Stage 7 polish: docs + mark Stage 7 done (Part H)
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- new docs/UI_DESIGN.md (design system: shell, nav, tab-bar, tiles, board zoom/labels, HoldConfirm, banner rotator, result iconography)
- ARCHITECTURE: app-shell + announcement channel (mock->server) + hint place-on-board / no_hint_available contract + board-style setting
- FUNCTIONAL(+ru): hint-on-board, word-check constraints/throttle, board style
- PLAN: Stage 7 -> done + polish refinement note; CLAUDE sources list
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Ilia Denisov
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# Scrabble Game — UI design system
Visual and interaction conventions for the `ui` client. Behaviour lives in
[`FUNCTIONAL.md`](FUNCTIONAL.md); cross-service architecture (including the global
points this doc references) lives in [`ARCHITECTURE.md`](ARCHITECTURE.md). The client
is **pure HTML5/CSS + Unicode** — no image/font/SVG assets; icons are CSS shapes or
emoji glyphs. Tokens are CSS custom properties (`ui/src/app.css`), light/dark via
`prefers-color-scheme` or an explicit Settings choice, and **Telegram-themeParams-ready**
(the tokens can be overridden at runtime).
## Layout shell (`components/Screen.svelte`)
A mobile-app feel: the screen is a full-height flex column where the **nav bar grows**
to absorb spare vertical space (its buttons stay top-aligned) and everything else —
the announcement strip, the content, and the optional bottom tab bar — **pins to the
bottom**, the strip directly above the content. Tall content scrolls within the content
region. Every screen except Login uses `Screen`.
## Navigation
- **Back**: a thin, compact `<` drawn from two rotated CSS borders (`Header.svelte`
`.chev`) — lighter than a glyph.
- **Hamburger**: a CSS three-bar (`Menu.svelte`), deliberately larger; opens a dropdown
of items (lobby: Profile/Settings/About; game: History/Chat/Check word/Drop game).
- **Tab bar** (`TabBar.svelte`): square, borderless, evenly distributed buttons — a large
emoji icon over a tiny truncated label. A press highlights a rounded **square** behind
the icon (slightly larger than it) until release; spacing keeps adjacent labels from
touching. No text selection on nav / tab-bar / buttons (`user-select: none`).
## Tiles & board
- **Tiles**: the letter sits in the **top-left** corner (offset a touch more than the
value), the point value bottom-right; blanks show no value.
- **Board zoom** (`Board.svelte`): a two-state zoom (full 15×15 ↔ ~9 cells) via
`transform: scale()` on an inner layer inside a **fixed-size viewport** (the page never
reflows; the viewport scrolls when zoomed), with a smooth transition. Cell/tile **text
lives in a counter-scaled layer** (`scale(1/z)`) sized in `cqw`, so labels stay a
constant size (relatively smaller at higher zoom). On touch, attempting to place a tile
auto-zooms in centred on the target; double-tap and pinch toggle.
- **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**.
- **Grid lines**: the inter-cell gap shows a contrasting `--cell-line` (darker in light,
lighter in dark) to avoid a wavy-line optical illusion.
## Controls
- **HoldConfirm** (`components/HoldConfirm.svelte`): the shared press-and-hold control. A
short tap opens a small popover above the button; a ~0.7 s hold runs the primary action
immediately. Reused by:
- **MakeMove** (appears when ≥1 tile is pending; the rack collapses its used slots and
shifts left to free room): a **🏁** button whose popover offers **Make move ✅** /
**Reset ❌**.
- **Game tab bar**: 🔄 Draw (disabled when the bag is empty), 🥺 Skip, 🛟 Hint (with a
remaining-count badge) — each confirmed by an **Ok ✅** popover; 🔀 Shuffle has no
label and no confirm. The under-board slot shows the **Scores: N** preview.
## Announcement banner (`components/AdBanner.svelte`, `lib/banner.ts`)
A one-line inset strip under the nav bar. Content is minimal markdown (text + links,
escaped + linkified). A parameterised **rotator** drives messages: a fitting message
holds `holdMs` (default 60 s) then cross-fades to the next; a message wider than the strip
pauses (`edgePauseMs`), scrolls to its right edge at `scrollPxPerSec`, pauses, and repeats
until the cycle exceeds `holdMs`. Today a **mock** provider rotates a long and a short
message; the source becomes a server-driven channel later (see ARCHITECTURE).
## Result / status iconography (`lib/result.ts`)
Lobby rows show two lines (opponents, then result + score) with a large place-based emoji
on the right: Victory 🏆 / Defeat 🥈 / Draw 🏅, and for 34-player games II 🥈 / III 🥉 /
IV 🏅; active games show Your move 🟢 / Opponent's move ⏳; invitations use 💌.
## Caveat
Emoji are rendered by the platform's system emoji font, so their exact look varies across
OSes — acceptable for the MVP, and consistent with the no-asset rule (no glyphs are
downloaded).