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
+5 -1
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@@ -435,7 +435,11 @@ Key points:
through a **session-gated `GET /dict/{variant}/{version}`** edge route
(immutable; cached in IndexedDB best-effort) and reused across sessions; any
miss, storage eviction or a bad-connection breaker falls back to the network
`evaluate`. The warm-up overlay is `docs/UI_DESIGN.md`.
`evaluate`. The warm-up overlay is `docs/UI_DESIGN.md`. The **on-board rendering** of a staged
play — the legality tint, the cells a formed word covers, and where the score badge anchors — is a
separate **pure geometry helper** (`ui/src/lib/formed.ts`) derived from the board and the staged
tiles, so it works regardless of which eval path produced the preview (the badge's number still
comes from the preview's score): legality and score stay with the eval, geometry with the board.
## 6. Game rules
+10 -5
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@@ -204,13 +204,16 @@ client, and refuses a guest's friend request, friend code or invitation outright
### Playing a game
Place tiles, pass, exchange, or resign. Pass and exchange share one control —
choosing no tiles passes the turn, choosing tiles exchanges them. Tiles are laid
choosing no tiles passes the turn, choosing tiles exchanges them. The tiles left in the
bag are shown as a count on that control and at the foot of the move table. Tiles are laid
without choosing a direction — the game infers the play's orientation, so a single
tile that extends
an existing word (down a column or across a row) is accepted. A play is validated
against the game's dictionary at submit time and scored; an unlimited preview
reports the word(s) a tentative move would form and its score, or that it is not
legal, and the move is offered for submission only once it is confirmed legal. The preview is
against the game's dictionary at submit time and scored; an unlimited preview shows
**on the board itself** whether the tentative move is legal — the staged tiles turn a light
green once they form a word, a shade darker on the board tiles the word runs through, or a
calm pink when they form none — and an **orange badge** on the main word carries the move's
score. The confirm control is offered only once the move is legal. The preview is
computed **on-device** for an instant response once the game's dictionary has loaded — a
brief warm-up shows on the first open otherwise — and falls back to the server whenever the
local dictionary is unavailable. The dictionary check tool is
@@ -372,7 +375,9 @@ an email or Telegram and merging accounts are covered under "Accounts, linking &
merge". Inside the Telegram Mini App, Telegram's own ⋮ menu also offers a **Settings**
entry that opens this screen, and your display preferences (theme, board-label style and
reduce-motion — not the interface language, which follows your account) sync across your
Telegram devices.
Telegram devices. On a touch device the settings also offer a **Zoom the board** toggle (on by
default): with it off, dropping a tile no longer auto-magnifies the board toward it. It is a
per-device preference and is hidden on desktop, where the board already fits and never auto-zooms.
**Preferences (which variants you can be matched into).** A profile setting picks the game
variants — Erudite, Russian Scrabble and English Scrabble, shown **Erudite-first** — you allow
+11 -5
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@@ -212,13 +212,16 @@ e-mail) либо ввод фразы. Активные игры форфейтя
### Игровой процесс
Выкладывание фишек, пас, обмен или сдача. Пас и обмен — один элемент управления:
без выбранных фишек — пас, с выбранными — обмен. Фишки кладутся без выбора
без выбранных фишек — пас, с выбранными — обмен. Число оставшихся в мешке фишек
показано счётчиком на этом элементе и внизу таблицы ходов. Фишки кладутся без выбора
направления — игра сама определяет ориентацию хода, поэтому одна фишка, продолжающая
уже лежащее
слово (по столбцу или по строке), принимается. Ход проверяется по словарю партии при
сдаче и считается; безлимитный предпросмотр показывает слово (или слова), которое
образует предполагаемый ход, и его очки — либо что ход недопустим, — и ход можно
отправить только после подтверждения, что он допустим. Предпросмотр считается **на устройстве**
сдаче и считается; безлимитный предпросмотр показывает **прямо на доске**, допустим ли
предполагаемый ход: выложенные фишки становятся светло-зелёными, когда образуют слово
(и чуть темнее — фишки доски, через которые проходит слово), или спокойно-розовыми,
когда слова нет, — а **оранжевый бейдж** на основном слове несёт очки хода. Кнопка
подтверждения появляется только когда ход допустим. Предпросмотр считается **на устройстве**
и отвечает мгновенно, как только словарь партии загружен — иначе при первом открытии показывается
короткий прогрев, — и уходит на сервер, если локальный словарь недоступен. Инструмент проверки слова безлимитный и
предлагает пожаловаться на любой результат; для найденного слова он также даёт ссылку на
@@ -381,7 +384,10 @@ UTC; при создании аккаунта она подставляется
Mini App пункт **Settings** в системном меню «⋮» Telegram также открывает этот экран, а
ваши настройки отображения (тема, стиль подписей клеток и reduce-motion — кроме языка
интерфейса, который следует за аккаунтом) синхронизируются между вашими устройствами в
Telegram.
Telegram. На сенсорном устройстве в настройках также есть переключатель **«Приближать
доску»** (по умолчанию включён): если выключить, при кидании фишки доска больше не
приближается к ней автоматически. Это настройка на устройство, и она скрыта на десктопе,
где доска и так помещается целиком и авто-зума нет.
**Предпочтения (в какие варианты тебя можно подбирать).** Настройка профиля задаёт варианты
игры — Эрудит, русский Scrabble и английский Scrabble, показанные **сначала Эрудит**, — в
+31 -20
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@@ -179,16 +179,16 @@ e2e and the screenshots.
back near the edges. It **recentres only on a zoom-in** — placing a 2nd+ tile or
hovering a dragged tile never jumps the board. On touch the first tile placement auto-zooms
in centred on the target, and **holding a dragged tile over a cell ~1 s** auto-zooms there
the first time. A **swipe down on the zoom-out board** opens the history, but only when the
the first time — both gated by the **Zoom the board** setting (on by default; the toggle is
shown only on a touch device). A **swipe down on the zoom-out board** opens the history, but only when the
board is scrolled to its top so it never fights the stage's own vertical scroll (the conflict
that once retired this gesture) — and it is suppressed on the zoomed board, where the
one-finger drag pans (and on desktop / the landscape iframe, where a mouse cannot drag-scroll the
viewport natively, a **drag-to-pan** handler moves the zoomed board instead — active only while
zoomed, off pending tiles, past a small threshold, swallowing the trailing click). History also
opens on a **tap of the score bar** and closes on a tap or
an **upward swipe** of the then-inert board (below). A **hint** auto-zooms centred on the
hint's placement, not
the top-left.
an **upward swipe** of the then-inert board (below). Taking a **hint** while zoomed in **zooms
out** to the whole board, so the hint's word — highlighted (below) — is never left off-screen.
- **Placing & recall** (`Game.svelte`): a rack tile is placed by tap-then-tap or by
dragging it onto a cell; while a dragged tile is carried over the board, the aimed-at empty
cell is **highlighted as a drop target** (an accent ring). A pending tile is taken back by a
@@ -224,7 +224,7 @@ e2e and the screenshots.
are pinned to the card's edges.
Unread chat is also badged on the score bar itself, so it shows with the history closed.
- **Vertical fit & keyboard**: when the game does not fit the viewport, only the
board area scrolls vertically (`Screen` `column` mode; the score bar, status, rack and tab
board area scrolls vertically (`Screen` `column` mode; the turn strip, score bar, rack and tab
bar stay fixed), while zoom keeps its own scroll. The check-word dialog opens in
`Modal` keyboard-overlay mode — the small sheet is top-anchored and the soft keyboard
overlays the empty area below, so the layout doesn't resize/jank; other modals stay
@@ -235,23 +235,31 @@ e2e and the screenshots.
(`min(100cqw, 100cqh)`, height-driven in `Board.svelte`'s `.scaler.land`) inside a
`container-type: size` pane, shrinking by width when the column is narrow — the board has the
**lowest priority**, so the left panel is never squeezed. The **left panel** stacks, top to
bottom: the score plaques, the **always-open** history (docked and scrolling with its header
sticky — no slide-down drawer, no score-bar toggle), the status line (bag · turn · score
preview), the rack (+ the ✅ make control) and, pinned at the bottom, the controls tab bar. Board
bottom: the **turn/result strip**, the score plaques, the **always-open** history (docked and
scrolling with its header sticky and the **bag count** pinned at its foot — no slide-down drawer,
no score-bar toggle), the rack (with the ✅ confirm control in its fixed 7th slot) and, pinned at
the bottom, the controls tab bar. Board
**zoom works as in portrait** (double-tap / pinch / placement auto-zoom), but the viewport is the
full pane: zoom-out shows the height-fitted square centred, and zoom-in magnifies the board past
the pane and pans within it, occupying the full width up to the left panel (the focus-centred
scroll is set directly, without the portrait width-progress tween). Only the history open/close
swipes are dropped (it is always open) and the nav bar does not grow (`growNav` off). The
portrait layout is byte-for-byte unchanged; both layouts render from the same snippets, so the
behaviour and markup stay single-sourced. The rack tiles size to the (fixed-width) panel rather
than the viewport width so seven tiles never overflow the column.
- **Highlights**: pending tiles use a slightly darker tile background (no outline). The
behaviour and markup stay single-sourced. The rack is a **seven-column grid** filling the tray
width in both layouts, so the tiles are square and as large as the row allows (the confirm ✅ takes
the fixed 7th slot while a play is staged).
- **Highlights**: while composing a play the staged tiles are **tinted by legality** — a light
green once they form a word (a shade darker on the committed board tiles the word runs through),
a calm pink when they form none — and an **orange score badge** sits on a corner of the main
word's tile, its digit sized like a tile's point value (so it scales with the zoom) and clamped
to stay on the board. Off-turn or with no preview the staged tiles keep the plain pending fill.
The colours are theme tokens in `app.css` (`--tile-pending-legal` / `-illegal`, `--tile-formed`,
`--score-badge`); the geometry — which cells a word covers and where the badge anchors — is a
pure client-side helper (`lib/formed.ts`), independent of the move evaluator. The
last completed word keeps the normal tile background; instead its letters — not the point
values — are drawn in the recent-move colour, in both themes. It is static while it is the
opponent's turn (our word), and a 1 s flash (the letter pulses between its normal colour
and the recent-move colour) when it is our turn (their word). While placing, only the
pending tiles are highlighted.
and the recent-move colour) when it is our turn (their word).
- **Bonus-square labels** — a Settings choice (`boardlabels.ts`): `beginner` shows a
split `3×` / `word` (localized слово/буква), `classic` a single `3W` / `3С`, `none`
nothing. Default **beginner**.
@@ -267,18 +275,21 @@ e2e and the screenshots.
otherwise it reverts. Used by the **Hint** tab (the icon morphs to ✅, no label — replacing
the old press-and-hold popover) and the in-game **add-friend 🤝** and **block ✖️** card
controls. The **Drop game** action keeps its `Modal` confirmation (a destructive, less-frequent action).
- **MakeMove / Reset**: when ≥1 tile is pending the rack collapses its used slots
and shifts left, a **borderless ✅ icon button** (styled like a tab, not a filled accent
button) beside the rack commits the move — no popover, and disabled while the pending word
is known illegal; the 🔀 Shuffle tab is replaced by a **↩️ Reset** tab.
- **Game tab bar**: 🔄 Exchange/Pass (opens a dialog — pick tiles to **Exchange N**, or pick
- **Confirm / Reset**: while ≥1 tile is pending a **borderless ✅ icon button** (styled like a
tab, not a filled accent button) takes the rack's **fixed 7th slot** and commits the move — no
popover, and disabled while the pending word is known illegal; the 🔀 Shuffle tab is replaced by
a **↩️ Reset** tab.
- **Game tab bar**: 🔄 Exchange/Pass (a **bag-count badge** on its icon while the bag is non-empty;
opens a dialog — pick tiles to **Exchange N**, or pick
none to **Pass without exchanging**; pass is always available on your turn, exchange only
while the bag still holds a full rack, below which the tiles disable and only the pass
remains), 🛟 Hint (with a remaining-count badge, disabled at zero); 🔀 Shuffle (no label,
no confirm), which
**animates** — tiles hop along a low parabola to their new slots (duration scaled by the
distance, the longest ≤ 0.3 s; off under reduce-motion) with a short haptic shake. The
under-board slot shows the **Scores: N** preview. The screen **title** is the variant's
distance, the longest ≤ 0.3 s; off under reduce-motion) with a short haptic shake. Whose turn it
is — or the viewer's result once the game ends — shows in a **thin strip above the score
plaques**; the tentative move's score rides the board badge (above), not an under-board caption.
The screen **title** is the variant's
display name (Scrabble / Скрэббл / Erudite / Эрудит), not a constant "Scrabble".
## Advertising banner (`components/AdBanner.svelte` in `components/Header.svelte`, `lib/banner.ts` + `lib/bannerEngine.ts`)
+2 -2
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@@ -261,7 +261,7 @@ test('dropping the game ends it and shows the result', async ({ page }) => {
await page.locator('.scoreboard').click(); // open the history
await page.getByRole('button', { name: 'Drop game' }).click(); // 🏁 in the history header
await page.locator('button.danger').click(); // confirm in the modal
await expect(page.locator('.status .over')).toBeVisible();
await expect(page.locator('.turnstrip.result')).toBeVisible();
});
test('resigning reveals the full board: closes the history and zooms out', async ({ page }) => {
@@ -283,7 +283,7 @@ test('resigning reveals the full board: closes the history and zooms out', async
await page.getByRole('button', { name: 'Drop game' }).click(); // 🏁
await page.locator('button.danger').click(); // confirm
await expect(page.locator('.status .over')).toBeVisible(); // the game ended
await expect(page.locator('.turnstrip.result')).toBeVisible(); // the game ended
await expect(page.locator('.history')).toHaveCount(0); // history auto-closed (portrait)
await expect(page.locator('.viewport.zoomed')).toHaveCount(0); // board zoomed out
});
+41
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@@ -0,0 +1,41 @@
import { expect, test } from './fixtures';
// The in-game composition UX after the under-board status strip was removed:
// - whose turn (or the final result) shows in a thin strip above the score plaques;
// - the tiles left in the bag ride the exchange control as a badge and repeat at the foot of the
// move table;
// - staging a play tints its tiles on the board and shows the orange move-score badge, and the
// confirm control sits in the rack's fixed 7th slot.
// Mock transport only: the mock has no dictionary (Game.svelte skips the local evaluator under the
// mock mode) and its network evaluator accepts any placement, so a staged tile always reads as legal.
test('in-game UX: turn strip, bag badge + table footer, staged-play highlight and score badge', async ({ page }) => {
await page.goto('/');
await page.getByRole('button', { name: /guest/i }).click();
await page.getByRole('button', { name: /🎲/ }).click();
await page.getByRole('button', { name: 'Random player' }).click();
await page.locator('.variant').first().click();
await page.getByRole('button', { name: /Start game/i }).click();
// Attach the opponent deterministically, then it is the player's turn.
await page.evaluate(() => (window as unknown as { __mock: { joinOpponent(): void } }).__mock.joinOpponent());
await expect(page.getByText('Robo')).toBeVisible();
// The old under-board status line is gone; a thin turn strip sits above the plaques instead.
await expect(page.locator('.turnstrip')).toBeVisible();
await expect(page.locator('.status')).toHaveCount(0);
// The bag count rides the exchange control (the first tab) as a badge, and repeats at the foot of
// the move table, out of the scrolling grid.
await expect(page.locator('.tab').first().locator('.badge')).toBeVisible();
await page.locator('.scoreboard').click(); // open the history drawer
await expect(page.locator('.hbagfoot')).toContainText(/bag/i);
await page.locator('.scoreboard').click(); // close it again
// Stage a play: the pending tile reads as legal (green), the orange move-score badge shows on the
// board, and the confirm control takes the rack's 7th slot.
await page.locator('.rack .tile').first().click();
await page.locator('[data-cell]:not(.filled)').nth(112).click(); // centre (row 7, col 7)
await expect(page.locator('[data-cell].pending.legal')).toHaveCount(1);
await expect(page.locator('.scorebadge')).toBeVisible();
await expect(page.locator('.make')).toBeVisible();
});
+1 -1
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@@ -75,7 +75,7 @@ test('AI game: after it ends, no GCG export and no comms entry', async ({ page }
await page.locator('.scoreboard').click();
await page.getByRole('button', { name: 'Drop game' }).click();
await page.locator('button.danger').click();
await expect(page.locator('.status .over')).toBeVisible();
await expect(page.locator('.turnstrip.result')).toBeVisible();
// Reopen the history (resigning auto-closed it): the finished AI game offers no GCG export and
// no comms entry at all.
+2 -2
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@@ -22,8 +22,8 @@ test('guest reaches a board and previews a placement', async ({ page }) => {
await rackTile.click();
await page.locator('[data-cell]:not(.filled)').nth(30).click();
await expect(page.locator('[data-cell].pending')).toHaveCount(1);
// The score preview appears where the hints count used to be.
await expect(page.locator('.scores')).toContainText(/\d/);
// The move-score badge appears on the board for the staged play.
await expect(page.locator('.scorebadge')).toContainText(/\d/);
// The contextual MakeMove control (✅) appears once a tile is pending.
await expect(page.locator('.make')).toBeVisible();
+12 -14
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@@ -74,11 +74,11 @@ test.describe('touch placement', () => {
});
});
// A hint taken while the board is ALREADY zoomed in must still scroll to the played word — the
// zoom state does not change, so without an explicit recenter the board stays parked where the
// player was looking (the reported rough edge). The mock hint plays at the centre star (7,7), so
// zooming into the top-left corner first and then hinting must pan the board toward the centre.
test('a hint recentres an already-zoomed board on the played word', async ({ page }) => {
// A hint taken while the board is ALREADY zoomed in now zooms OUT to the whole board, so the played
// word — highlighted while composing — is guaranteed visible rather than parked off-screen under the
// old zoom (the owner changed this from the former recentre-on-the-word behaviour, so the word can
// never be lost off-screen). The mock hint plays at the centre star (7,7).
test('a hint zooms out an already-zoomed board so the played word is visible', async ({ page }) => {
await page.goto('/');
await page.getByRole('button', { name: /guest/i }).click();
await page.getByRole('button', { name: /Ann/ }).click();
@@ -91,19 +91,17 @@ test('a hint recentres an already-zoomed board on the played word', async ({ pag
el.click();
el.click();
});
const viewport = page.locator('.viewport.zoomed');
await expect(viewport).toBeVisible();
await page.waitForTimeout(400); // let the zoom-in settle near the top-left corner
const before = await viewport.evaluate((el) => ({ left: el.scrollLeft, top: el.scrollTop }));
await expect(page.locator('.viewport.zoomed')).toBeVisible();
// Take a hint (the control confirms on a second tap), which plays at the centre.
const hint = page.getByRole('button', { name: 'Hint' });
await hint.click();
await hint.click();
await page.waitForTimeout(300); // the board pans to the hint word
const after = await viewport.evaluate((el) => ({ left: el.scrollLeft, top: el.scrollTop }));
// The board panned from the top-left toward the centre word: both offsets grew.
expect(after.left).toBeGreaterThan(before.left + 20);
expect(after.top).toBeGreaterThan(before.top + 20);
// The board zoomed out — no zoomed viewport — with the hint's play staged (the confirm control
// shows). The mock hint plays on the centre star, which the seeded game already occupies, so the
// staged tile hides under the committed one; the confirm control is the reliable "a play is
// staged" signal.
await expect(page.locator('.viewport.zoomed')).toHaveCount(0);
await expect(page.locator('.make')).toBeVisible();
});
+1
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@@ -55,6 +55,7 @@
locale: lc,
reduceMotion: prefs.reduceMotion ?? false,
boardLabels: prefs.boardLabels ?? 'beginner',
zoomBoard: prefs.zoomBoard ?? true,
});
prefs = { ...prefs, locale: lc };
}
+16
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@@ -29,6 +29,14 @@
--tile-edge: #d8c190;
--tile-text: #2a2113;
--tile-pending: #f2cf73;
/* In-composition highlight of the staged play (see game/Board.svelte): a calm reddish-pink
when the tiles form no word, a light green for the player's own tiles once they do, a
deeper green for the board tiles a formed word runs through, and the orange move-score
badge. Tuned per theme; refined on the contour. */
--tile-pending-illegal: #f2c7bf;
--tile-pending-legal: #c9e7bd;
--tile-formed: #a5cf93;
--score-badge: #e5811d;
/* Last-word highlight letter — a lighter burgundy than the dark theme on purpose: against
the lighter tile the perceived contrast needs it, so the two are tuned per theme. */
--tile-recent: #9c5849;
@@ -84,6 +92,10 @@
--tile-edge: #b6a473;
--tile-text: #20190d;
--tile-pending: #d8b75e;
--tile-pending-illegal: #d8a99f;
--tile-pending-legal: #a9cf94;
--tile-formed: #83b571;
--score-badge: #e88f31;
--tile-recent: #8c4a3c;
--prem-tw: #9c3f34; /* 3x word: a touch darker red */
--prem-dw: #a8636b; /* 2x word: softer, pinker */
@@ -115,6 +127,10 @@
--tile-edge: #b6a473;
--tile-text: #20190d;
--tile-pending: #f0d98f;
--tile-pending-illegal: #d8a99f;
--tile-pending-legal: #a9cf94;
--tile-formed: #83b571;
--score-badge: #e88f31;
/* Last-word highlight letter — a warm burgundy whose red hue stays distinct from both the
near-black glyph and the warm tile. The light theme uses a lighter burgundy (tuned per
theme; perceived contrast depends on the surrounding board). */
+68
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@@ -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>
+101 -99
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>
</div>
{#if view.game.endReason === 'aborted'}
<p class="horganizer">{t('game.abortedNote')}</p>
{/if}
</div>
<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>
+11
View File
@@ -118,6 +118,9 @@ export const app = $state<{
locale: Locale;
reduceMotion: boolean;
boardLabels: BoardLabelMode;
/** Auto-zoom the board toward a tile when it is placed (touch/mobile only; the wide desktop and
* landscape layouts already fit the whole board and never auto-zoom). On by default. */
zoomBoard: boolean;
/** 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
@@ -172,6 +175,7 @@ export const app = $state<{
locale: 'en',
reduceMotion: false,
boardLabels: 'beginner',
zoomBoard: true,
onboarding: { lobbyDone: false, gameDone: false },
coachActive: false,
notifications: 0,
@@ -813,6 +817,7 @@ export async function bootstrap(): Promise<void> {
app.theme = prefs.theme ?? 'auto';
app.reduceMotion = prefs.reduceMotion ?? false;
app.boardLabels = prefs.boardLabels ?? 'beginner';
app.zoomBoard = prefs.zoomBoard ?? true;
app.onboarding = await loadOnboarding();
applyTheme(app.theme);
applyReduceMotion(app.reduceMotion);
@@ -1232,6 +1237,7 @@ function persistPrefs(): void {
locale: app.locale,
reduceMotion: app.reduceMotion,
boardLabels: app.boardLabels,
zoomBoard: app.zoomBoard,
});
// Mirror the device-independent display prefs to Telegram CloudStorage so they follow the user
// across devices (no-op outside Telegram / on a client predating it). Locale is excluded — it
@@ -1321,6 +1327,11 @@ export function setBoardLabels(mode: BoardLabelMode): void {
persistPrefs();
}
export function setZoomBoard(on: boolean): void {
app.zoomBoard = on;
persistPrefs();
}
// Background/foreground lifecycle: silence the reconnect banner during a suspend and
// reconnect quietly on return (and refresh the lobby badge for any push missed while
// hidden, §10). Several signals cover the platforms: the page Visibility API, the
+116
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@@ -0,0 +1,116 @@
import { describe, expect, it } from 'vitest';
import { formedGeometry, badgePlacement } from './formed';
import type { Board } from './board';
const SIZE = 15;
// board builds a 15×15 empty board with the given committed tiles placed.
function board(tiles: Array<[number, number, string]> = []): Board {
const b: Board = [];
for (let r = 0; r < SIZE; r++) {
const row: (Board[number][number])[] = [];
for (let c = 0; c < SIZE; c++) row.push(null);
b.push(row);
}
for (const [r, c, letter] of tiles) b[r][c] = { letter, blank: false };
return b;
}
const cells = (g: ReturnType<typeof formedGeometry>) => [...(g?.cells ?? new Set())].sort();
describe('formedGeometry', () => {
it('returns null with nothing staged', () => {
expect(formedGeometry(board(), [])).toBeNull();
});
it('finds a fresh horizontal word with no cross words', () => {
const g = formedGeometry(board(), [
{ row: 7, col: 7 },
{ row: 7, col: 8 },
]);
expect(g?.main).toEqual({ row: 7, col: 7, dir: 'H', len: 2 });
expect(cells(g)).toEqual(['7,7', '7,8']);
});
it('finds a fresh vertical word', () => {
const g = formedGeometry(board(), [
{ row: 7, col: 7 },
{ row: 8, col: 7 },
]);
expect(g?.main).toEqual({ row: 7, col: 7, dir: 'V', len: 2 });
expect(cells(g)).toEqual(['7,7', '8,7']);
});
it('extends a committed tile into the main word (committed cell in the set)', () => {
// A committed A at (7,7); a lone tile to its right forms the two-letter main word.
const g = formedGeometry(board([[7, 7, 'A']]), [{ row: 7, col: 8 }]);
expect(g?.main).toEqual({ row: 7, col: 7, dir: 'H', len: 2 });
expect(cells(g)).toEqual(['7,7', '7,8']);
});
it('collects a cross word through a staged tile, committed cells included', () => {
// Committed X above and Y below (7,8) leave a one-cell gap; a horizontal play through it also
// completes the vertical X-_-Y cross word.
const g = formedGeometry(board([[6, 8, 'X'], [8, 8, 'Y']]), [
{ row: 7, col: 7 },
{ row: 7, col: 8 },
]);
expect(g?.main).toEqual({ row: 7, col: 7, dir: 'H', len: 2 });
expect(cells(g)).toEqual(['6,8', '7,7', '7,8', '8,8']);
});
it('takes the longer axis as the main word for a lone connecting tile', () => {
// (7,8) joins a length-3 horizontal (cols 6-8) and a length-4 vertical (rows 5-8): the vertical
// is longer, so it is the main word and the horizontal becomes a cross word.
const g = formedGeometry(
board([
[7, 6, 'A'],
[7, 7, 'B'],
[5, 8, 'C'],
[6, 8, 'D'],
[8, 8, 'E'],
]),
[{ row: 7, col: 8 }],
);
expect(g?.main).toEqual({ row: 5, col: 8, dir: 'V', len: 4 });
expect(cells(g)).toEqual(['5,8', '6,8', '7,6', '7,7', '7,8', '8,8']);
});
});
describe('badgePlacement', () => {
it('anchors a mid-board horizontal word at the last letter, top-right', () => {
expect(badgePlacement({ row: 7, col: 5, dir: 'H', len: 3 })).toEqual({ row: 7, col: 7, corner: 'tr' });
});
it('anchors a right-edge horizontal word at the first letter, bottom-left', () => {
expect(badgePlacement({ row: 7, col: 12, dir: 'H', len: 3 })).toEqual({ row: 7, col: 12, corner: 'bl' });
});
it('anchors a top-edge horizontal word at the first letter, bottom-left', () => {
expect(badgePlacement({ row: 0, col: 5, dir: 'H', len: 3 })).toEqual({ row: 0, col: 5, corner: 'bl' });
});
it('anchors a left-edge horizontal word at the last letter, top-right', () => {
expect(badgePlacement({ row: 7, col: 0, dir: 'H', len: 3 })).toEqual({ row: 7, col: 2, corner: 'tr' });
});
it('anchors a bottom-edge horizontal word at the last letter, top-right', () => {
expect(badgePlacement({ row: 14, col: 5, dir: 'H', len: 3 })).toEqual({ row: 14, col: 7, corner: 'tr' });
});
it('anchors a mid-board vertical word at the first letter, top-right', () => {
expect(badgePlacement({ row: 5, col: 7, dir: 'V', len: 3 })).toEqual({ row: 5, col: 7, corner: 'tr' });
});
it('anchors a top-edge vertical word at the last letter, bottom-left', () => {
expect(badgePlacement({ row: 0, col: 7, dir: 'V', len: 3 })).toEqual({ row: 2, col: 7, corner: 'bl' });
});
it('anchors a right-edge vertical word at the last letter, bottom-left', () => {
expect(badgePlacement({ row: 5, col: 14, dir: 'V', len: 3 })).toEqual({ row: 7, col: 14, corner: 'bl' });
});
it('anchors a full-width horizontal word at the last letter, top-right (clamped by the board)', () => {
expect(badgePlacement({ row: 7, col: 0, dir: 'H', len: 15 })).toEqual({ row: 7, col: 14, corner: 'tr' });
});
});
+164
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@@ -0,0 +1,164 @@
// Client-side geometry of the play being composed: which cells the formed word(s) cover, and
// where to anchor the move-score badge. This is deliberately independent of the move evaluator
// (lib/dict/eval.ts) — the network `evaluate` returns legality/score/word strings but no cell
// coordinates, and the board highlight plus the score badge must work even while the local
// dictionary is still warming up. Legality and the score come from the preview; the geometry is
// derived here purely from the board and the staged tiles. Both functions are pure (testable in
// lib/formed.test.ts); the board stays the source of truth for legality.
import type { Board } from './board';
import { BOARD_SIZE } from './premiums';
/** Play axis: horizontal or vertical. */
export type Dir = 'H' | 'V';
/** MainWord locates the play's main word: its start cell, axis and length in cells. */
export interface MainWord {
row: number;
col: number;
dir: Dir;
len: number;
}
/** FormedGeometry is the composed play's shape: the main word plus the set of every cell (as a
* "row,col" key) that the main word and any cross words cover committed tiles included. */
export interface FormedGeometry {
main: MainWord;
cells: Set<string>;
}
/** A minimal cell reference; PendingTile satisfies it structurally. */
interface Cell {
row: number;
col: number;
}
const key = (r: number, c: number): string => `${r},${c}`;
/**
* filledPredicate returns a test for whether a cell holds a tile once the staged play is on the
* board: either a committed tile sits there or a pending tile is being placed there.
*/
function filledPredicate(board: Board, pending: readonly Cell[]): (r: number, c: number) => boolean {
const pend = new Set(pending.map((p) => key(p.row, p.col)));
return (r, c) =>
r >= 0 &&
r < BOARD_SIZE &&
c >= 0 &&
c < BOARD_SIZE &&
(board[r]?.[c] != null || pend.has(key(r, c)));
}
/**
* span walks the maximal contiguous filled run through cell (row, col) along dir and returns the
* run's start index and length on the moving axis (columns for H, rows for V).
*/
function span(
filled: (r: number, c: number) => boolean,
dir: Dir,
row: number,
col: number,
): { start: number; len: number } {
if (dir === 'H') {
let s = col;
while (filled(row, s - 1)) s--;
let e = col;
while (filled(row, e + 1)) e++;
return { start: s, len: e - s + 1 };
}
let s = row;
while (filled(s - 1, col)) s--;
let e = row;
while (filled(e + 1, col)) e++;
return { start: s, len: e - s + 1 };
}
/**
* formedGeometry derives the composed play's word geometry from the board and the staged tiles.
* It returns the main word (the maximal run along the play axis through the staged tiles) and the
* set of every cell the main word and each cross word (a perpendicular run of two or more cells
* through a staged tile) cover. It returns null when nothing is staged, or when the staged tiles
* are not on a single line a shape only an illegal play produces, which the caller never asks
* about (it is invoked only for a legal preview). The play axis is fixed by the staged tiles when
* two or more are colinear; a lone tile takes whichever axis forms the longer word.
*/
export function formedGeometry(board: Board, pending: readonly Cell[]): FormedGeometry | null {
if (pending.length === 0) return null;
const filled = filledPredicate(board, pending);
const first = pending[0];
let dir: Dir;
if (pending.length === 1) {
const h = span(filled, 'H', first.row, first.col);
const v = span(filled, 'V', first.row, first.col);
dir = h.len >= v.len ? 'H' : 'V';
} else if (pending.every((p) => p.row === first.row)) {
dir = 'H';
} else if (pending.every((p) => p.col === first.col)) {
dir = 'V';
} else {
return null;
}
const cells = new Set<string>();
// Main word: the maximal run along the play axis through the staged tiles (contiguous via any
// committed tiles between them), collected from any one staged tile.
const ms = span(filled, dir, first.row, first.col);
let main: MainWord;
if (dir === 'H') {
main = { row: first.row, col: ms.start, dir, len: ms.len };
for (let c = ms.start; c < ms.start + ms.len; c++) cells.add(key(first.row, c));
} else {
main = { row: ms.start, col: first.col, dir, len: ms.len };
for (let r = ms.start; r < ms.start + ms.len; r++) cells.add(key(r, first.col));
}
// Cross words: the perpendicular run through each staged tile, kept only when it is a real word
// (two or more cells).
const cross: Dir = dir === 'H' ? 'V' : 'H';
for (const p of pending) {
const cs = span(filled, cross, p.row, p.col);
if (cs.len < 2) continue;
if (cross === 'H') {
for (let c = cs.start; c < cs.start + cs.len; c++) cells.add(key(p.row, c));
} else {
for (let r = cs.start; r < cs.start + cs.len; r++) cells.add(key(r, p.col));
}
}
return { main, cells };
}
/** Where the move-score badge is anchored: a main-word cell and the tile corner it sits on. */
export interface BadgeAnchor {
row: number;
col: number;
corner: 'tr' | 'bl';
}
/**
* badgePlacement chooses the main-word tile and corner for the move-score badge, so the badge
* points into the board and away from the nearest edge (the board clamps the final pill fully
* on-board). The rules: a word touching the right or top edge anchors at a tile's bottom-left
* corner (horizontal its first letter, vertical its last letter); a word touching the left or
* bottom edge and any mid-board word anchors at the top-right corner (horizontal its last
* letter, vertical its first letter). A full-width horizontal word (it touches both side edges)
* anchors at the last letter's top-right, which the board then clamps leftward.
*/
export function badgePlacement(main: MainWord): BadgeAnchor {
const last = BOARD_SIZE - 1;
const h = main.dir === 'H';
const minRow = main.row;
const maxRow = h ? main.row : main.row + main.len - 1;
const minCol = main.col;
const maxCol = h ? main.col + main.len - 1 : main.col;
if (h && main.len === BOARD_SIZE) {
return { row: main.row, col: maxCol, corner: 'tr' };
}
if (maxCol === last || minRow === 0) {
return h ? { row: main.row, col: minCol, corner: 'bl' } : { row: maxRow, col: main.col, corner: 'bl' };
}
return h ? { row: main.row, col: maxCol, corner: 'tr' } : { row: minRow, col: main.col, corner: 'tr' };
}
+1 -2
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@@ -104,8 +104,6 @@ export const en = {
'game.checkWord': 'Check word',
'game.dictionary': 'Dictionary',
'game.dropGame': 'Drop game',
'game.previewWords': '{words}: {n}',
'game.previewIllegal': 'Not a legal move',
'game.oneWordRule': 'One word per turn',
'game.chooseBlank': 'Choose a letter for the blank',
'game.exchangeTitle': 'Exchange or pass',
@@ -215,6 +213,7 @@ export const en = {
'settings.labelsClassic': 'Classic',
'settings.labelsNone': 'None',
'settings.reduceMotion': 'Reduce motion',
'settings.zoomBoard': 'Zoom the board',
'settings.offlineMode': 'Play mode',
'settings.online': 'Online',
'settings.offline': 'Offline',
+1 -2
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@@ -104,8 +104,6 @@ export const ru: Record<MessageKey, string> = {
'game.checkWord': 'Проверить слово',
'game.dictionary': 'Словарь',
'game.dropGame': 'Покинуть игру',
'game.previewWords': '{words}: {n}',
'game.previewIllegal': 'Недопустимый ход',
'game.oneWordRule': 'Одно слово за ход',
'game.chooseBlank': 'Выберите букву для бланка',
'game.exchangeTitle': 'Обмен или пас',
@@ -215,6 +213,7 @@ export const ru: Record<MessageKey, string> = {
'settings.labelsClassic': 'Классика',
'settings.labelsNone': 'Без текста',
'settings.reduceMotion': 'Меньше анимаций',
'settings.zoomBoard': 'Приближать доску',
'settings.offlineMode': 'Режим игры',
'settings.online': 'Онлайн',
'settings.offline': 'Оффлайн',
+1
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@@ -143,6 +143,7 @@ export interface Prefs {
locale: Locale;
reduceMotion: boolean;
boardLabels: BoardLabelMode;
zoomBoard: boolean;
}
export async function loadPrefs(): Promise<Partial<Prefs>> {
+15
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@@ -5,6 +5,7 @@
setLocalePref,
setReduceMotion,
setTheme,
setZoomBoard,
} from '../lib/app.svelte';
import { t, type Locale, type MessageKey } from '../lib/i18n/index.svelte';
import type { ThemePref } from '../lib/theme';
@@ -15,6 +16,10 @@
import { isStandalone } from '../lib/pwa';
import InstallApp from '../components/InstallApp.svelte';
// The board-zoom toggle only makes sense on a touch device (the desktop / landscape layouts fit
// the whole board and never auto-zoom), so it is shown only for a coarse pointer.
const coarsePointer = typeof matchMedia !== 'undefined' && matchMedia('(pointer: coarse)').matches;
// The offline toggle is for the installed web PWA with a confirmed email only: the service worker
// that lets the app launch with no network runs only in a standalone web install (not a mini-app),
// and a durable account (email) anchors the device-local games. Elsewhere the control is hidden.
@@ -102,6 +107,16 @@
onchange={(e) => setReduceMotion(e.currentTarget.checked)}
/>
</label>
{#if coarsePointer}
<label class="row">
<span>{t('settings.zoomBoard')}</span>
<input
type="checkbox"
checked={app.zoomBoard}
onchange={(e) => setZoomBoard(e.currentTarget.checked)}
/>
</label>
{/if}
</section>
{#if offlineEligible}