feat(ui): move in-game status to the board — highlight, score badge, full-width rack
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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
+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 {