.formed {
background: var(--tile-formed);
}
.cell.droptarget {
/* The cell a carried tile is aimed at: an accent ring plus a light accent wash, so the
target reads clearly while dragging without obscuring the bonus label underneath. */
@@ -545,4 +592,25 @@
font-weight: 700;
white-space: nowrap;
}
/* The move-score badge for the legal play being composed: an orange pill centred on a corner of
the main word's tile (see lib/formed.badgePlacement + Game.svelte), its digit sized like a
tile's point value so it scales with the zoom. Decorative — no pointer events — and drawn above
the tiles. */
.scorebadge {
position: absolute;
transform: translate(-50%, -50%);
z-index: 5;
pointer-events: none;
border-radius: 999px;
background: var(--score-badge);
color: #fff;
font-weight: 700;
line-height: 1;
white-space: nowrap;
padding: 2px 5px; /* px fallback for Chrome < 105 (no cqw) */
padding: 0.4cqw 0.9cqw;
font-size: calc(2.4vmin * var(--z, 1)); /* cqw fallback for Chrome < 105 — see .letter */
font-size: 2.4cqw;
box-shadow: 0 0 0 1px rgba(0, 0, 0, 0.25);
}
</style>
+103 -101
View File
@@ -49,6 +49,7 @@
type Placement,
} from '../lib/placement';
import { liveDraftTiles, parseDraft, serializeDraft, validRackOrder } from '../lib/draft';
import { badgePlacement, formedGeometry } from '../lib/formed';
let { id }: { id: string } = $props();
@@ -483,6 +484,21 @@
// move's ✅ confirm and its preview caption are hidden so they don't sit over the opening gap;
// they return the moment the tile is dragged back out over the board.
const recallOverRack = $derived(draggingPend != null && reorderTo != null);
// The composed play's word geometry (client-side, independent of the move evaluator): the cells a
// formed word runs through — greened on the board — and the main word that anchors the score
// badge. Derived only for a legal preview, and never while dragging a staged tile back over the
// rack (recallOverRack), so the highlight and badge clear the instant a recall begins.
const EMPTY_FORMED = new Set<string>();
const formedGeom = $derived(
preview?.legal && !recallOverRack ? formedGeometry(board, placement.pending) : null,
);
const formedCells = $derived(formedGeom?.cells ?? EMPTY_FORMED);
const boardBadge = $derived(
formedGeom && preview?.legal ? { ...badgePlacement(formedGeom.main), score: preview.score } : null,
);
// The pending-tile tint: null (default colour) with no preview or during a recall drag, otherwise
// the play's legality — green when legal, a calm pink when not.
const previewLegal: boolean | null = $derived(recallOverRack ? null : preview ? preview.legal : null);
let dragPointerId = -1;
function beginDrag(src: DragSrc, e: PointerEvent) {
@@ -610,7 +626,7 @@
? setTimeout(() => {
// Still holding the tile over this cell: magnify into it. Only the first
// (zoom-in) hold centres; once zoomed we never move the board on hover.
if (drag && isCoarse() && !landscape && !zoomed) {
if (drag && isCoarse() && !landscape && !zoomed && app.zoomBoard) {
focus = c;
zoomed = true;
haptic('light');
@@ -729,8 +745,8 @@
if (pendingMap.has(`${row},${col}`)) return;
focus = { row, col };
// Auto-zoom is portrait-only: landscape fits the whole board, magnifying it there
// only hides the rest of the position.
if (isCoarse() && !landscape && !zoomed) zoomed = true;
// only hides the rest of the position. The "Zoom the board" setting can turn it off.
if (isCoarse() && !landscape && !zoomed && app.zoomBoard) zoomed = true;
if (placement.rack[index] === BLANK) {
blankPrompt = { rackIndex: index, row, col };
return;
@@ -1030,23 +1046,11 @@
// Mark the turn as hinted: the interstitial fires when the player CONFIRMS the move (commit),
// not now — showing it here would interrupt placing the preview and revert the board on close.
hintUsedThisTurn = true;
// Scroll the (zoomed) board to the hint's placement rather than the top-left:
// focus the centre of the laid tiles' bounding box.
const p = placement.pending;
if (p.length) {
const rows = p.map((tt) => tt.row);
const cols = p.map((tt) => tt.col);
focus = {
row: Math.round((Math.min(...rows) + Math.max(...rows)) / 2),
col: Math.round((Math.min(...cols) + Math.max(...cols)) / 2),
};
// Ask the board to scroll to the hint word. A zoomed-out board zooms in (and centres)
// on the next line (portrait only); this nonce also recentres a board that is already
// zoomed in, where the unchanged zoom state would otherwise leave it parked where the
// player was looking.
recenter++;
}
if (isCoarse() && !landscape) zoomed = true;
// A hint just landed: if the board was zoomed in, zoom OUT to the whole board so the hint's
// word — highlighted green while composing — is guaranteed visible rather than possibly
// parked off-screen under the old zoom. A full board needs no scroll-to-word, so the former
// focus/recenter step is gone with the zoom-in.
if (zoomed) zoomed = false;
view = { ...view, hintsRemaining: h.hintsRemaining };
syncWallet(h.walletBalance);
// The hint is the engine's own top-ranked, fully scored legal move: reuse it as the
@@ -1486,15 +1490,16 @@
{#if landscape}
<div class="game-land">
<div class="leftpane">
{@render turnStrip()}
{@render scoreboardBlock()}
<div class="history land">{@render historyBody()}</div>
{@render statusBlock()}
{@render rackRow()}
<TabBar>{@render controlButtons()}</TabBar>
</div>
<div class="rightpane">{@render boardBlock()}</div>
</div>
{:else}
{@render turnStrip()}
{@render scoreboardBlock()}
<div class="stage" class:histopen={historyOpen} bind:this={stageEl}>
{#if historyOpen}
@@ -1502,7 +1507,6 @@
{/if}
{@render boardBlock()}
</div>
{@render statusBlock()}
{@render rackRow()}
{/if}
{:else}
@@ -1517,6 +1521,21 @@
<!-- Reusable game-screen pieces, arranged differently by the portrait and landscape branches
above so the markup and logic stay single-sourced (see the {#if landscape} split). -->
{#snippet turnStrip()}
<!-- A thin line above the score plaques: whose turn it is during play, or the viewer's
result once the game ends. A hotseat game shows its result as per-seat medals on the
plaques (2-4 local players have no single "you"), so the strip is hidden when it is over. -->
{#if view && !(gameOver && view.game.hotseat)}
<div class="turnstrip" class:result={gameOver}>
{#if gameOver}
{resultText()}
{:else}
{view.game.hotseat ? t('hotseat.turnOf', { name: hotseatName(view.game.toMove) }) : isMyTurn ? t('game.yourTurn') : turnLabel()}
{/if}
</div>
{/if}
{/snippet}
{#snippet scoreboardBlock()}
{#if view}
{@const badge = badgeKind(app.chatUnread[id] ?? false, app.messageUnread[id] ?? false)}
@@ -1603,10 +1622,11 @@
{/each}
{/each}
</div>
{#if view.game.endReason === 'aborted'}
<p class="horganizer">{t('game.abortedNote')}</p>
{/if}
</div>
{#if view.game.endReason === 'aborted'}
<p class="horganizer">{t('game.abortedNote')}</p>
{/if}
<div class="hbagfoot">{view.bagLen === 0 ? t('game.bagEmpty') : t('game.bag', { n: view.bagLen })}</div>
{/if}
{/snippet}
@@ -1639,6 +1659,9 @@
{focus}
{recenter}
{dropTarget}
{previewLegal}
formed={formedCells}
scoreBadge={boardBadge}
oncell={onCell}
ontogglezoom={(r, c) => { focus = { row: r, col: c }; if (!gameOver) zoomed = !zoomed; }}
onrecall={onRecall}
@@ -1647,25 +1670,6 @@
</div>
{/snippet}
{#snippet statusBlock()}
{#if view}
<div class="status">
<span>{view.bagLen === 0 ? t('game.bagEmpty') : t('game.bag', { n: view.bagLen })}</span>
{#if gameOver}
<!-- A hotseat game shows its result as per-seat medals on the plaques (below), not a
viewer-centric "you won/lost" — with 2-4 local players there is no single "you". A vs_ai
game keeps the "you won/lost" text (one human). -->
{#if !view.game.hotseat}<strong class="over">{resultText()}</strong>{/if}
{:else if placement.pending.length === 0}
<span class="turn-ind">{view.game.hotseat ? t('hotseat.turnOf', { name: hotseatName(view.game.toMove) }) : isMyTurn ? t('game.yourTurn') : turnLabel()}</span>
{/if}
<span class="scores">
{#if recallOverRack}{:else if preview}{preview.legal ? t('game.previewWords', { words: preview.words.join(', '), n: preview.score }) : t('game.previewIllegal')}{/if}
</span>
</div>
{/if}
{/snippet}
{#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. -->
@@ -1680,23 +1684,26 @@
slots={rackSlots}
{variant}
{selected}
{landscape}
shuffling={shuffling && !app.reduceMotion}
draggingId={reorderDragId}
dropIndex={reorderTo}
confirm={!gameOver && placement.pending.length > 0 && !recallOverRack ? confirmBtn : undefined}
ondown={onRackDown}
/>
{/if}
</div>
{#if !gameOver && placement.pending.length > 0 && !recallOverRack}
<button class="make" onclick={commit} disabled={busy || !canMove || !netReady || !preview?.legal} aria-label={t('game.makeMove')}>✅</button>
{/if}
</div>
{/snippet}
{#snippet confirmBtn()}
<!-- The confirm-move control lives in the rack's fixed 7th slot (see Rack). Shown only while a
play is staged; disabled until the preview says it is legal. -->
<button class="make" onclick={commit} disabled={busy || !canMove || !netReady || !preview?.legal} aria-label={t('game.makeMove')}>✅</button>
{/snippet}
{#snippet controlButtons()}
<button class="tab" disabled={busy || !canMove || !netReady} onclick={openExchange}>
<span class="sq" data-coach="game-turn">🔄</span><span class="lbl">{t('game.draw')}</span>
<span class="sq" data-coach="game-turn">🔄{#if view && view.bagLen > 0}<span class="badge">{view.bagLen}</span>{/if}</span><span class="lbl">{t('game.draw')}</span>
</button>
{#if view?.game.hotseat}
<!-- Hotseat: no hints. The freed slot becomes the host (referee) button — always available
@@ -1906,6 +1913,23 @@
font-weight: 700;
font-variant-numeric: tabular-nums;
}
/* The thin turn/result line above the score plaques (see turnStrip): whose turn it is during
play, accented for the viewer's win/lose result once the game ends. */
.turnstrip {
flex: none;
padding: 4px var(--pad);
text-align: center;
font-size: 0.85rem;
font-weight: 600;
color: var(--text);
background: var(--bg-elev);
white-space: nowrap;
overflow: hidden;
text-overflow: ellipsis;
}
.turnstrip.result {
color: var(--accent);
}
.stage {
position: relative;
/* The board is the only part that scrolls vertically when the game does not fit;
@@ -1924,16 +1948,12 @@
position: absolute;
inset: 0 0 auto 0;
z-index: 2;
/* A fixed-height drawer matching the board's slid offset, so the bottom border
and its shadow pin to the board immediately instead of tracking the table as
moves accumulate. scrollbar-gutter reserves the scrollbar so the centred word
column does not jump left/right when the list overflows. */
/* A fixed-height drawer matching the board's slid offset, so the bottom border and its shadow
pin to the board immediately instead of tracking the table as moves accumulate. It is a flex
column: the header and the pinned bag footer stay put while the grid (.hgridwrap) scrolls. */
height: 62%;
overflow: auto;
/* No iOS rubber-band inside the drawer: the moves list does not elastically bounce past its
ends (the document is already pinned; this stops the inner scroller's own bounce). */
overscroll-behavior: none;
scrollbar-gutter: stable;
display: flex;
flex-direction: column;
background: var(--surface-2);
box-shadow: inset 0 -6px 10px -8px rgba(0, 0, 0, 0.5);
border-bottom: 1px solid var(--border);
@@ -1945,8 +1965,26 @@
The wrapper's horizontal padding matches the scoreboard so the columns line up under the
plaques. */
.hgridwrap {
flex: 1 1 auto;
min-height: 0;
overflow: auto;
/* No iOS rubber-band inside the scroller: the moves list does not elastically bounce past its
ends (the document is already pinned; this stops the inner scroller's own bounce). */
overscroll-behavior: none;
/* Reserve the scrollbar so the centred word column does not jump left/right on overflow. */
scrollbar-gutter: stable;
padding: 8px var(--pad);
}
/* The bag count pinned bottom-left of the move table, out of the scrolling grid, so it stays put
as moves accumulate. The same count also rides the exchange control as a badge (see
controlButtons), which is the always-visible indicator when the table is closed. */
.hbagfoot {
flex: none;
padding: 6px var(--pad);
color: var(--text-muted);
font-size: 0.85rem;
border-top: 1px solid var(--border);
}
.hgrid {
display: grid;
gap: 1px;
@@ -1991,28 +2029,6 @@
.boardwrap.slid :global(.viewport) {
pointer-events: none;
}
.status {
display: flex;
flex: none;
align-items: center;
justify-content: space-between;
padding: 2px var(--pad) 6px;
color: var(--text-muted);
font-size: 0.85rem;
}
.turn-ind {
font-weight: 600;
color: var(--text);
}
.over {
color: var(--accent);
}
.scores {
font-weight: 600;
color: var(--ok);
min-width: 64px;
text-align: right;
}
/* The single-word-rule label centred in the history header between its two icons. */
.oneword-label {
flex: 1;
@@ -2037,36 +2053,22 @@
flex: 1;
min-width: 0;
}
/* A borderless icon button (like the tab bar), not a filled accent button — and disabled
while the pending word is known to be illegal. It is an overlay, NOT a flex sibling of the
rack: the rack keeps the full row width with a fixed tile size (no reflow or tile resize
when a tile is staged), and the button is absolutely pinned over the slots a staged tile
frees on the right. Its right edge sits at var(--pad) — directly under the right edge of the
preview caption above (.status shares that padding). */
/* The confirm-move control occupies the rack's fixed 7th column while a play is staged (a
borderless icon button, like the tab bar). It is rendered inside the rack grid (see Rack), so it
lines up with the tiles and stays the rightmost slot no matter how many tiles remain. */
.make {
position: absolute;
right: var(--pad);
top: 0;
bottom: 6px;
width: 56px;
grid-column: 7;
align-self: stretch;
display: grid;
place-items: center;
background: none;
color: var(--text);
border: none;
display: grid;
place-items: center end;
font-size: 1.8rem;
}
.make:disabled {
opacity: 0.4;
}
/* Landscape: the rack fills a narrow fixed-width panel with exactly seven tile slots, so the 56px
button (sized for the roomy portrait rack) is wider than the single slot a staged tile frees and
overlaps the now-rightmost tile. Match the button to one landscape tile slot (its width formula),
so it sits inside the freed slot with its right edge level with the rack's right edge — the
mirror of the first tile's left edge. */
.game-land .make {
width: calc((100% - 2 * var(--pad) - 6 * 5px) / 7);
}
/* The move-history header: leave (active) / export (finished) on the left, comms on the
right, icon-only. Sticky so it stays atop the scrolling move list. */
.hhead {
+23 -43
View File
@@ -4,15 +4,16 @@
import { valueForLetter } from '../lib/alphabet';
import type { Variant } from '../lib/model';
import { usesStarBlank, BLANK_STAR } from '../lib/variants';
import type { Snippet } from 'svelte';
let {
slots,
variant,
selected,
landscape = false,
shuffling = false,
draggingId = null,
dropIndex = null,
confirm,
ondown,
}: {
// Each slot carries a stable id that travels with its tile through a shuffle, so the
@@ -20,14 +21,14 @@
slots: (RackSlot & { id: number })[];
variant: Variant;
selected: number | null;
/** Landscape layout: size the tiles to share the (narrow) left-panel width instead of the
* viewport-width measure, so seven tiles never overflow the panel. */
landscape?: boolean;
shuffling?: boolean;
// While a rack tile is being dragged to reorder it, draggingId is its id (hidden here —
// the drag ghost stands in) and dropIndex is the slot where a gap opens.
draggingId?: number | null;
dropIndex?: number | null;
/** The confirm-move control, rendered as the fixed 7th slot of the rack while a play is staged
* (the parent owns the button and its enablement; the rack only positions it). */
confirm?: Snippet;
ondown: (e: PointerEvent, index: number) => void;
} = $props();
@@ -57,7 +58,7 @@
}
</script>
<div class="rack" class:reordering={draggingId != null || dropIndex != null} class:landscape data-rack>
<div class="rack" class:reordering={draggingId != null || dropIndex != null} data-rack>
{#each shown as slot, i (slot.id)}
<button
class="tile"
@@ -75,21 +76,26 @@
{/if}
</button>
{/each}
{@render confirm?.()}
</div>
<style>
/* Seven equal columns filling the whole tray width, so the tiles are square and as large as the
row allows — the same in portrait and landscape. The tile glyphs use cqw against the rack width
(the query container) so they track the tile size, the way the board sizes its labels on its
.scaler. */
.rack {
display: flex;
display: grid;
grid-template-columns: repeat(7, 1fr);
gap: 5px;
align-items: center;
/* Reserve one tile's height so an empty rack (e.g. a finished game) keeps the
footer the same size as during play — no layout jump between states. */
align-items: start;
container-type: inline-size;
/* Reserve about one tile's height so an empty rack (e.g. a finished game) keeps the footer the
same size as during play — no layout jump between states. */
min-height: min(12.5vw, 46px);
}
.tile {
position: relative;
flex: 0 0 auto;
width: min(12.5vw, 46px);
aspect-ratio: 1;
background: var(--tile-bg);
color: var(--tile-text);
@@ -97,7 +103,6 @@
border-radius: 5px;
box-shadow: inset 0 -3px 0 var(--tile-edge);
font-weight: 700;
font-size: 1.4rem;
touch-action: none;
user-select: none;
-webkit-user-select: none;
@@ -109,35 +114,6 @@
outline: 3px solid var(--accent);
outline-offset: -3px;
}
/* Landscape: the rack sits in a fixed-width left panel, so the tiles share the panel width
(capped at the portrait size) and shrink below it when the panel is narrow, instead of the
viewport-width measure that would overflow seven tiles in a column. */
.rack.landscape {
/* Size the tile glyphs relative to the rack (the board sizes its labels the same way, on its
.scaler container). The tile is a flex + aspect-ratio item whose OWN container-query size
resolves unreliably, so the rack — which has a definite width — is the query container. A
fixed-rem letter overflowed the tile once it shrank below 46px in a narrow left panel and
dropped into the bottom-left corner. The cqw values track the rack≈7×tile relation. */
container-type: inline-size;
}
.rack.landscape .tile {
/* Fixed tile size (1/7 of the fixed-width rack, accounting for the six 5px gaps), NOT flex-grow:
so placing a tile leaves the remaining ones put instead of growing them to refill the row —
matching the portrait rack. The constant rack width also keeps the cqw glyphs above steady as
tiles leave. */
flex: 0 0 auto;
width: calc((100% - 6 * 5px) / 7);
max-width: 46px;
}
.rack.landscape .letter {
font-size: 6cqw;
}
.rack.landscape .val {
font-size: 3.1cqw;
}
.rack.landscape .star {
font-size: 7.6cqw;
}
/* While reordering, tiles at/after the drop slot slide right to open a gap there (one
tile width plus the rack gap), so the drop position is visible. */
.rack.reordering .tile {
@@ -150,12 +126,15 @@
position: absolute;
top: 8%;
left: 14%;
font-size: 6vmin; /* cqw fallback for Chrome < 105 — approximates the portrait rack ≈ viewport width */
font-size: 6cqw;
}
.val {
position: absolute;
right: 4px;
bottom: 1px;
font-size: 0.7rem;
font-size: 3.1vmin; /* cqw fallback for Chrome < 105 */
font-size: 3.1cqw;
font-weight: 600;
}
/* Erudit's blank ("звёздочка") shows its star horizontally centred on the otherwise empty
@@ -167,6 +146,7 @@
left: 0;
right: 0;
text-align: center;
font-size: 1.7rem;
font-size: 7.6vmin; /* cqw fallback for Chrome < 105 */
font-size: 7.6cqw;
}
</style>