feat(ui): tile-crossword loading splash for cold lobby open
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On a cold app open the lobby's game list arrives over the network; on a
slow link the empty "no games yet" line flashed before the games loaded.
Add a full-screen tile splash that lays a Scrabble crossword of ЭРУДИТ /
ЗАГРУЗКА / ОЖИДАНИЕ (Эрудит point values, hardcoded since the alphabet
table is not cached at boot) until the lobby's first load settles, then
removes itself to reveal the populated list.

- lib/splash.ts: pure layout + reveal schedule (unit-tested).
- components/Splash.svelte: App-level overlay; per-tile drop-in; loops
  ЗАГРУЗКА → ОЖИДАНИЕ until ready, dismisses on a word boundary. Static
  ЭРУДИТ under reduced motion / the mock build.
- app state: lobbyReady (set by Lobby on first settle) + splashDone,
  reset on logout.
- App.svelte: overlay while routeIsLobby && !splashDone; the plain text
  splash now only covers non-lobby deep-links during bootstrap.
- docs: UI_DESIGN + FUNCTIONAL (+ _ru).
This commit is contained in:
Ilia Denisov
2026-06-21 10:29:39 +02:00
parent e79c1ea891
commit ba6ee90278
9 changed files with 460 additions and 1 deletions
+15 -1
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@@ -6,6 +6,7 @@
import { t } from './lib/i18n/index.svelte';
import { insideTelegram, telegramBackButton } from './lib/telegram';
import Toast from './components/Toast.svelte';
import Splash from './components/Splash.svelte';
import StaleInviteModal from './components/StaleInviteModal.svelte';
import WelcomeRedeemModal from './components/WelcomeRedeemModal.svelte';
import Login from './screens/Login.svelte';
@@ -22,6 +23,11 @@
void bootstrap();
});
// The lobby is the cold-start landing (an empty hash and Telegram launch params both parse
// to it). The tile loading splash overlays it until its first load settles; a deep-link to
// another screen is not covered.
const routeIsLobby = $derived(router.route.name === 'lobby');
// Inside Telegram, drive its native header back button: show it on any sub-screen
// (everything returns to the lobby root), hide it on the lobby/login. The app's own
// back chevron is hidden in Telegram (Header.svelte) so only the native one shows.
@@ -72,7 +78,11 @@
</script>
{#if !app.ready}
<div class="splash">{t('common.loading')}</div>
<!-- On a cold lobby open the tile splash (below) covers bootstrap too; a deep-link to
another screen keeps the plain text splash while bootstrap runs. -->
{#if !routeIsLobby}
<div class="splash">{t('common.loading')}</div>
{/if}
{:else if app.blocked}
<Blocked />
{:else}
@@ -113,6 +123,10 @@
<StaleInviteModal />
<WelcomeRedeemModal />
{#if routeIsLobby && !app.splashDone && !app.blocked}
<Splash />
{/if}
<style>
.splash {
height: 100%;
+172
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@@ -0,0 +1,172 @@
<script lang="ts">
import { onDestroy } from 'svelte';
import { SvelteSet } from 'svelte/reactivity';
import { app } from '../lib/app.svelte';
import { t } from '../lib/i18n/index.svelte';
import { ERUDIT_KEYS, SPLASH_TILES, splashSchedule, type SplashStep } from '../lib/splash';
// Animate normally, but fall back to a static frame (no per-tile drop, no looping) under
// reduced motion or the mock build — the latter so the Playwright smoke is not held up by
// the overlay intercepting taps while it animates over the lobby.
const instant = $derived(app.reduceMotion || import.meta.env.MODE === 'mock');
// The keys of the tiles currently on screen; the schedule adds and (on a clear) removes them.
const revealed = new SvelteSet<string>();
let timers: ReturnType<typeof setTimeout>[] = [];
function stop(): void {
for (const id of timers) clearTimeout(id);
timers = [];
}
function later(fn: () => void, ms: number): void {
timers.push(setTimeout(fn, ms));
}
function finish(): void {
stop();
app.splashDone = true;
}
function clearVerticals(): void {
for (const k of [...revealed]) if (!ERUDIT_KEYS.has(k)) revealed.delete(k);
}
function apply(step: SplashStep): void {
if (step.kind === 'reveal' && step.key) revealed.add(step.key);
else if (step.kind === 'check') {
// Dismiss at a word boundary once the lobby's first load has settled.
if (app.lobbyReady) finish();
} else if (step.kind === 'clear') clearVerticals();
}
function runAnimated(): void {
const sch = splashSchedule();
for (const step of sch.prefix) later(() => apply(step), step.atMs);
const loop = (): void => {
if (app.splashDone) return;
for (const step of sch.cycle) later(() => apply(step), step.atMs);
later(loop, sch.cycleMs);
};
later(loop, sch.prefixMs);
}
function showStatic(): void {
stop();
for (const k of ERUDIT_KEYS) revealed.add(k);
clearVerticals();
}
// Drive the splash. The effect re-runs if `instant` flips (the reduce-motion preference
// loads early in bootstrap, possibly just after this overlay mounts), swapping the
// animation for the static frame.
$effect(() => {
if (instant) {
showStatic();
return;
}
runAnimated();
return stop;
});
// The static path has no word boundary to wait for, so dismiss as soon as the lobby settles.
$effect(() => {
if (instant && app.lobbyReady) app.splashDone = true;
});
onDestroy(stop);
</script>
<div class="splash" role="status" aria-busy="true">
<span class="sr">{t('common.loading')}</span>
<div class="grid" aria-hidden="true">
{#each SPLASH_TILES as tile (tile.key)}
{#if revealed.has(tile.key)}
<div
class="tile"
class:drop={!instant}
style="grid-row: {tile.row + 1}; grid-column: {tile.col + 1};"
>
<span class="letter">{tile.letter}</span>
<span class="val">{tile.value}</span>
</div>
{/if}
{/each}
</div>
</div>
<style>
.splash {
position: fixed;
inset: 0;
/* Above the lobby and any modal (Modal.svelte z 40), below toasts (z 50) so an offline
error toast still shows over the splash. */
z-index: 45;
background: var(--bg);
display: grid;
place-items: center;
}
.grid {
/* Six columns wide, eight rows tall — capped so the whole crossword fits a phone portrait
(width) and is not oversized on desktop. */
--tile: min(14vw, 9vh, 56px);
display: grid;
grid-template-columns: repeat(6, var(--tile));
grid-template-rows: repeat(8, var(--tile));
gap: calc(var(--tile) * 0.12);
}
/* The tile mirrors a placed board tile (game/Board.svelte .cell.filled): the same cream
stock, bottom edge and drop shadow, with the letter top-left and value bottom-right. */
.tile {
position: relative;
background: var(--tile-bg);
color: var(--tile-text);
border-radius: 4px;
box-shadow:
inset 0 -2px 0 var(--tile-edge),
2px 0 3px -1px rgba(0, 0, 0, 0.4);
}
/* "Falling" tile: it appears a touch larger and translucent and settles to size and full
opacity as it lands. */
.tile.drop {
animation: tile-drop 180ms ease-out;
}
@keyframes tile-drop {
from {
transform: scale(1.15);
opacity: 0.4;
}
to {
transform: scale(1);
opacity: 1;
}
}
@media (prefers-reduced-motion: reduce) {
.tile.drop {
animation: none;
}
}
.letter {
position: absolute;
top: 6%;
left: 10%;
font-size: calc(var(--tile) * 0.5);
font-weight: 700;
line-height: 1;
}
.val {
position: absolute;
right: 8%;
bottom: 5%;
font-size: calc(var(--tile) * 0.28);
font-weight: 600;
}
/* Visually-hidden live label for assistive tech; the tiles themselves are decorative. */
.sr {
position: absolute;
width: 1px;
height: 1px;
margin: -1px;
padding: 0;
overflow: hidden;
clip: rect(0, 0, 0, 0);
white-space: nowrap;
border: 0;
}
</style>
+11
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@@ -41,6 +41,12 @@ export interface Toast {
export const app = $state<{
ready: boolean;
/** Whether the lobby's first cold load has settled (success or error). The loading splash
* (components/Splash.svelte) watches it to know when to dismiss; set by screens/Lobby. */
lobbyReady: boolean;
/** Whether the loading splash has finished and removed itself. Gates the App-level overlay
* so a warm intra-session return to the lobby shows no splash again. */
splashDone: boolean;
/** Whether the live-event stream is connected. The event hub is best-effort and never replays a
* missed event, so an open game waiting for an opponent uses this to recover: it polls the game
* state while the stream is down and refetches once on reconnect (see game/Game.svelte). */
@@ -84,6 +90,8 @@ export const app = $state<{
resync: number;
}>({
ready: false,
lobbyReady: false,
splashDone: false,
streamAlive: false,
session: null,
profile: null,
@@ -658,6 +666,9 @@ export async function logout(): Promise<void> {
resetConnection();
clearGameCache();
clearLobby();
// Replay the loading splash on the next cold lobby load after a re-login.
app.lobbyReady = false;
app.splashDone = false;
gateway.setToken(null);
await clearSession();
app.session = null;
+90
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@@ -0,0 +1,90 @@
import { describe, expect, it } from 'vitest';
import {
ERUDIT_KEYS,
ERUDIT_VALUES,
PAUSE_MS,
SPLASH_TILES,
WORD_MS,
splashSchedule,
type SplashStep,
} from './splash';
const at = (word: 'erudit' | 'zagruzka' | 'ozhidanie') =>
SPLASH_TILES.filter((t) => t.word === word);
const text = (word: 'erudit' | 'zagruzka' | 'ozhidanie') => at(word).map((t) => t.letter).join('');
const reveals = (steps: SplashStep[]) => steps.filter((s) => s.kind === 'reveal');
describe('splash layout', () => {
it('uses the Эрудит point values for every splash letter', () => {
// Spot-check the distinctive weights against scrabble-solver rules.Erudit.
expect(ERUDIT_VALUES['Э']).toBe(10);
expect(ERUDIT_VALUES['Ж']).toBe(5);
expect(ERUDIT_VALUES['З']).toBe(5);
expect(ERUDIT_VALUES['У']).toBe(3);
expect(ERUDIT_VALUES['Г']).toBe(3);
expect(ERUDIT_VALUES['Р']).toBe(2);
expect(ERUDIT_VALUES['И']).toBe(1);
});
it('places ЭРУДИТ horizontally on row 3, left to right, with its values', () => {
const e = at('erudit');
expect(text('erudit')).toBe('ЭРУДИТ');
expect(e.map((t) => t.col)).toEqual([0, 1, 2, 3, 4, 5]);
expect(e.every((t) => t.row === 3)).toBe(true);
expect(e.map((t) => t.value)).toEqual([10, 2, 3, 2, 1, 2]);
});
it('drops the shared crossing tiles (Р, Д) from the vertical words', () => {
// ЗАГРУЗКА in column 1 minus the shared Р at row 3; ОЖИДАНИЕ in column 3 minus Д.
expect(at('zagruzka').map((t) => t.row)).toEqual([0, 1, 2, 4, 5, 6, 7]);
expect(text('zagruzka')).toBe('ЗАГУЗКА'); // ЗАГ(Р)УЗКА without the shared Р
expect(at('zagruzka').every((t) => t.col === 1)).toBe(true);
expect(at('ozhidanie').map((t) => t.row)).toEqual([0, 1, 2, 4, 5, 6, 7]);
expect(text('ozhidanie')).toBe('ОЖИАНИЕ'); // ОЖИ(_)АНИЕ without Д
expect(at('ozhidanie').every((t) => t.col === 3)).toBe(true);
});
it('keeps only the ЭРУДИТ tiles as the persistent set', () => {
expect(ERUDIT_KEYS.size).toBe(6);
expect(ERUDIT_KEYS.has('3-1')).toBe(true); // Р crossing
expect(ERUDIT_KEYS.has('3-3')).toBe(true); // Д crossing
expect(SPLASH_TILES).toHaveLength(20); // 6 + 7 + 7 unique cells
});
});
describe('splash schedule', () => {
const s = splashSchedule();
it('lays ЭРУДИТ first, completing by WORD_MS, then checks', () => {
const r = reveals(s.prefix);
expect(r).toHaveLength(6);
expect(r.map((x) => x.atMs)).toEqual([...r.map((x) => x.atMs)].sort((a, b) => a - b));
expect(r[0].atMs).toBe(0);
expect(r[r.length - 1].atMs).toBeLessThan(WORD_MS);
expect(s.prefix.at(-1)).toEqual({ atMs: WORD_MS, kind: 'check' });
expect(s.prefixMs).toBe(WORD_MS);
});
it('reveals both vertical words per cycle and never re-lays a shared tile', () => {
const r = reveals(s.cycle);
expect(r).toHaveLength(14); // 7 + 7
expect(r.some((x) => x.key === '3-1' || x.key === '3-3')).toBe(false);
// The first vertical reveal waits out the leading pause.
expect(r[0].atMs).toBe(PAUSE_MS);
});
it('checks at each word boundary and clears at the end of the cycle', () => {
const checks = s.cycle.filter((x) => x.kind === 'check').map((x) => x.atMs);
expect(checks).toEqual([PAUSE_MS + WORD_MS, PAUSE_MS + 2 * WORD_MS + PAUSE_MS]);
const last = s.cycle.at(-1)!;
expect(last.kind).toBe('clear');
expect(last.atMs).toBe(s.cycleMs);
expect(s.cycleMs).toBe(2 * WORD_MS + 3 * PAUSE_MS);
});
it('honours overridden timings', () => {
const fast = splashSchedule({ wordMs: 700, pauseMs: 100 });
expect(fast.prefixMs).toBe(700);
expect(fast.cycleMs).toBe(2 * 700 + 3 * 100);
});
});
+138
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@@ -0,0 +1,138 @@
// Pure model for the cold-start loading splash: a small Scrabble crossword that lays the
// words ЭРУДИТ / ЗАГРУЗКА / ОЖИДАНИЕ out of tiles, letter by letter, until the lobby is
// ready. Kept free of any DOM or reactive state so it unit-tests in the node environment;
// components/Splash.svelte wraps it with the reactive reveal set and the timer driver.
//
// The tile point values are hardcoded from the Эрудит ruleset (scrabble-solver
// rules.Erudit). They cannot come from alphabet.valueForLetter() here: the splash renders on
// a cold start, before the server has sent the variant's alphabet table that lookup reads.
/**
* ERUDIT_VALUES is the per-letter point value (вес) for every letter the splash words use,
* taken from the Эрудит ruleset. Letters are upper-cased, matching the rest of the UI.
*/
export const ERUDIT_VALUES: Record<string, number> = {
А: 1,
Г: 3,
Д: 2,
Е: 1,
Ж: 5,
З: 5,
И: 1,
К: 2,
Н: 1,
О: 1,
Р: 2,
Т: 2,
У: 3,
Э: 10,
};
/** SplashWord names the three crossword words, used to group tiles for the reveal sequence. */
export type SplashWord = 'erudit' | 'zagruzka' | 'ozhidanie';
/** SplashTile is one placed tile on the 6×8 splash grid. */
export interface SplashTile {
/** row is the grid row, 0..7 (ЭРУДИТ sits on row 3). */
row: number;
/** col is the grid column, 0..5. */
col: number;
/** letter is the upper-cased Cyrillic glyph shown on the tile. */
letter: string;
/** value is the tile's Эрудит point value. */
value: number;
/** word groups the tile by its crossword word. */
word: SplashWord;
/** key is the stable `"row-col"` identifier used by the renderer's reveal set. */
key: string;
}
/** COLS and ROWS are the splash grid dimensions (6 wide, 8 tall). */
export const COLS = 6;
export const ROWS = 8;
function tile(row: number, col: number, letter: string, word: SplashWord): SplashTile {
return { row, col, letter, value: ERUDIT_VALUES[letter] ?? 0, word, key: `${row}-${col}` };
}
// ЭРУДИТ — horizontal on row 3, columns 0..5 (laid left → right).
const ERUDIT_TILES: SplashTile[] = [...'ЭРУДИТ'].map((l, i) => tile(3, i, l, 'erudit'));
// ЗАГРУЗКА — vertical in column 1, rows 0..7 (laid top → bottom). Its row-3 letter (Р) is the
// tile already placed by ЭРУДИТ, so it is dropped here ("через имеющиеся буквы").
const ZAGRUZKA_TILES: SplashTile[] = [...'ЗАГРУЗКА']
.map((l, r) => tile(r, 1, l, 'zagruzka'))
.filter((t) => t.row !== 3);
// ОЖИДАНИЕ — vertical in column 3, rows 0..7. Its row-3 letter (Д) is shared with ЭРУДИТ and
// likewise dropped.
const OZHIDANIE_TILES: SplashTile[] = [...'ОЖИДАНИЕ']
.map((l, r) => tile(r, 3, l, 'ozhidanie'))
.filter((t) => t.row !== 3);
/** SPLASH_TILES is every unique tile on the grid (ЭРУДИТ owns the two shared crossings). */
export const SPLASH_TILES: SplashTile[] = [...ERUDIT_TILES, ...ZAGRUZKA_TILES, ...OZHIDANIE_TILES];
/** ERUDIT_KEYS is the set of ЭРУДИТ tile keys — the tiles kept on screen across a clear. */
export const ERUDIT_KEYS: ReadonlySet<string> = new Set(ERUDIT_TILES.map((t) => t.key));
/** WORD_MS is the time to lay one whole word; PAUSE_MS the gap between words. */
export const WORD_MS = 1000;
export const PAUSE_MS = 250;
/** SplashStep is one scheduled action: reveal a tile, check whether the lobby is ready (and
* if so dismiss), or clear every non-ЭРУДИТ tile before the cycle repeats. atMs is relative
* to the start of its segment (prefix or cycle). */
export interface SplashStep {
atMs: number;
kind: 'reveal' | 'check' | 'clear';
/** key is the tile to reveal, set only on a 'reveal' step. */
key?: string;
}
/** SplashSchedule is the timed plan the renderer drives: the one-time prefix (ЭРУДИТ) and the
* repeating cycle (ЗАГРУЗКА → ОЖИДАНИЕ → clear). The driver plays the prefix once, then loops
* the cycle every cycleMs until the splash is dismissed. */
export interface SplashSchedule {
prefix: SplashStep[];
cycle: SplashStep[];
prefixMs: number;
cycleMs: number;
}
function revealSteps(tiles: SplashTile[], base: number, perTile: number): SplashStep[] {
return tiles.map((t, i) => ({ atMs: Math.round(base + i * perTile), kind: 'reveal', key: t.key }));
}
/**
* splashSchedule builds the reveal plan. Each word is laid over wordMs (so its per-tile
* stagger is wordMs divided by the word's tile count), a readiness check lands at every word
* boundary, and pauseMs separates the words; after ОЖИДАНИЕ the cycle clears the two vertical
* words and restarts (ЭРУДИТ persists). wordMs and pauseMs are overridable for tuning/tests.
*/
export function splashSchedule(opts: { wordMs?: number; pauseMs?: number } = {}): SplashSchedule {
const wordMs = opts.wordMs ?? WORD_MS;
const pauseMs = opts.pauseMs ?? PAUSE_MS;
// Prefix: ЭРУДИТ left → right, the word completing at wordMs, then a readiness check.
const prefix: SplashStep[] = [
...revealSteps(ERUDIT_TILES, 0, wordMs / ERUDIT_TILES.length),
{ atMs: wordMs, kind: 'check' },
];
// Cycle: pause, ЗАГРУЗКА, check, pause, ОЖИДАНИЕ, check, pause, clear. The leading pause is
// the gap after ЭРУДИТ (and, on repeat, after the previous cycle's clear).
const sV = wordMs / ZAGRUZKA_TILES.length;
const zBase = pauseMs;
const oBase = pauseMs + wordMs + pauseMs;
const clearAt = oBase + wordMs + pauseMs;
const cycle: SplashStep[] = [
...revealSteps(ZAGRUZKA_TILES, zBase, sV),
{ atMs: zBase + wordMs, kind: 'check' },
...revealSteps(OZHIDANIE_TILES, oBase, sV),
{ atMs: oBase + wordMs, kind: 'check' },
{ atMs: clearAt, kind: 'clear' },
];
return { prefix, cycle, prefixMs: wordMs, cycleMs: clearAt };
}
+4
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@@ -52,6 +52,10 @@
if (connection.online) void preloadGames(games);
} catch (e) {
handleError(e);
} finally {
// The first cold load has settled (success or error): release the loading splash. Set
// unconditionally on every refresh — it is an idempotent latch, reset only on logout.
app.lobbyReady = true;
}
}