Addressing the review on #23:
- Flag star scaled up ~25% (the hammer&sickle emblem unchanged, kept clear of it).
- TG fullscreen header: drop the WHOLE header below the content-safe-area top
inset (the hamburger stays to the right of the title), instead of pinning the
hamburger to the physical top edge.
- DnD: a placed (pending) tile can now be relocated by dragging it to another
board cell (board->board); it lifts off its source cell while dragged; and it
can be grabbed even on the zoomed board (touch-action:none on the pending
cell, so the drag wins over the board pan). The manual-selection blue frame
now clears on recall.
- Profile: drop the hint-balance line.
- Board: no mobile tap flash on a cell tap (-webkit-tap-highlight-color: transparent),
matching the web click; the only intentional cell animation stays the last-word flash.
- Variant names keyed by the game's alphabet, not the UI language: english -> Scrabble
always, russian_scrabble -> Скрэббл always (unlocalized, never collide), erudit localized.
- Chat/nudge are mutually exclusive by turn: the message field + Send show on your turn,
the nudge replaces them on the opponent's turn; while the nudge cooldown is active the
button is disabled with a grey 'awaiting reply' caption to its left.
- Even zoom: interpolate the board scroll toward a pre-clamped target as the real width
grows/shrinks, so it magnifies A->B in one motion instead of lurching and snapping back
near the edges/centre. Recentre only on a zoom toggle, never on a focus change — so a
2nd+ placed tile and a hovered dragged tile no longer jump the board.
- Drag: highlight the aimed-at empty cell as a drop target; hover-hold auto-zoom now
fires only for the first (zoom-in) hold.
- Pinch zoom: two-finger spread/close toggles zoom toward the pinch midpoint (preventDefault
only for two touches, so one-finger scroll stays native); a second finger aborts a drag.
- Shuffle hop capped at 0.3s and disabled under reduce-motion.
- Make-move is a borderless icon button, disabled while the pending word is known illegal.
- Variant display names: english & russian_scrabble -> Scrabble/Скрэббл, erudit ->
Erudite/Эрудит; the in-game title shows the variant name (was always 'Scrabble').
Add a 'Grid lines' preference (default off): when off the board drops the 1px grid
gaps for a gapless checkerboard (plain cells alternate shades; tiles get rounded
corners and a soft right-side shadow so adjacent gapless tiles still read apart),
saving ~14px of width. When on, the classic lined grid returns. Persisted with the
other board-style prefs; wired through Board's new lines prop. e2e locks the default
and the toggle.
- Board drag now auto-zooms toward a cell after holding the tile over it ~1s (#3).
- Profile is inline-editable: drop the Edit/Cancel toggle, form is always shown
for durable accounts; hint balance stays read-only; re-populate after link/merge (#5).
- A pending tile recalls by double-tap (same cell) or by dragging it back onto the
rack (unzoomed board); a single tap no longer recalls (#10).
- e2e: lock double-tap recall + single-tap no-op; drop the removed Edit-profile click.
- #4 bag label: '{n} in the bag' / 'Bag is empty' (was 'Bag {n}')
- #6 allow a single trailing dot in display names (backend + UI regex + tests)
- #1 double-tap zooms toward the tapped cell, not the top-left
- #8 shuffle fires a short multi-pulse haptic
- #11 highlighted/flashing tiles darken their bottom edge too (shadow joins the flash)
- #13 toast slides up from the bottom and fades out
- #7 hide the logout button (kept wired behind `hidden`)
- #16 admin game seats: left-align numeric columns, clarify the 'Hints used' header
Live play now exchanges per-variant alphabet indices instead of concrete
letters (rack out; submit-play, evaluate, exchange, word-check in). The client
caches each variant's (index, letter, value) table behind
StateRequest.include_alphabet and renders the rack and blank chooser from it,
dropping the hardcoded value/alphabet tables. History, the durable journal and
GCG stay decoded concrete characters (ARCHITECTURE §9.1, unchanged).
- pkg/fbs: new AlphabetEntry + PlayTile; StateView.rack -> [ubyte] + alphabet;
StateRequest.include_alphabet; SubmitPlay/Eval tiles -> [PlayTile];
Exchange tiles + CheckWord word -> [ubyte] (committed Go + TS regenerated).
- engine: AlphabetTable + a cached per-variant codec (LetterForIndex/EncodeRack/
DecodeTiles/DecodeWord) + BlankIndex sentinel; Go parity test.
- backend server edge maps index<->letter (new thin game.Service.GameVariant);
game.Service domain methods, engine.Game and the robot keep one letter-based
play path. The gateway forwards indices verbatim (no alphabet table).
- ui: lib/alphabet.ts in-memory cache; codec encodes/decodes indices; premiums.ts
is geometry-only; the mock seeds a fixture table; the UI normalises display to
upper case (codec + cache), leaving placement/board/checkword unchanged.
Parity moved to the Go engine.AlphabetTable test; premiums.ts loses its value
tables. Discharges TODO-4.
Drive the focus-centring with requestAnimationFrame across the ~0.25s width
transition instead of a single scrollTo after transitionend. The board now stays
locked on the placed cell as it grows, removing the visible 'centre top-left, then
correct' double motion.
- 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.
- item 5: move container-type to the zoom-scaled .scaler so cqw labels grow WITH the board (magnifying-glass zoom); new e2e measures the font grows ~1.85x
- item 8: confirm popovers anchor to the trigger's right edge (no longer run off-screen)
- item 9: last-word flash runs 2 cycles then settles to normal (was infinite)
- 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