Stage 17 (#9): animated shuffle — tiles hop along a low parabola to new slots
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Give each rack slot a stable id permuted with the letters on shuffle, so the keyed
rack reorders (rather than relabelling in place) and Svelte's animate directive fires.
hop flies each tile along a parabola (apogee ~half a tile height) with a duration that
scales with the horizontal distance (arc length): the longest 1<->7 swap takes ~0.5s,
shorter swaps land sooner. Ordinary reflow (place/recall) stays instant via a guard.
e2e locks that a shuffle preserves the rack's tile multiset.
This commit is contained in:
Ilia Denisov
2026-06-06 14:46:59 +02:00
parent 1bbf0bc654
commit d0c1306d9b
3 changed files with 56 additions and 7 deletions
+18 -5
View File
@@ -43,6 +43,10 @@
let zoomed = $state(false);
let selected = $state<number | null>(null);
let focus = $state<{ row: number; col: number } | null>(null);
// A stable id per rack slot, permuted together with the letters on shuffle, so the rack
// tiles fly to their new positions (Rack's hop animation) instead of relabelling in place.
let rackIds = $state<number[]>([]);
let shuffling = $state(false);
let panel = $state<'none' | 'chat'>('none');
let historyOpen = $state(false);
let blankPrompt = $state<{ rackIndex: number; row: number; col: number } | null>(null);
@@ -81,6 +85,7 @@
view.game.toMove === view.seat,
);
const slots = $derived(rackView(placement));
const rackSlots = $derived(slots.map((s) => ({ ...s, id: rackIds[s.index] ?? s.index })));
const isMyTurn = $derived(!!view && view.game.status === 'active' && view.game.toMove === view.seat);
const gameOver = $derived(!!view && view.game.status !== 'active');
const bagEmpty = $derived((view?.bagLen ?? 0) === 0);
@@ -98,6 +103,7 @@
moves = hist.moves;
setCachedGame(id, st, hist.moves);
placement = newPlacement(st.rack);
rackIds = st.rack.map((_, i) => i);
preview = null;
selected = null;
dirOverride = undefined;
@@ -122,6 +128,7 @@
view = cached.view;
moves = cached.moves;
placement = newPlacement(cached.view.rack);
rackIds = cached.view.rack.map((_, i) => i);
}
void load();
});
@@ -373,12 +380,18 @@
}
function shuffle() {
if (placement.pending.length > 0) return;
const r = [...placement.rack];
for (let i = r.length - 1; i > 0; i--) {
// Shuffle an index permutation, then apply it to both the letters and the slot ids so
// each tile keeps its id as it flies to a new position (driving Rack's hop animation).
const order = placement.rack.map((_, i) => i);
for (let i = order.length - 1; i > 0; i--) {
const j = Math.floor(Math.random() * (i + 1));
[r[i], r[j]] = [r[j], r[i]];
[order[i], order[j]] = [order[j], order[i]];
}
placement = newPlacement(r);
rackIds = order.map((i) => rackIds[i] ?? i);
placement = newPlacement(order.map((i) => placement.rack[i]));
selected = null;
shuffling = true;
setTimeout(() => (shuffling = false), 600);
// A short "shake": a few quick light taps rather than one.
for (let i = 0; i < 4; i++) setTimeout(() => telegramHaptic('light'), i * 55);
}
@@ -589,7 +602,7 @@
a finished game shows the final rack greyed out and the controls disabled. -->
<div class="rack-row" class:inert={gameOver}>
<div class="rack-wrap">
<Rack {slots} {variant} {selected} ondown={onRackDown} />
<Rack slots={rackSlots} {variant} {selected} {shuffling} ondown={onRackDown} />
</div>
{#if !gameOver && placement.pending.length > 0}
<button class="make" onclick={commit} disabled={busy} aria-label={t('game.makeMove')}>✅</button>
+25 -2
View File
@@ -8,25 +8,48 @@
slots,
variant,
selected,
shuffling = false,
ondown,
}: {
slots: RackSlot[];
// Each slot carries a stable id that travels with its tile through a shuffle, so the
// keyed list reorders (rather than relabelling in place) and the hop animation fires.
slots: (RackSlot & { id: number })[];
variant: Variant;
selected: number | null;
shuffling?: boolean;
ondown: (e: PointerEvent, index: number) => void;
} = $props();
// Used slots are hidden (the rack shifts left, freeing room on the right for the
// MakeMove control); the slot still exists in the model for per-tile recall.
const visible = $derived(slots.filter((s) => !s.used));
// hop flies a tile to its shuffled position along a low parabola (apogee ≈ half a tile
// height). The duration scales with the horizontal distance — i.e. the arc length — so
// the longest swap (slot 1 ↔ 7) takes ~0.5s and shorter swaps land sooner. It runs only
// while a shuffle is in progress; ordinary reflow (placing/recalling a tile) is instant.
function hop(node: HTMLElement, { from, to }: { from: DOMRect; to: DOMRect }, active: boolean) {
const dx = from.left - to.left;
const dy = from.top - to.top;
const dist = Math.hypot(dx, dy);
if (!active || dist < 2) return { duration: 0 };
const span = node.parentElement?.getBoundingClientRect().width || dist;
const lift = (to.height || from.height) * 0.5;
return {
duration: Math.max(160, Math.min(500, (dist / span) * 560)),
css: (t: number, u: number) =>
`transform: translate(${dx * u}px, ${dy * u - Math.sin(Math.PI * t) * lift}px);`,
};
}
</script>
<div class="rack" data-rack>
{#each visible as slot (slot.index)}
{#each visible as slot (slot.id)}
<button
class="tile"
class:selected={selected === slot.index}
data-rack-index={slot.index}
animate:hop={shuffling}
onpointerdown={(e) => ondown(e, slot.index)}
>
<span class="letter">{slot.letter === BLANK ? '' : slot.letter}</span>