Commit Graph

12 Commits

Author SHA1 Message Date
Ilia Denisov cb75623677 feat(ui): lighten the light-theme last-word highlight to a brighter burgundy
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At #8c4a3c the highlight blended into the lighter board in the light theme. Give the light theme a lighter burgundy #9c5849 while the dark theme keeps #8c4a3c — the two are tuned per theme because perceived contrast depends on the surrounding board tone.
2026-06-12 13:07:47 +02:00
Ilia Denisov 107add13b6 feat(ui): use a warm burgundy for the last-word highlight in both themes
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The gold/brown recent colour shared the tile's warm hue, so it could not separate from both the near-black glyph (when dark) and the tan tile (when light) at once. Switch --tile-recent to a burgundy #8c4a3c whose red hue stays distinct from both, in light and dark, and unify the value across all three theme blocks.
2026-06-12 12:59:39 +02:00
Ilia Denisov 359758a01a feat(ui): tint last-word letters for the recent highlight; lift dark bonus contrast
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Dark theme: the 2x/3x bonus-square pairs were too close to tell apart. Soften the 2x squares (sky blue #4a779b, rose #a8636b) and deepen the 3x squares (#2c527a, #9c3f34) so each pair reads as two distinct steps. Light theme is unchanged.

Last-word highlight (both themes): stop tinting the tile background — the tile keeps its normal fill, and instead the placed letters (not the point values) are drawn in the recent-move colour. The opponent-just-moved flash now pulses the letter between its normal colour and the recent colour, with no background animation and no white peak.

Reconcile the explicit [data-theme=dark] --tile-recent with the OS-dark value so the highlight reads the same however dark is selected, and darken --tile-recent a step in every theme. Update docs/UI_DESIGN.md.
2026-06-12 12:31:39 +02:00
Ilia Denisov 6268b9d2a2 UI: pin the SPA document so iOS/WKWebView cannot rubber-band the page
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On iOS (notably the Telegram Mini App) the document elastic-overscrolls on a
vertical drag even with overscroll-behavior:none — the whole page stretches and
bounces, and it fought the board's swipe-to-open-history. Telegram's own
swipe-to-minimise is already disabled at launch; this removes the remaining
WebKit document bounce by pinning the document (position:fixed + overflow:hidden)
for the game SPA only. Every screen already fits the visual viewport (--vvh) and
scrolls its own inner areas, so the document never needed to scroll.

Scoped to the app via an `app-shell` class set in main.ts; the standalone
landing page (landing.ts) keeps its normal scrolling document. e2e locks the
contract on both entries.
2026-06-11 20:43:12 +02:00
Ilia Denisov 8881214213 R6(a): de-stage code, docs, READMEs; split stage6_test
Mechanical, behaviour-preserving removal of Stage N / TODO-N / phase (RN)
references from comments, doc-comments, service READMEs, the current-state docs
(ARCHITECTURE, FUNCTIONAL+_ru, TESTING, UI_DESIGN), config-file comments, and the
.fbs/.proto schema comments. PLAN.md / PRERELEASE.md / CLAUDE.md keep the stage
history.

- Rename the only stage-named identifiers: registerStage8 -> registerSocialOps,
  registerStage11 -> registerLinkOps (gateway transcode).
- Split stage6_test.go: TestEmailLoginFlow -> email_test.go,
  TestGuestAutoMatchLeavesNoStats (+ provisionGuest) -> account_test.go.
- Regenerated proto bindings (push.pb.go, telegram_grpc.pb.go) from the de-staged
  .proto comments; FB Go/TS bindings unchanged (flatc strips schema comments).

go build/vet/gofmt clean across modules; integration typecheck and pnpm check green.
2026-06-10 16:56:03 +02:00
Ilia Denisov 7e34897d6d Review fixes: swipe (capture-phase, enabled in TG), TG header aligns to the nav band, DnD zoom delay 1s->0.7s
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- Edge-swipe back now listens at the window in the CAPTURE phase (the board's
  pointer handlers can't swallow it) and is no longer skipped inside Telegram
  (where the owner tests it).
- TG-fullscreen header: expose the device safe-area top (--tg-safe-top) and
  centre the title + menu pair within Telegram's nav band ([safe-top,
  content-top]) below the notch, keeping the band's height — lining up with
  Telegram's own controls.
- DnD auto-zoom-on-hover delay reduced 1000ms -> 700ms.

(Client-IP: diagnosed as the owner's home-router SNAT — the host caddy already
receives 192.168.0.1 with no XFF, so the real IP is lost upstream of our stack;
correct in prod. No code change.)
2026-06-08 22:01:43 +02:00
Ilia Denisov 34385240b9 Game/Telegram review polish: USSR flag, touch drag ghost, TG fullscreen header
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Backlog item 2 of ~4 (owner review pass):
- USSR flag emblem redrawn (canonical hammer & sickle, scaled down 1.5x
  below the star).
- Touch drag-and-drop: enlarge the drag ghost 1.5x on touch only (the finger
  hides the tile); suppress the iOS tap-highlight that lingered on a rack tile
  sliding into a dragged tile's slot.
- Telegram fullscreen: its native nav no longer hides our header -- the header
  drops below the content-safe-area top inset and the menu (hamburger) lifts
  into the nav band, centred (--tg-content-top from the SDK inset + a
  tg-fullscreen class; new telegram.ts helper + app wiring).

Tests: UI check/test:unit/build + full e2e (60) green. The iOS tap-highlight
fix and the TG-fullscreen layout want on-device verification on the deploy.
2026-06-08 17:11:10 +02:00
Ilia Denisov 1d0bafaabb Stage 17: UI defect fixes (russian variant, Telegram theme/nav/banner, reconnect, hint zoom, plaque, history, transitions, per-game cache)
- #6 align the UI variant id to the backend canonical 'russian_scrabble' (type, variants, Lobby, mock, tests) — fixes the New->Russian 400
- #11/#12 inside Telegram force the colour scheme from WebApp.colorScheme (over OS prefers-color-scheme, fixing the Telegram Desktop breakage) and hide the theme switcher
- #14/#15 nav bar takes Telegram's bg; announcement banner gets a dedicated subtle --ad-bg accent token
- #16 suppress the reconnect banner while backgrounded and silently reconnect the live stream on return to the foreground
- #17 hint zoom scrolls to the placement's bounding box, not the top-left
- #19/#20 players plaque: active seat raised with side shadows, others sunk; tap toggles history
- #21/#23 history: scrollbar-gutter:stable (no word jitter); fixed-height drawer pins the bottom shadow to the board
- #3 (UI) disable nudge on the player's own turn
- #18a directional screen slide transitions (forward in from the right, back reveals the lobby)
- #13 per-game in-memory cache: instant render on re-entry + background refresh
- e2e: openGame waits for the slide transition to settle
2026-06-06 10:23:42 +02:00
Ilia Denisov 1e7da5925a Stage 7 UI polish: fix ad-marquee end, drop-time zoom, focus centring, sticky rack selection
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- AdBanner: move the side inset onto the scrolling track so the long message
  scrolls to its very end; pin body text-size-adjust:100% so iOS/Safari stops
  inflating the long marquee text.
- Game: do not zoom on drag start (the player may change their mind) — zoom and
  centre happen on drop, in attemptPlace; a stray tap on an occupied cell no
  longer cancels the rack selection (wait for an empty cell).
- Board: centre the focus cell after the zoom width transition finishes (was
  clamping to top-left mid-transition); compute the cell from the rendered
  scrollWidth.
2026-06-03 16:22:01 +02:00
Ilia Denisov 52a0e3160d Stage 7 polish (round 2): layout/zoom/tab-bar/hint/check fixes
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- nav bar grows ONLY in game (other screens: minimal nav, content fills); tab bar always bottom
- tab bar: tighter icon/label spacing, bigger icons, hint badge on the icon corner
- board zoom reworked to width-based (real native scroll, fixes Safari/Chrome) + constant cqw labels; pinch & swipe-to-history dropped (conflict), double-tap kept, history via menu
- beginner bonus labels shrunk to fit cells
- Draw opens exchange directly (no confirm); confirm popovers restyled like the hamburger dropdown (vertical); removed the floating direction toggle
- pending tiles darker bg (no outline); last-word dark-tile highlight (static / 1s flash)
- check button disabled for <2/>15 chars, already-checked, or 5s cooldown
- global user-select:none (inputs exempt); docs updated; TODO-4 alphabet-on-wire
2026-06-03 14:54:41 +02:00
Ilia Denisov 2c96c19aac Stage 7 polish: game rework + board zoom + tests (Parts D/E/F/I)
- Board: fixed-viewport transform-scale zoom (animated) with counter-scaled cqw labels, corner letters, bonus-label modes (boardlabels), contrasting grid lines
- Game: Screen shell + game tab-bar (Draw/Skip/Hint/Shuffle) via HoldConfirm popovers; MakeMove 🏁 + compact popup; rack collapses used slots; hint places tiles on board (placementFromHint) + no_hint_available toast; Scores:N replaces Hints; history slide-down (swipe/click, scroll-locked); check-word alphabet/length limit + in-memory cache + 5s throttle
- backend: no_hint_available result code split + test
- vitest: banner rotator + linkify, resultBadge, boardlabels, placementFromHint (29 tests); Playwright smoke updated; prod bundle ~74 KB gzip
2026-06-03 13:33:03 +02:00
Ilia Denisov 453ddc5e94 Stage 7 (wip): UI shell, libs, mock transport, screens (lobby->game), e2e smoke
- plain Svelte 5 + TS + Vite (no SvelteKit); CSS-token design system (Telegram-ready), hash router, IndexedDB session
- pure libs: domain model, premium/value maps ported from solver, board replay, placement state machine, i18n en/ru
- in-memory mock transport + seed data; pnpm start runs lobby->active game->board with no backend
- board: pointer-drag + tap placement, MakeMove (popup / 1s-hold commit), two-state zoom, blank chooser, exchange, hint, word-check, chat
- Playwright smoke (mock) green; svelte-check clean; mock bundle ~37 KB gzip
2026-06-03 00:32:50 +02:00