Android release prep: de-anchor ANDROID_PLAN.md, re-enable the APK workflow, add ICONS.md #254

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developer merged 3 commits from feature/android-release-prep into development 2026-07-13 20:13:26 +00:00
84 changed files with 753 additions and 365 deletions
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@@ -64,11 +64,9 @@ Kept current as parts land so a fresh session resumes without re-deriving. Verif
> ### ▶ RESUME HERE — 2026-07-13 (documents track + release-prep)
>
> **Where we are.** The legal-documents track and the release-prep hygiene are DONE. The RuStore
> release is now gated on **owner-side** items (icon vector, keystore, RuStore account). The owner is
> bringing the **icon vector** next; **when it lands, resume by generating the icon set** per
> [`docs/ICONS.md`](docs/ICONS.md), then continue the release chain below. Do not re-do or re-litigate
> the finished work; do not re-ask the locked decisions.
> **Where we are.** The legal-documents track, the release-prep hygiene, **and the icon rebrand** are
> DONE. The RuStore release is now gated on **owner-side** items only (keystore, RuStore account) plus
> the merge/tag chain. Do not re-do or re-litigate the finished work; do not re-ask the locked decisions.
>
> **Branches / PRs (current working branch: `feature/android-release-prep`).**
> - `development` — has the **legal-documents track**, merged via **PR #253** (green, deployed to the
@@ -102,13 +100,16 @@ Kept current as parts land so a fresh session resumes without re-deriving. Verif
> added [`docs/ICONS.md`](docs/ICONS.md) (the single-master icon/logo format reference).
>
> **Remaining to release (owner-gated unless the agent is named).**
> 1. **Icon rebrand.** OWNER brings a final **vector (SVG)** master (+ optional format guides). AGENT
> then generates every target per `docs/ICONS.md`. Obligatory source files: the vector + a
> **1024×1024 opaque PNG**; recommended: `ui/assets/icon-foreground.png` + `icon-background.png` for
> a proper Android/iOS adaptive icon. Today the web favicon generator (`assets/icons/`) and the
> hand-placed PWA icons drift — unify onto the new master. **Open sub-decision (settle with the owner
> when the vector arrives):** retarget the `assets/icons/` generator onto the new vector, or drop in
> the output files and keep the generator for the OG card only.
> 1. **Icon rebrand — DONE.** The SVG-tracer export failed, so the icon was designed **collaboratively
> from scratch** (wooden «Э» tile + ✻ subscript, Spectral Bold). The construction is fully specified
> in fractions of the side in [`docs/ICON_BRANDBOOK.md`](docs/ICON_BRANDBOOK.md), with the reference
> generator + pinned font + masters in [`assets/icons/brand/`](assets/icons/brand/). One master →
> the whole set sliced by `brand/build-set.mjs` (+ `build-android-res.mjs`): web (favicon light+dark,
> apple-touch, PWA any + maskable, og-image reskinned to «Эрудит» / Игра в слова), the Capacitor
> layers `ui/assets/{icon,icon-foreground,icon-background}.png`, the Android launcher res (all
> densities, **no inset**, **+ monochrome** themed layer), and manual-upload art (`brand/{vk,tg,store}`).
> Primary variant **light**; dark where the platform can theme (favicon.svg). The old LiberationSans
> generator (`assets/icons/build/`) is removed; targets are mapped in `docs/ICONS.md`.
> 2. **Merge PR #254** → `development` (owner approval), then **promote `development` → `master`** and
> **tag `vX.Y.Z`** for the release (the version stamps the APK `versionName`/`versionCode` and the
> `X-Client-Version` header).
@@ -138,9 +139,9 @@ Kept current as parts land so a fresh session resumes without re-deriving. Verif
builds a debug APK that installs and **cold-launches to the Login screen** on the Pixel_10 emulator.
`svelte-check` 0 errors, `vitest` 584 passed. Build recipe + toolchain gotchas live in
`.claude/CLAUDE.md` → "Native Android build (Capacitor)".
**Launcher icon:** a **temporary** placeholder is in place — `ui/assets/icon.png` (the maskable «Э»
brand mark upscaled 512→1024) → `pnpm android:assets` regenerated the Android launcher/adaptive
icons + splashes. Superseded by the icon rebrand below.
**Launcher icon:** the temporary placeholder was **superseded by the icon rebrand** — the launcher
now uses the two-layer adaptive icon (background + foreground + monochrome) generated from the brand
master; see the RESUME block (item 1), `docs/ICON_BRANDBOOK.md` and `docs/ICONS.md`.
- **B. Native web-build correctness — ✅ DONE & verified (2026-07-12).** New `ui/src/lib/origin.ts`
`gatewayOrigin()`; the two `location.origin` landmines fixed (`game/Game.svelte` export/share URL,
`screens/Wallet.svelte` site-root) — `transport.ts:32` already resolves via `VITE_GATEWAY_URL`, left
@@ -251,11 +252,10 @@ Kept current as parts land so a fresh session resumes without re-deriving. Verif
then O2O7; the release chain (PR→development→contour→master→tag→dispatch `android-build`) follows. None of
O1O7 is started. Branch `feature/android-native`, local/unpushed.
Open logistics (not code): **mandatory icon rebrand (future)** — author ONE vector master and generate
*every* icon from it (web `favicon.svg` / PWA `icon-*` / maskable, Android adaptive, future iOS). Today
the formats drift — `favicon.svg` is a rounded bordered tile, `icon-maskable-512.png` a full-bleed
square, visibly different — and the Android launcher icon is only a temporary upscale of the maskable
(`capacitor-assets` insets it 16.7% into the adaptive safe zone). `~/.claude/bin/gitea-ci-watch.py` is present.
Icon rebrand — **DONE** (was "one master → every icon"): a single Spectral «Э» master now drives web
(favicon light+dark / PWA any + maskable / apple-touch / og), the Capacitor layers and the Android
adaptive res (no inset, + monochrome), plus VK/TG/store art. Specced in `docs/ICON_BRANDBOOK.md`,
mapped in `docs/ICONS.md`, generated from `assets/icons/brand/`. `~/.claude/bin/gitea-ci-watch.py` is present.
RuStore publication prerequisites gate release only.
---
@@ -404,8 +404,8 @@ is: scaffold → native-correct → gate → offline-first → CI → docs → r
```
Call once from bootstrap. `atNavigationRoot` = current route is `lobby`/`login`
(mirror `routeDepth(...) === 0` from `App.svelte:50-54`, reading `router.svelte.ts`).
- **Launcher icon (owner asset):** owner supplies a 1024×1024 «Э» icon at `ui/assets/icon.png`
(+ optional `splash.png`); `pnpm android:assets` generates adaptive icons.
- **Launcher icon:** DONE — generated from the brand master into the Capacitor layers
`ui/assets/{icon,icon-foreground,icon-background}.png` and the Android res; see `docs/ICONS.md`.
**Done when:** `npx cap sync android` succeeds against a real `pnpm build`, and (from `ui/android/`)
`./gradlew assembleDebug` produces a debug APK that installs and cold-launches to the login screen.
@@ -768,8 +768,9 @@ Wire in `ui/android/app/build.gradle` `defaultConfig`:
> **Status 2026-07-13 — see the ▶ RESUME block at the top of §Progress.** Since this chain was
> written, a **legal-documents track** was added and merged (PR #253 — the RuStore hosted
> privacy-policy URL and the `/privacy/ /eula/ /offer/` pages), and a **release-prep hygiene** patch is
> in flight (PR #254, open). The remaining gates are the **icon vector**, the **keystore** and the
> **RuStore account** (all owner-side). The steps below are the original release chain; the resume
> in flight (PR #254, open), and the **icon rebrand is DONE** (brand master → full set; see the RESUME
> block). The remaining gates are the **keystore** and the **RuStore account** (owner-side). The steps
> below are the original release chain; the resume
> block supersedes them with the current, exhaustive state.
0. **Land the offline-model redesign — ✅ DONE (O1O7, 2026-07-13; staged detail below).** Resolved the deferred
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# Erudit — site icons + Open Graph card
# Icons
The favicon set and the `og:image` link-preview card for the public landing
(`ui/landing.html`) and the SPA shell (`ui/index.html`). Same design language as the
[VK loading-screen logo](../vk/README.md): the wooden Erudit «Э» tile (score `8`),
with the wordmark on the app's dark board green (`ui/src/app.css` tokens).
| Output (committed to `ui/public/`) | Purpose |
|------|---------|
| `favicon.svg` | Vector favicon, transparent; tile + «Э» only (the score is illegible below ~32 px). |
| `favicon.ico` | 32×32 PNG-in-ICO fallback (also answers the browsers' blind `/favicon.ico` probe). |
| `apple-touch-icon.png` | 180×180 opaque full-bleed tile; iOS masks its own corners. |
| `og-image.png` | 1200×630 card: tile + «Эрудит / Скрэббл — игра в слова». Referenced absolutely as `https://erudit-game.ru/og-image.png`. |
## How it works
`build/extract.js` extracts the needed glyph outlines (tile glyphs + every wordmark
character) from LiberationSans (Arial-metric, the game's font stack) with their
advance widths into `build/glyphs.json` (committed). `build/generate.js` composes
plain SVG from those outlines — no font is needed at generation time — writes
`favicon.svg` and rasterises the PNG/ICO outputs by screenshotting the SVGs with the
`ui` package's Playwright chromium (`@playwright/test`); the `.ico` container is
assembled in-script (a single PNG entry). Raster bytes therefore depend on the
installed chromium version; the SVG sources are deterministic.
## Regenerate
Requirements: Node ≥ 18, `ui` installed (`pnpm install`, provides Playwright).
`extract.js` additionally needs `opentype.js` (`npm i opentype.js`); **`generate.js`
needs no extra packages**.
The whole shipped icon set is sliced from **one master** — see
[`brand/`](brand/) for the reference generator, the pinned font and the committed
outputs, and [`../../docs/ICON_BRANDBOOK.md`](../../docs/ICON_BRANDBOOK.md) for how the
mark is constructed. The per-platform target map (which file goes where) is in
[`../../docs/ICONS.md`](../../docs/ICONS.md).
```sh
cd assets/icons
# 1. (optional) re-extract the glyphs — only if the font or the wordmark changes:
# default font: /usr/share/fonts/truetype/liberation/LiberationSans-Regular.ttf
node build/extract.js [/path/to/font.ttf] # -> build/glyphs.json
# 2. regenerate everything in ui/public/:
node build/generate.js
cd brand
npm i opentype.js
node build-set.mjs # web (ui/public) + Capacitor layers (ui/assets) + vk/ tg/ store/
node build-android-res.mjs # Android launcher resources (all densities + monochrome)
```
> The earlier `build/` pipeline (LiberationSans glyph outlines → favicon/apple-touch/OG)
> was replaced by `brand/` when the icon was rebranded onto the Spectral «Э» master.
> The separate VK loading-screen animation lives in [`../vk/`](../vk/) and is unrelated.
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node_modules/
package-lock.json
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# Erudit icon — brand master
The reference construction of the Erudit app icon. The authoritative, human-readable
spec lives in [`docs/ICON_BRANDBOOK.md`](../../../docs/ICON_BRANDBOOK.md); this folder
holds the machine reproduction of exactly what that document describes.
| File | What |
|------|------|
| `build-icon.mjs` | reference generator — every dimension is a fraction of the side, matching the brand book |
| `render-png.mjs` | rasterises an icon SVG to PNG via the `ui` package's Playwright chromium |
| `Spectral-Bold.ttf` | the «Э» typeface (SIL OFL, `Spectral-OFL.txt`) — pinned so the letter never drifts |
| `icon-light.svg` / `.png` | the light master (1024) |
| `icon-dark.svg` / `.png` | the dark master (1024) |
| `icon-construction.svg` / `.png` | the percent-annotated construction scheme (figure in the brand book) |
## Regenerate
```sh
cd assets/icons/brand
npm i opentype.js # the only extra dep; render uses ui's chromium
node build-icon.mjs --variant light > icon-light.svg
node build-icon.mjs --variant dark > icon-dark.svg
node build-icon.mjs --variant light --scheme > icon-construction.svg
node render-png.mjs icon-light.svg icon-light.png 1024
node render-png.mjs icon-dark.svg icon-dark.png 1024
node render-png.mjs icon-construction.svg icon-construction.png 2048
```
The SVGs are resolution-free; render at any size. Downstream slicing (favicon / PWA /
iOS / Android) is a separate step — see [`docs/ICONS.md`](../../../docs/ICONS.md).
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Copyright 2017 The Spectral Project Authors (https://github.com/productiontype/Spectral)
This Font Software is licensed under the SIL Open Font License, Version 1.1.
This license is copied below, and is also available with a FAQ at:
https://openfontlicense.org
-----------------------------------------------------------
SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
-----------------------------------------------------------
PREAMBLE
The goals of the Open Font License (OFL) are to stimulate worldwide
development of collaborative font projects, to support the font creation
efforts of academic and linguistic communities, and to provide a free and
open framework in which fonts may be shared and improved in partnership
with others.
The OFL allows the licensed fonts to be used, studied, modified and
redistributed freely as long as they are not sold by themselves. The
fonts, including any derivative works, can be bundled, embedded,
redistributed and/or sold with any software provided that any reserved
names are not used by derivative works. The fonts and derivatives,
however, cannot be released under any other type of license. The
requirement for fonts to remain under this license does not apply
to any document created using the fonts or their derivatives.
DEFINITIONS
"Font Software" refers to the set of files released by the Copyright
Holder(s) under this license and clearly marked as such. This may
include source files, build scripts and documentation.
"Reserved Font Name" refers to any names specified as such after the
copyright statement(s).
"Original Version" refers to the collection of Font Software components as
distributed by the Copyright Holder(s).
"Modified Version" refers to any derivative made by adding to, deleting,
or substituting -- in part or in whole -- any of the components of the
Original Version, by changing formats or by porting the Font Software to a
new environment.
"Author" refers to any designer, engineer, programmer, technical
writer or other person who contributed to the Font Software.
PERMISSION & CONDITIONS
Permission is hereby granted, free of charge, to any person obtaining
a copy of the Font Software, to use, study, copy, merge, embed, modify,
redistribute, and sell modified and unmodified copies of the Font
Software, subject to the following conditions:
1) Neither the Font Software nor any of its individual components,
in Original or Modified Versions, may be sold by itself.
2) Original or Modified Versions of the Font Software may be bundled,
redistributed and/or sold with any software, provided that each copy
contains the above copyright notice and this license. These can be
included either as stand-alone text files, human-readable headers or
in the appropriate machine-readable metadata fields within text or
binary files as long as those fields can be easily viewed by the user.
3) No Modified Version of the Font Software may use the Reserved Font
Name(s) unless explicit written permission is granted by the corresponding
Copyright Holder. This restriction only applies to the primary font name as
presented to the users.
4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font
Software shall not be used to promote, endorse or advertise any
Modified Version, except to acknowledge the contribution(s) of the
Copyright Holder(s) and the Author(s) or with their explicit written
permission.
5) The Font Software, modified or unmodified, in part or in whole,
must be distributed entirely under this license, and must not be
distributed under any other license. The requirement for fonts to
remain under this license does not apply to any document created
using the Font Software.
TERMINATION
This license becomes null and void if any of the above conditions are
not met.
DISCLAIMER
THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT
OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE
COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL
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'use strict';
// Generate the Android launcher resources from the committed layers, at every
// density, with NO inset (our layers already fill the 108 dp canvas) and a
// monochrome (themed) layer. Run build-set.mjs first (it writes the layer PNGs).
//
// npm i opentype.js # (only build-icon/build-set need it; this reads PNGs)
// node build-set.mjs && node build-android-res.mjs
//
// Writes ui/android/app/src/main/res/mipmap-*/ic_launcher{,_round,_foreground,
// _background,_monochrome}.png. The two mipmap-anydpi-v26/*.xml are committed by hand.
import { readFileSync, writeFileSync } from 'node:fs';
import { fileURLToPath } from 'node:url';
import { dirname, join } from 'node:path';
const DIR = dirname(fileURLToPath(import.meta.url));
const ROOT = join(DIR, '..', '..', '..');
const RES = join(ROOT, 'ui', 'android', 'app', 'src', 'main', 'res');
const uri = p => 'data:image/png;base64,' + readFileSync(p).toString('base64');
const BG = uri(join(ROOT, 'ui', 'assets', 'icon-background.png'));
const FG = uri(join(ROOT, 'ui', 'assets', 'icon-foreground.png'));
const MONO = uri(join(DIR, 'android-monochrome.png'));
// density: [adaptive-layer px (108 dp), legacy launcher px (48 dp)]
const D = { ldpi: [81, 36], mdpi: [108, 48], hdpi: [162, 72], xhdpi: [216, 96], xxhdpi: [324, 144], xxxhdpi: [432, 192] };
const pw = await import(join(ROOT, 'ui', 'node_modules', '@playwright', 'test', 'index.js'));
const { chromium } = pw.default ?? pw;
const browser = await chromium.launch();
const page = await browser.newPage({ deviceScaleFactor: 1 });
const im = (u, s) => `<img src="${u}" width="${s}" height="${s}" style="display:block">`;
async function shot(html, s, transparent) {
await page.setViewportSize({ width: s, height: s });
await page.setContent(`<!doctype html><meta charset=utf8><style>*{margin:0;padding:0}#r{width:${s}px;height:${s}px}</style><div id=r>${html}</div>`, { waitUntil: 'networkidle' });
return page.locator('#r').screenshot({ omitBackground: !!transparent });
}
for (const [d, [fg, lg]] of Object.entries(D)) {
const dir = join(RES, `mipmap-${d}`);
writeFileSync(join(dir, 'ic_launcher_background.png'), await shot(im(BG, fg), fg, false));
writeFileSync(join(dir, 'ic_launcher_foreground.png'), await shot(im(FG, fg), fg, true));
writeFileSync(join(dir, 'ic_launcher_monochrome.png'), await shot(im(MONO, fg), fg, true));
const comp = `<div style="position:relative;width:${lg}px;height:${lg}px">${im(BG, lg)}<div style="position:absolute;inset:0">${im(FG, lg)}</div></div>`;
writeFileSync(join(dir, 'ic_launcher.png'), await shot(comp, lg, false));
const round = `<div style="width:${lg}px;height:${lg}px;border-radius:50%;overflow:hidden;position:relative">${im(BG, lg)}<div style="position:absolute;inset:0">${im(FG, lg)}</div></div>`;
writeFileSync(join(dir, 'ic_launcher_round.png'), await shot(round, lg, true));
console.log('mipmap-' + d, 'ok');
}
await browser.close();
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'use strict';
// Erudit app-icon — the reference generator. Every dimension below is a FRACTION
// of the icon side, so this file reads the same as docs/ICON_BRANDBOOK.md and the
// icon reproduces at any resolution. Emits one variant/layer's SVG to stdout.
//
// node build-icon.mjs --variant light|dark [--layer full|background|foreground] [--scheme] > icon.svg
//
// Layers (for Android adaptive icons):
// full the standalone master (rounded tile + mark) — iOS / PWA / favicon
// background wood + grain + light/shadow, full-bleed square (the OS applies the mask)
// foreground only «Э» + ✻, transparent, re-placed for the round mask (see FG_* below)
//
// Deps: opentype.js (npm i opentype.js). Font: ./Spectral-Bold.ttf (OFL, bundled).
import { readFileSync } from 'node:fs';
import { fileURLToPath } from 'node:url';
import { dirname, join } from 'node:path';
import opentype from 'opentype.js';
const DIR = dirname(fileURLToPath(import.meta.url));
const args = process.argv.slice(2);
const has = f => args.includes('--' + f);
const val = (f, d) => { const i = args.indexOf('--' + f); return i >= 0 ? args[i + 1] : d; };
// ---- the design, in fractions of the side ----
const S = 1024; // reference side (the icon is resolution-free)
const RADIUS = 0.17; // tile corner radius (full master)
const STAR_BULB = 0.22; // spoke-end (and hub) radius, as fraction of star radius
const STAR_SPOKES = 6;
const GRAIN_COLS = 6, GRAIN_W = 1 / 32, GRAIN_SHIFT = 1 / 16, GRAIN_TILT = 4;
const SHEEN = 0.15; // white, transparent bottom-left -> this alpha top-right
const SHADE = 0.15; // black, this alpha bottom-left -> transparent top-right
// The mark, placed for the standalone master (bottom-right biased, full-bleed):
const MASTER = { lh: 0.6055, lc: [0.4814, 0.4922], sd: 0.1729, sc: [0.7881, 0.7881] };
// The mark, placed for the Android foreground layer (centred-ish inside the 61% safe
// zone, nudged right 8% / down 3% for optical balance under the round mask; smaller ✻):
const FOREGROUND = { lh: 0.5391, lc: [0.5234, 0.4951], sd: 0.1318, sc: [0.7627, 0.7266] };
const PALETTE = {
light: { wood: '#e6b053', ink: '#5a3a12', grain: '#d8a54e' },
dark: { wood: '#4a3316', ink: '#f2d9a0', grain: '#432e14' },
};
// Layers:
// full rounded tile + master mark (favicon.svg — browser rounds nothing)
// flat square tile + master mark (apple-touch, PWA "any" — OS rounds)
// background square tile, no mark (Android adaptive background)
// foreground mark only, transparent (Android adaptive foreground)
// maskable square tile + foreground mark (PWA maskable — safe-zone aware)
// monochrome foreground mark only, flat colour (Android 13+ themed layer)
const LAYERS = ['full', 'flat', 'background', 'foreground', 'maskable', 'monochrome'];
const variant = val('variant', 'light');
const layer = val('layer', 'full');
const P = PALETTE[variant];
if (!P) { console.error(`unknown --variant ${variant} (light|dark)`); process.exit(1); }
if (!LAYERS.includes(layer)) { console.error(`unknown --layer ${layer} (${LAYERS.join('|')})`); process.exit(1); }
const usesForegroundPlacement = ['foreground', 'maskable', 'monochrome'].includes(layer);
const drawBg = ['full', 'flat', 'background', 'maskable'].includes(layer);
const drawMark = layer !== 'background';
const MARK = usesForegroundPlacement ? FOREGROUND : MASTER;
const inkColour = layer === 'monochrome' ? val('mono', '#ffffff') : P.ink;
const RX = layer === 'full' ? RADIUS * S : 0; // only the standalone master keeps rounded corners
const font = opentype.parse(readFileSync(join(DIR, 'Spectral-Bold.ttf')).buffer);
// «Э» outline scaled so its ink bounding box is MARK.lh of the side, box centred on MARK.lc.
function letterSvg() {
const g = font.charToGlyph('Э');
const h0 = (() => { const b = g.getPath(0, 0, 1000).getBoundingBox(); return b.y2 - b.y1; })();
const scale = (MARK.lh * S) / h0;
const p = g.getPath(0, 0, 1000 * scale);
const bb = p.getBoundingBox();
const w = bb.x2 - bb.x1, h = bb.y2 - bb.y1;
const tx = MARK.lc[0] * S - (bb.x1 + w / 2);
const ty = MARK.lc[1] * S - (bb.y1 + h / 2);
return { svg: `<path transform="translate(${tx.toFixed(2)} ${ty.toFixed(2)})" d="${p.toPathData(2)}" fill="${inkColour}"/>`,
box: { x: bb.x1 + tx, y: bb.y1 + ty, w, h } };
}
// Teardrop-spoked asterisk ✻: each spoke tapers to a point at the centre and ends
// in a round bulb; a central disc equal to the bulb fuses them.
function starPath() {
const cx = MARK.sc[0] * S, cy = MARK.sc[1] * S, Rout = MARK.sd * S / 2;
const rb = Rout * STAR_BULB, R = Rout - rb;
const L = Math.sqrt(R * R - rb * rb), theta = Math.asin(rb / R);
const rot = (v, t) => [v[0] * Math.cos(t) - v[1] * Math.sin(t), v[0] * Math.sin(t) + v[1] * Math.cos(t)];
let d = '';
for (let k = 0; k < STAR_SPOKES; k++) {
const a = -Math.PI / 2 + k * 2 * Math.PI / STAR_SPOKES;
const u = [Math.cos(a), Math.sin(a)];
const d1 = rot(u, theta), d2 = rot(u, -theta);
const T1 = [cx + L * d1[0], cy + L * d1[1]], T2 = [cx + L * d2[0], cy + L * d2[1]];
d += `M${cx.toFixed(2)} ${cy.toFixed(2)} L${T1[0].toFixed(2)} ${T1[1].toFixed(2)} A${rb.toFixed(2)} ${rb.toFixed(2)} 0 1 0 ${T2[0].toFixed(2)} ${T2[1].toFixed(2)} Z `;
}
d += `M${cx} ${cy} m${-rb} 0 a${rb} ${rb} 0 1 0 ${2 * rb} 0 a${rb} ${rb} 0 1 0 ${-2 * rb} 0 Z`;
return `<path d="${d}" fill="${inkColour}"/>`;
}
function grain() {
const colW = S / GRAIN_COLS, sw = GRAIN_W * S, shift = GRAIN_SHIFT * S;
const yTop = -0.2 * S, yBot = 1.2 * S, cy = S / 2;
let s = '';
for (let i = 1; i <= GRAIN_COLS; i++) {
const xr = i * colW - shift, x = xr - sw, cx = xr - sw / 2;
s += `<rect x="${x.toFixed(2)}" y="${yTop.toFixed(2)}" width="${sw.toFixed(2)}" height="${(yBot - yTop).toFixed(2)}" fill="${P.grain}" transform="rotate(${GRAIN_TILT} ${cx.toFixed(2)} ${cy.toFixed(2)})"/>`;
}
return `<g clip-path="url(#tile)">${s}</g>`;
}
let body = '';
const L = letterSvg();
if (drawBg) { // tile + grain + light/shadow (the background)
body += `<rect width="${S}" height="${S}" rx="${RX}" fill="${P.wood}"/>`
+ `<defs><clipPath id="tile"><rect width="${S}" height="${S}" rx="${RX}"/></clipPath>`
+ `<linearGradient id="sheen" gradientUnits="userSpaceOnUse" x1="0" y1="${S}" x2="${S}" y2="0"><stop offset="0" stop-color="#fff" stop-opacity="0"/><stop offset="1" stop-color="#fff" stop-opacity="${SHEEN}"/></linearGradient>`
+ `<linearGradient id="shade" gradientUnits="userSpaceOnUse" x1="0" y1="${S}" x2="${S}" y2="0"><stop offset="0" stop-color="#000" stop-opacity="${SHADE}"/><stop offset="1" stop-color="#000" stop-opacity="0"/></linearGradient>`
+ `</defs>`
+ grain()
+ `<rect width="${S}" height="${S}" fill="url(#sheen)" clip-path="url(#tile)"/>`
+ `<rect width="${S}" height="${S}" fill="url(#shade)" clip-path="url(#tile)"/>`;
}
if (drawMark) body += L.svg + starPath(); // the mark
if (has('scheme')) body += scheme(L);
process.stdout.write(`<svg xmlns="http://www.w3.org/2000/svg" width="${S}" height="${S}" viewBox="0 0 ${S} ${S}">${body}</svg>\n`);
// Percent-based construction overlay for the brand book (full master only).
function scheme(L) {
const pc = n => (100 * n / S).toFixed(1) + '%';
const GC = '#0f172a', BX = '#d81b60', AC = '#0d9488';
const halo = 'paint-order="stroke" stroke="#fff" stroke-width="4"';
const cx = MARK.sc[0] * S, cy = MARK.sc[1] * S, sd = MARK.sd * S;
let g = `<g font-family="'Helvetica Neue',Arial,sans-serif">`;
for (let f = 1; f <= 3; f++) {
const p = f * S / 4;
g += `<line x1="${p}" y1="0" x2="${p}" y2="${S}" stroke="${GC}" stroke-opacity="0.18" stroke-width="1.2"/>`;
g += `<line x1="0" y1="${p}" x2="${S}" y2="${p}" stroke="${GC}" stroke-opacity="0.18" stroke-width="1.2"/>`;
g += `<text x="${p + 4}" y="20" font-size="17" font-weight="700" fill="${GC}" ${halo}>${f * 25}%</text>`;
g += `<text x="4" y="${p - 4}" font-size="17" font-weight="700" fill="${GC}" ${halo}>${f * 25}%</text>`;
}
g += `<line x1="${0.14 * S}" y1="${0.86 * S}" x2="${0.86 * S}" y2="${0.14 * S}" stroke="${AC}" stroke-width="3" stroke-dasharray="3 8" stroke-linecap="round"/>`;
g += `<circle cx="${0.86 * S}" cy="${0.14 * S}" r="6" fill="${AC}"/><circle cx="${0.14 * S}" cy="${0.86 * S}" r="6" fill="${AC}"/>`;
g += `<text x="${0.86 * S - 6}" y="${0.14 * S - 12}" text-anchor="end" font-size="18" font-weight="700" fill="${AC}" ${halo}>light: white 0%→15%</text>`;
g += `<text x="${0.14 * S + 10}" y="${0.86 * S + 26}" font-size="18" font-weight="700" fill="${AC}" ${halo}>shadow: black 15%→0%</text>`;
const { x, y, w, h } = L.box;
g += `<rect x="${x.toFixed(1)}" y="${y.toFixed(1)}" width="${w.toFixed(1)}" height="${h.toFixed(1)}" fill="none" stroke="${BX}" stroke-width="2.5"/>`;
g += `<line x1="${MARK.lc[0] * S}" y1="${MARK.lc[1] * S - 16}" x2="${MARK.lc[0] * S}" y2="${MARK.lc[1] * S + 16}" stroke="${BX}" stroke-width="2.5"/><line x1="${MARK.lc[0] * S - 16}" y1="${MARK.lc[1] * S}" x2="${MARK.lc[0] * S + 16}" y2="${MARK.lc[1] * S}" stroke="${BX}" stroke-width="2.5"/>`;
g += `<text x="${x.toFixed(1)}" y="${(y - 10).toFixed(1)}" font-size="19" font-weight="700" fill="${BX}" ${halo}>«Э» Spectral Bold · box H ${pc(h)} · W ${pc(w)}</text>`;
g += `<text x="${x.toFixed(1)}" y="${(y + h + 24).toFixed(1)}" font-size="18" font-weight="700" fill="${BX}" ${halo}>box center ${pc(MARK.lc[0] * S)} / ${pc(MARK.lc[1] * S)}</text>`;
g += `<rect x="${cx - sd / 2}" y="${cy - sd / 2}" width="${sd}" height="${sd}" fill="none" stroke="${BX}" stroke-width="2.5"/>`;
g += `<line x1="${cx}" y1="${cy - 14}" x2="${cx}" y2="${cy + 14}" stroke="${BX}" stroke-width="2.5"/><line x1="${cx - 14}" y1="${cy}" x2="${cx + 14}" y2="${cy}" stroke="${BX}" stroke-width="2.5"/>`;
g += `<text x="${(cx + sd / 2).toFixed(1)}" y="${(cy - sd / 2 - 10).toFixed(1)}" text-anchor="end" font-size="18" font-weight="700" fill="${BX}" ${halo}>✻ Ø ${pc(sd)} · center ${pc(cx)} / ${pc(cy)}</text>`;
g += `<text x="${RX + 14}" y="${RX - 6}" font-size="17" font-weight="700" fill="${GC}" ${halo}>corner r = 17%</text>`;
g += `<path d="M4 ${RX} A ${RX} ${RX} 0 0 1 ${RX} 4" fill="none" stroke="${GC}" stroke-width="2" stroke-dasharray="5 5"/>`;
g += `<rect x="${0.03 * S}" y="${S - 96}" width="${0.94 * S}" height="74" rx="12" fill="#0f172a" fill-opacity="0.82"/>`;
g += `<text x="${0.055 * S}" y="${S - 64}" font-size="18" font-weight="600" fill="#fff">Wood grain: 6 equal columns; a vertical stripe on each column's right edge,</text>`;
g += `<text x="${0.055 * S}" y="${S - 40}" font-size="18" font-weight="600" fill="#fff">width 1/32 of side; the whole set shifted left 1/16; every stripe tilted 4°.</text>`;
return g + `</g>`;
}
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'use strict';
// Slice the whole shipped icon set from the brand master (build-icon.mjs). Renders
// with the ui package's Playwright chromium. See docs/ICONS.md for the target map.
//
// npm i opentype.js && node build-set.mjs
//
// Writes: ui/public/* (web), ui/assets/* (Capacitor layers), ./vk/* and ./store/*
// (manual-upload art). Wiring (manifest, html, Android res) is done separately.
import { execFileSync } from 'node:child_process';
import { readFileSync, writeFileSync, mkdirSync } from 'node:fs';
import { fileURLToPath } from 'node:url';
import { dirname, join } from 'node:path';
const DIR = dirname(fileURLToPath(import.meta.url));
const UI = join(DIR, '..', '..', '..', 'ui');
const PUB = join(UI, 'public'), ASSETS = join(UI, 'assets');
const VK = join(DIR, 'vk'), STORE = join(DIR, 'store'), TG = join(DIR, 'tg');
[VK, STORE, TG].forEach(d => mkdirSync(d, { recursive: true }));
// one SVG string for a variant+layer from the reference generator
const svgFor = (variant, layer) =>
execFileSync('node', [join(DIR, 'build-icon.mjs'), '--variant', variant, '--layer', layer], { encoding: 'utf8' });
const pw = await import(join(UI, 'node_modules', '@playwright', 'test', 'index.js'));
const { chromium } = pw.default ?? pw;
const browser = await chromium.launch();
const page = await browser.newPage();
async function pngFromSvg(svg, size, transparent) {
await page.setViewportSize({ width: size, height: size });
await page.setContent(`<!doctype html><meta charset=utf8><style>*{margin:0;padding:0}svg{display:block;width:${size}px;height:${size}px}</style>${svg}`, { waitUntil: 'networkidle' });
return page.locator('svg').screenshot({ omitBackground: !!transparent });
}
async function shootHtml(html, w, h) {
await page.setViewportSize({ width: w, height: h });
await page.setContent(html, { waitUntil: 'networkidle' });
return page.screenshot();
}
function icoFromPNG(png, sizePx) {
const h = Buffer.alloc(22);
h.writeUInt16LE(0, 0); h.writeUInt16LE(1, 2); h.writeUInt16LE(1, 4);
h.writeUInt8(sizePx, 6); h.writeUInt8(sizePx, 7);
h.writeUInt16LE(1, 10); h.writeUInt16LE(32, 12);
h.writeUInt32LE(png.length, 14); h.writeUInt32LE(22, 18);
return Buffer.concat([h, png]);
}
const write = (p, buf) => { writeFileSync(p, buf); console.log('wrote', p.replace(join(DIR, '..', '..', '..'), '.'), buf.length, 'b'); };
// ---- pre-render the SVG sources we need ----
const S = {
fullLight: svgFor('light', 'full'), fullDark: svgFor('dark', 'full'),
flatLight: svgFor('light', 'flat'), flatDark: svgFor('dark', 'flat'),
maskLight: svgFor('light', 'maskable'), maskDark: svgFor('dark', 'maskable'),
bgLight: svgFor('light', 'background'), fgLight: svgFor('light', 'foreground'),
monoLight: svgFor('light', 'monochrome'),
};
// ---- favicon.svg: light + dark in one file, toggled by prefers-color-scheme ----
const inner = svg => svg.replace(/^<svg[^>]*>/, '').replace(/<\/svg>\s*$/, '');
const faviconSvg =
`<svg xmlns="http://www.w3.org/2000/svg" width="1024" height="1024" viewBox="0 0 1024 1024">`
+ `<style>.d{display:none}@media(prefers-color-scheme:dark){.l{display:none}.d{display:inline}}</style>`
+ `<g class="l">${inner(S.fullLight)}</g><g class="d">${inner(S.fullDark)}</g></svg>\n`;
write(join(PUB, 'favicon.svg'), Buffer.from(faviconSvg));
// ---- web rasters ----
write(join(PUB, 'favicon.ico'), icoFromPNG(await pngFromSvg(S.flatLight, 32, false), 32));
write(join(PUB, 'apple-touch-icon.png'), await pngFromSvg(S.flatLight, 180, false));
write(join(PUB, 'icon-192.png'), await pngFromSvg(S.flatLight, 192, false));
write(join(PUB, 'icon-512.png'), await pngFromSvg(S.flatLight, 512, false));
write(join(PUB, 'icon-192-dark.png'), await pngFromSvg(S.flatDark, 192, false));
write(join(PUB, 'icon-512-dark.png'), await pngFromSvg(S.flatDark, 512, false));
write(join(PUB, 'icon-maskable-512.png'), await pngFromSvg(S.maskLight, 512, false));
write(join(PUB, 'icon-maskable-512-dark.png'), await pngFromSvg(S.maskDark, 512, false));
// ---- Capacitor layers (ui/assets) ----
write(join(ASSETS, 'icon.png'), await pngFromSvg(S.flatLight, 1024, false)); // legacy single
write(join(ASSETS, 'icon-foreground.png'), await pngFromSvg(S.fgLight, 1024, true)); // adaptive fg
write(join(ASSETS, 'icon-background.png'), await pngFromSvg(S.bgLight, 1024, false)); // adaptive bg
write(join(DIR, 'android-monochrome.png'), await pngFromSvg(S.monoLight, 1024, true)); // themed layer (wired manually)
// ---- VK (no rounding — flat light) ----
for (const px of [576, 278, 150, 32]) write(join(VK, `vk-${px}.png`), await pngFromSvg(S.flatLight, px, false));
// ---- Telegram bot: square, no rounding (TG crops the avatar to a circle) ----
write(join(TG, 'tg-512.png'), await pngFromSvg(S.flatLight, 512, false)); // bot avatar + Mini App icon
// ---- store art ----
write(join(STORE, 'rustore-512.png'), await pngFromSvg(S.flatLight, 512, false));
// ---- wordmark banner (board-green bg + master tile + «Эрудит» / Игра в слова) ----
const b64 = readFileSync(join(DIR, 'Spectral-Bold.ttf')).toString('base64');
const banner = (w, h, tile, t1, t2, gap, pad) => `<!doctype html><meta charset=utf8><style>
@font-face{font-family:Spectral;src:url(data:font/ttf;base64,${b64});font-weight:700}
*{margin:0;padding:0;box-sizing:border-box}
body{width:${w}px;height:${h}px;background:#2a3330;display:flex;align-items:center;gap:${gap}px;padding:0 ${pad}px;font-family:Spectral}
.tile{width:${tile}px;height:${tile}px;flex:none}.tile svg{width:${tile}px;height:${tile}px;display:block}
.wm{color:#e7ece8;text-align:center}.t1{font-weight:700;font-size:${t1}px;line-height:1.02;letter-spacing:-2px}
.t2{font-weight:700;font-size:${t2}px;line-height:1.1;color:#cdd6cf;margin-top:6px}
</style><div class=tile>${S.fullLight}</div><div class=wm><div class=t1>«Эрудит»</div><div class=t2>Игра в слова</div></div>`;
write(join(PUB, 'og-image.png'), await shootHtml(banner(1200, 630, 300, 150, 74, 64, 96), 1200, 630));
write(join(TG, 'tg-demo-640x360.png'), await shootHtml(banner(640, 360, 150, 72, 38, 30, 44), 640, 360));
await browser.close();
console.log('done');
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{
"name": "erudit-icon-brand",
"private": true,
"type": "module",
"description": "Reference generator for the Erudit app-icon set (see docs/ICON_BRANDBOOK.md).",
"scripts": {
"build": "node build-set.mjs && node build-android-res.mjs"
},
"dependencies": {
"opentype.js": "^1.3.4"
}
}
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'use strict';
// Rasterise an icon SVG to PNG at a given size, using the `ui` package's cached
// Playwright chromium (no extra install). Usage:
// node render-png.mjs <in.svg> <out.png> [size=1024]
import { readFileSync, writeFileSync } from 'node:fs';
import { fileURLToPath } from 'node:url';
import { dirname, join } from 'node:path';
const DIR = dirname(fileURLToPath(import.meta.url));
const pw = await import(join(DIR, '..', '..', '..', 'ui', 'node_modules', '@playwright', 'test', 'index.js'));
const { chromium } = pw.default ?? pw;
const [, , svgPath, pngPath, size] = process.argv;
const S = Number(size) || 1024;
const svg = readFileSync(svgPath, 'utf8');
const b = await chromium.launch();
const pg = await b.newPage({ viewport: { width: S, height: S }, deviceScaleFactor: 1 });
await pg.setContent(`<!doctype html><meta charset=utf8><style>*{margin:0;padding:0}</style>${svg}`, { waitUntil: 'networkidle' });
writeFileSync(pngPath, await pg.locator('svg').screenshot({ omitBackground: true }));
await b.close();
console.log('wrote', pngPath, S + 'px');
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'use strict';
// Extract the glyph outlines the site icons and the og-image wordmark need from a
// grotesque font (LiberationSans = Arial-metric, matching the game's system-ui/Arial
// stack) and emit cubic-bezier contours per character, baseline at y=0, y-down,
// plus the advance width so generate.js can lay out words without the font.
// Same outline conversion as ../../vk/build/extract.js, generalised to a char set.
const opentype = require('opentype.js');
const fs = require('fs');
const FONT = process.argv[2] || '/usr/share/fonts/truetype/liberation/LiberationSans-Regular.ttf';
const b = fs.readFileSync(FONT);
const font = opentype.parse(b.buffer.slice(b.byteOffset, b.byteOffset + b.byteLength));
const FS = 1000; // em scale
// The tile glyphs («Э», «8») + every character of the og-image wordmark lines
// («Эрудит», «Скрэббл — игра в слова»). The space carries only an advance.
const CHARS = [...new Set('Э8рудитСкэббл—игра в слова')];
function glyphData(ch) {
const g = font.charToGlyph(ch);
const p = g.getPath(0, 0, FS); // baseline at y=0, y-down
const contours = [];
let cur = null, prev = null;
for (const c of p.commands) {
if (c.type === 'M') {
if (cur) contours.push(cur);
cur = [{ v: [c.x, c.y], i: [c.x, c.y], o: [c.x, c.y] }];
prev = { x: c.x, y: c.y };
} else if (c.type === 'L') {
cur.push({ v: [c.x, c.y], i: [c.x, c.y], o: [c.x, c.y] });
prev = { x: c.x, y: c.y };
} else if (c.type === 'C') {
cur[cur.length - 1].o = [c.x1, c.y1];
cur.push({ v: [c.x, c.y], i: [c.x2, c.y2], o: [c.x, c.y] });
prev = { x: c.x, y: c.y };
} else if (c.type === 'Q') {
const c1 = [prev.x + 2 / 3 * (c.x1 - prev.x), prev.y + 2 / 3 * (c.y1 - prev.y)];
const c2 = [c.x + 2 / 3 * (c.x1 - c.x), c.y + 2 / 3 * (c.y1 - c.y)];
cur[cur.length - 1].o = c1;
cur.push({ v: [c.x, c.y], i: c2, o: [c.x, c.y] });
prev = { x: c.x, y: c.y };
} else if (c.type === 'Z') {
if (cur && cur.length > 1) {
const last = cur[cur.length - 1], first = cur[0];
if (Math.hypot(last.v[0] - first.v[0], last.v[1] - first.v[1]) < 1e-3) {
first.i = last.i; // fold the duplicate closing point into the first
cur.pop();
}
}
if (cur) { contours.push(cur); cur = null; }
}
}
if (cur) contours.push(cur);
let minx = Infinity, miny = Infinity, maxx = -Infinity, maxy = -Infinity;
const out = contours.map(ct => {
const v = [], i = [], o = [];
ct.forEach(pt => {
v.push(pt.v);
i.push([pt.i[0] - pt.v[0], pt.i[1] - pt.v[1]]);
o.push([pt.o[0] - pt.v[0], pt.o[1] - pt.v[1]]);
minx = Math.min(minx, pt.v[0]); maxx = Math.max(maxx, pt.v[0]);
miny = Math.min(miny, pt.v[1]); maxy = Math.max(maxy, pt.v[1]);
});
return { i, o, v, c: true };
});
const bbox = out.length
? { x: minx, y: miny, w: maxx - minx, h: maxy - miny }
: { x: 0, y: 0, w: 0, h: 0 }; // the space has no outline
return { adv: g.advanceWidth * (FS / font.unitsPerEm), bbox, contours: out };
}
const glyphs = {};
for (const ch of CHARS) glyphs[ch] = glyphData(ch);
const out = __dirname + '/glyphs.json';
fs.writeFileSync(out, JSON.stringify({ em: FS, glyphs }));
console.log('wrote', out, fs.statSync(out).size, 'bytes;', CHARS.length, 'glyphs:', CHARS.join(''));
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'use strict';
// Site icons + the Open Graph card for the public landing, drawn from the same
// design as ../../vk (the wooden Erudit tile: face «Э», score «8») and the app's
// board palette (ui/src/app.css). Everything is composed as SVG from the committed
// glyph outlines (build/extract.js -> glyphs.json), so no font is needed at build
// time; the PNG/ICO rasters are screenshots taken with the ui package's Playwright
// chromium (@playwright/test re-exports the browser API). Outputs go straight to
// ui/public/:
// favicon.svg 96 viewBox, transparent, tile + «Э» (the score is illegible small)
// favicon.ico 32x32 PNG-in-ICO render of the same
// apple-touch-icon.png 180x180 opaque full-bleed tile (iOS masks its own corners)
// og-image.png 1200x630 card: tile + wordmark on the board green
const fs = require('fs');
const path = require('path');
const G = JSON.parse(fs.readFileSync(path.join(__dirname, 'glyphs.json'), 'utf8'));
const UI = path.resolve(__dirname, '../../../ui');
const OUT = path.join(UI, 'public');
// ---- palette (vk loader tile + app.css board tokens) ------------------------
const FACE = '#D9B978', BORDER = '#B49559', GLYPH = '#1A1A1A';
const BOARD_DARK = '#2a3330', TEXT = '#e7ece8', TEXT_MUTED = '#cdd6cf';
// ---- glyph outlines -> SVG path data ----------------------------------------
const r2 = n => Math.round(n * 100) / 100;
// pathD renders one glyph's contours scaled by sc and translated by (tx, ty).
function pathD(g, sc, tx, ty) {
const pt = (v, d) => `${r2(v[0] * sc + tx + d[0] * sc)} ${r2(v[1] * sc + ty + d[1] * sc)}`;
const Z = [0, 0];
return g.contours.map(ct => {
const n = ct.v.length;
let d = `M${pt(ct.v[0], Z)}`;
for (let k = 1; k <= n; k++) {
const a = k - 1, b = k % n;
d += `C${pt(ct.v[a], ct.o[a])} ${pt(ct.v[b], ct.i[b])} ${pt(ct.v[b], Z)}`;
}
return d + 'Z';
}).join('');
}
// glyphAt centres a glyph's bbox at (cx, cy) with the given pixel cap height, the
// same placement rule as the vk loader's glyph(). stroke fattens it slightly.
function glyphAt(ch, capPx, cx, cy, stroke, colour) {
const g = G.glyphs[ch], sc = capPx / g.bbox.h;
const d = pathD(g, sc, cx - (g.bbox.x + g.bbox.w / 2) * sc, cy - (g.bbox.y + g.bbox.h / 2) * sc);
return `<path d="${d}" fill="${colour}" stroke="${colour}" stroke-width="${r2(stroke)}"/>`;
}
// textLine lays out a string on a baseline from the per-glyph advances; capPx sets
// the capital height (measured on «Э»). Returns the combined path + the width.
function textLine(str, capPx, x, y, colour) {
const sc = capPx / G.glyphs['Э'].bbox.h;
let d = '', w = 0;
for (const ch of str) {
const g = G.glyphs[ch];
if (g.contours.length) d += pathD(g, sc, x + w, y);
w += g.adv * sc;
}
return { svg: `<path d="${d}" fill="${colour}"/>`, width: w };
}
// tile draws the rounded wooden tile centred at (cx, cy): size px wide/high, with
// the vk loader's corner (6/52) and rim proportions, «Э» and optionally the «8».
function tile(cx, cy, size, withScore) {
const h = size / 2, rx = size * (6 / 52), rim = size * (1.8 / 52);
let s = `<rect x="${r2(cx - h + rim / 2)}" y="${r2(cy - h + rim / 2)}" width="${r2(size - rim)}" height="${r2(size - rim)}" rx="${r2(rx)}" fill="${FACE}" stroke="${BORDER}" stroke-width="${r2(rim)}"/>`;
s += glyphAt('Э', size * (32 / 52), cx, cy - size * (1 / 52), size * (1 / 52), GLYPH);
if (withScore) s += glyphAt('8', size * (8.5 / 52), cx + size * (19.5 / 52), cy + size * (18.5 / 52), size * (0.5 / 52), GLYPH);
return s;
}
const svg = (w, h, body) => `<svg xmlns="http://www.w3.org/2000/svg" width="${w}" height="${h}" viewBox="0 0 ${w} ${h}">${body}</svg>`;
// ---- favicon.svg (the committed vector master) -------------------------------
const favicon = svg(96, 96, tile(48, 48, 88, false)) + '\n';
// ---- apple-touch-icon: opaque full bleed, iOS applies its own corner mask ----
const appleTouch = svg(180, 180,
`<rect width="180" height="180" fill="${FACE}"/>` +
`<rect x="8" y="8" width="164" height="164" rx="18" fill="none" stroke="${BORDER}" stroke-width="4"/>` +
glyphAt('Э', 100, 90, 88, 3, GLYPH) +
glyphAt('8', 26, 146, 142, 1.5, GLYPH));
// ---- og-image: tile + wordmark, centred as one group on the board green ------
function ogImage() {
const W = 1200, H = 630, tileSize = 340, gap = 84;
const l1 = textLine('Эрудит', 112, 0, 0, TEXT);
const l2 = textLine('Скрэббл — игра в слова', 44, 0, 0, TEXT_MUTED);
const textW = Math.max(l1.width, l2.width);
const left = (W - (tileSize + gap + textW)) / 2;
const tx = left + tileSize + gap;
// Two baselines around the vertical centre; the tile centre sits between them.
const b1 = 295, b2 = 408;
const body =
`<rect width="${W}" height="${H}" fill="${BOARD_DARK}"/>` +
tile(left + tileSize / 2, H / 2, tileSize, true) +
textLine('Эрудит', 112, tx, b1, TEXT).svg +
textLine('Скрэббл — игра в слова', 44, tx, b2, TEXT_MUTED).svg;
console.log(`og-image: text ${Math.round(textW)}px wide, group left ${Math.round(left)}px`);
return svg(W, H, body);
}
// ---- rasterisation (Playwright chromium from ui/node_modules) ----------------
async function shoot(page, markup, w, h, transparent) {
await page.setViewportSize({ width: w, height: h });
await page.setContent(`<body style="margin:0">${markup}</body>`);
return page.screenshot({ omitBackground: transparent });
}
// icoFromPNG wraps one PNG as a single-entry .ico (ICONDIR + ICONDIRENTRY + PNG).
function icoFromPNG(png, sizePx) {
const h = Buffer.alloc(22);
h.writeUInt16LE(0, 0); h.writeUInt16LE(1, 2); h.writeUInt16LE(1, 4); // icon, 1 image
h.writeUInt8(sizePx, 6); h.writeUInt8(sizePx, 7); // 32x32
h.writeUInt16LE(1, 10); h.writeUInt16LE(32, 12); // planes, 32bpp
h.writeUInt32LE(png.length, 14); h.writeUInt32LE(22, 18); // size, offset
return Buffer.concat([h, png]);
}
(async () => {
fs.writeFileSync(path.join(OUT, 'favicon.svg'), favicon);
const { chromium } = require(path.join(UI, 'node_modules', '@playwright/test'));
const browser = await chromium.launch();
const page = await browser.newPage();
const fav32 = await shoot(page, svg(32, 32, tile(16, 16, 29.33, false)), 32, 32, true);
fs.writeFileSync(path.join(OUT, 'favicon.ico'), icoFromPNG(fav32, 32));
fs.writeFileSync(path.join(OUT, 'apple-touch-icon.png'), await shoot(page, appleTouch, 180, 180, false));
fs.writeFileSync(path.join(OUT, 'og-image.png'), await shoot(page, ogImage(), 1200, 630, false));
await browser.close();
for (const f of ['favicon.svg', 'favicon.ico', 'apple-touch-icon.png', 'og-image.png']) {
console.log('wrote', path.join(OUT, f), fs.statSync(path.join(OUT, f)).size, 'bytes');
}
})();
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# Icon & logo asset map
> Single reference for every icon/logo format the project ships, and the
> single-master workflow a rebrand should follow. Goal: one vector master →
> regenerate every target, miss nothing. The iOS / iPadOS rows are **future**
> (no iOS shell exists yet) but are listed so a rebrand covers them in one pass.
> The whole shipped icon set is sliced from **one master**. This file is the per-platform
> **target map** (which file goes where, at what size). How the mark itself is constructed
> — proportions, palette, wood grain, the light/shadow gradients, the «Э» + ✻ placement,
> all in fractions of the side — is specified in [`ICON_BRANDBOOK.md`](ICON_BRANDBOOK.md).
> The reference generator, the pinned Spectral font and the committed masters live in
> [`../assets/icons/brand/`](../assets/icons/brand/).
## Current state — three drifting sources
## The master (one source, six layers)
The «Э» mark is emitted today by three independent pipelines that visually drift
(the favicon is a rounded bordered tile, the maskable is a full-bleed square, the
Android launcher is an upscale). The rebrand collapses them onto one master.
`brand/build-icon.mjs` emits any `--variant light|dark` in any `--layer`:
1. **Web favicon set**`assets/icons/build/generate.js` composes SVG from font
glyph outlines (`assets/icons/build/glyphs.json`) and rasterises with the `ui`
package's Playwright chromium →
`ui/public/{favicon.svg, favicon.ico, apple-touch-icon.png, og-image.png}`.
2. **PWA icons**`ui/public/{icon-192, icon-512, icon-maskable-512}.png` are
hand-placed and covered by **no** generator (the main drift source).
3. **Android**`capacitor-assets generate --android` (`pnpm android:assets`)
expands `ui/assets/icon.png` into the launcher + splash matrix under
`ui/android/app/src/main/res/`.
| Layer | What | Feeds |
|---|---|---|
| `full` | rounded tile + master mark | `favicon.svg` |
| `flat` | square tile + master mark (OS rounds) | apple-touch, PWA "any", VK, TG, store |
| `background` | square tile only, full-bleed | Android adaptive background |
| `foreground` | mark only, transparent, re-placed for the round mask | Android adaptive foreground |
| `maskable` | square tile + foreground-placed mark | PWA `maskable` |
| `monochrome` | foreground-placed silhouette, flat colour | Android 13+ themed layer |
## Source masters (author once; commit)
`brand/build-set.mjs` renders every raster below; `brand/build-android-res.mjs` renders
the Android launcher resources.
The minimum set the designer supplies so every target below regenerates:
## Generated targets
| Master | Size | Format | Background | Need | Drives |
|---|---|---|---|---|---|
| Vector mark | — | SVG | transparent | required | `favicon.svg`; the canonical shape |
| App icon | 1024×1024 | PNG | opaque | required | Android legacy, PWA raster, iOS, store icons |
| Adaptive foreground | 1024×1024 | PNG | transparent | recommended | Android/iOS adaptive foreground — mark inside the ~66 % safe area (outer third is masked) |
| Adaptive background | 1024×1024 | PNG | opaque | recommended | Android/iOS adaptive background layer |
| Maskable | 512×512 | PNG | opaque | recommended | PWA `maskable` (mark inside the maskable safe zone) |
| Splash | 2732×2732 (+ a `-dark` variant) | PNG | opaque | optional | Android/iOS splash / launch screen |
| OG card | 1200×630 | PNG | opaque | optional | link-preview card (mark **plus** wordmark text) |
Capacitor reads the adaptive/splash masters from `ui/assets/`:
`icon.png`, `icon-foreground.png`, `icon-background.png`, `splash.png`,
`splash-dark.png`. Without the foreground/background pair it insets the single
`icon.png` into the adaptive safe zone (today's poorer look).
## Generated targets (full coverage)
### Web — `ui/public/`, via `node assets/icons/build/generate.js`
### Web — `ui/public/` (via `brand/build-set.mjs`)
| File | Size | Note |
|---|---|---|
| `favicon.svg` | vector | canonical vector output |
| `favicon.svg` | vector | **light + dark in one file** via `prefers-color-scheme` |
| `favicon.ico` | 32×32 | PNG-in-ICO; answers the blind `/favicon.ico` probe |
| `apple-touch-icon.png` | 180×180 | opaque full-bleed; iOS Safari home-screen (iOS masks its own corners) |
| `og-image.png` | 1200×630 | link-preview card; has the wordmark, referenced by absolute URL |
| `apple-touch-icon.png` | 180×180 | opaque full-bleed (iOS masks its own corners) |
| `icon-192.png` / `icon-512.png` | 192 / 512 | PWA `any`, light |
| `icon-192-dark.png` / `icon-512-dark.png` | 192 / 512 | dark variants (generated; see PWA note) |
| `icon-maskable-512.png` | 512×512 | PWA `maskable`, light |
| `icon-maskable-512-dark.png` | 512×512 | dark variant (generated; see PWA note) |
| `og-image.png` | 1200×630 | board-green card: master tile + «Эрудит» / Игра в слова |
### PWA — `ui/public/`, referenced by `manifest.webmanifest`
### PWA — `ui/public/manifest.webmanifest`
| File | Size | `purpose` |
|---|---|---|
| `icon-192.png` | 192×192 | `any` |
| `icon-512.png` | 512×512 | `any` |
| `icon-maskable-512.png` | 512×512 | `maskable` |
Referenced icons are the **light** set (`icon-192`, `icon-512` = `any`;
`icon-maskable-512` = `maskable`). The manifest has **no reliable way to pick an icon by
colour scheme**, so the dark PNGs are **generated but not referenced** — theming the
in-browser tab is handled by `favicon.svg` instead. Wire the dark files in only if a
concrete installer target is known to honour them.
### Android — `ui/android/app/src/main/res/`, via `pnpm android:assets`
### Android — `ui/android/app/src/main/res/` (via `brand/build-android-res.mjs`)
Generated per density mdpi→xxxhdpi (exact px tool-managed); **do not hand-edit**:
Capacitor layer inputs are `ui/assets/{icon,icon-foreground,icon-background}.png`. The
resources are **hand-generated from the layers**, not `capacitor-assets` — our layers
already fill the 108 dp canvas (foreground inside the 61 % safe zone, background
full-bleed), so they must be placed with **no inset**, and we add the **monochrome**
themed layer, neither of which `capacitor-assets` does. Per density mdpi→xxxhdpi (+ldpi):
- `mipmap-*/ic_launcher.png` — legacy square (48 / 72 / 96 / 144 / 192)
- `mipmap-*/ic_launcher_round.png` — legacy round
- `mipmap-*/ic_launcher.png` / `ic_launcher_round.png` — legacy square / round (composite)
- `mipmap-*/ic_launcher_foreground.png` + `ic_launcher_background.png` — adaptive layers
- `mipmap-anydpi-v26/ic_launcher.xml` + `ic_launcher_round.xml` — adaptive descriptors
- `drawable*/splash.png` — splash (portrait/landscape × light/night × density)
- `mipmap-*/ic_launcher_monochrome.png` — themed layer
- `mipmap-anydpi-v26/ic_launcher.xml` + `ic_launcher_round.xml`**no `<inset>`**, with
`<background>` + `<foreground>` + `<monochrome>` (committed by hand)
### iOS / iPhone / iPad — FUTURE, via `capacitor-assets generate --ios`
### iOS / iPhone / iPad — FUTURE
No iOS shell today; listed so the rebrand covers it. Same masters produce
`App/App/Assets.xcassets/AppIcon.appiconset`:
No iOS shell today. When one exists, `flat` (opaque, no alpha, no rounded corners; the OS
masks) drives the asset catalog — a single 1024×1024 marketing icon (Xcode derives the
rest), plus light/dark/tinted where the catalog supports it.
- Modern (Xcode 14+): a single **1024×1024** marketing icon; Xcode derives the rest.
- Full asset-catalog px (if a full set is emitted): 20, 29, 40, 58, 60, 76, 80,
87, 120, 152, 167, 180, 1024 — iPhone {40, 58, 60, 80, 87, 120, 180}, iPad
{20, 29, 40, 76, 152, 167}, App Store marketing {1024}.
- Splash: `splash-2732x2732.png` (+ dark) → the launch storyboard.
- iOS icons are **opaque, no alpha, no rounded corners** (the OS applies the mask).
### VK / Telegram / store — manual upload (`brand/{vk,tg,store}/`)
### Store-listing art — uploaded by hand (outside the repo)
Square, **no rounding** (each platform crops/rounds itself), light `flat`:
| Store | Asset | Spec |
| Folder | Files | Use |
|---|---|---|
| RuStore (now) | app icon | 512×512 PNG |
| RuStore | screenshots | phone, per the RuStore listing spec |
| RuStore | promo / feature graphic | per the RuStore listing spec |
| App Store (future) | marketing icon | 1024×1024 |
| App Store (future) | screenshots | per device class |
| `vk/` | `vk-576/278/150/32.png` | VK community / app icons |
| `tg/` | `tg-512.png` | Telegram bot avatar + Mini App icon (512, square; TG crops circular) |
| `tg/` | `tg-demo-640x360.png` | BotFather `/newapp` demo banner (tile + wordmark) |
| `store/` | `rustore-512.png` | RuStore app icon |
| RuStore | screenshots / feature graphic | per the RuStore listing spec (uploaded by hand) |
| Google Play (future) | icon / feature graphic | 512×512 / 1024×500 |
| App Store (future) | marketing icon / screenshots | 1024×1024 / per device class |
## Regenerate
```sh
cd assets/icons && node build/generate.js # web favicon set + og card -> ui/public/
cd ui && pnpm android:assets # Android launcher + splash
cd ui && node_modules/.bin/capacitor-assets generate --ios # future, once the iOS shell exists
cd assets/icons/brand
npm i # opentype.js (rasterisation reuses the ui package's chromium)
node build-set.mjs # web (ui/public) + Capacitor layers (ui/assets) + vk/ tg/ store/ + og
node build-android-res.mjs # Android launcher resources (all densities + monochrome)
```
## Open items for the rebrand
- Decide how the new vector master feeds `assets/icons/` — retarget the generator
onto the supplied vector, or drop in the output files and keep the generator for
the OG card only.
- Bring `icon-192 / icon-512 / icon-maskable-512` under a generator (today
hand-placed — the main drift source).
- Add `ui/assets/icon-foreground.png` + `icon-background.png` for a proper adaptive
icon (today a single inset `icon.png`).
+166
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@@ -0,0 +1,166 @@
# Erudit app-icon — brand book
The single source of truth for **how the Erudit icon is constructed**. It is written to
be reproducible *from words alone*: a designer with this document and the Spectral font
can rebuild the icon exactly, at any size, without pixel-matching anything.
Two rules make that possible:
1. **The icon is a square.** Every size and position below is a **fraction of the
square's side** (equivalently, a percentage). Nothing is in pixels. Draw the square
at whatever resolution you need and scale each value to it.
2. **The origin is the top-left corner.** `x` grows right, `y` grows down. So "center
`48.1% / 49.2%`" means a point `0.481·side` from the left and `0.492·side` from the top.
The companion generator in [`../assets/icons/brand/`](../assets/icons/brand/) is the
machine version of this exact spec (`build-icon.mjs`, where each constant is the same
fraction printed here). The `docs/ICONS.md` map covers the *opposite* concern — which
files/sizes we slice this master into for each platform.
## Anatomy
![Construction scheme](../assets/icons/brand/icon-construction.png)
Bottom-to-top the icon is six layers: **tile → wood grain → light sheen → shadow →
letter «Э» → star ✻**. The letter and star are always drawn last, at full ink colour;
the grain and the two gradients only ever touch the background.
## Palette
The icon ships as a **light** and a **dark** variant (a matched pair — the light tile
carries dark ink, the dark tile carries light ink). Each variant uses four colours.
| Role | Light | Dark |
|------|-------|------|
| **Tile** — the wooden body | `#e6b053` | `#4a3316` |
| **Ink** — the «Э» and the ✻ | `#5a3a12` | `#f2d9a0` |
| **Grain** — the vertical stripes | `#d8a54e` | `#432e14` |
| **Sheen** — diagonal light | white, α 0 → 15 % | white, α 0 → 15 % |
| **Shadow** — diagonal dark | black, α 15 → 0 % | black, α 15 → 0 % |
The grain colour is intentionally close to the tile — a hair darker — so the stripes
read as wood texture, not as stripes.
## 1 — Tile
A **square with rounded corners**, corner radius **17 %** of the side, filled with the
**Tile** colour. This is the whole background; there is no separate outer frame or
border. Corners are baked at 17 %; platform masks (iOS/Android) may round further on top.
## 2 — Wood grain
Subtle vertical planks over the tile:
- Divide the width into **6 equal columns** (each `1/6` of the side wide).
- On the **right edge of each column**, draw one **vertical stripe**, width **`1/32` of
the side** (≈ 3.1 %), running the full height.
- Move the **whole set of six stripes left** by **`1/16` of the side** (= two stripe
widths).
- **Tilt every stripe 4°** (clockwise, about its own centre).
- Draw the stripes **past the top and bottom edges** so the tilt leaves no empty corners,
then **clip the whole set to the tile** (so the rounded corners stay clean).
- Colour: **Grain**.
## 3 — Light sheen · 4 — Shadow
Two linear gradients along the **same diagonal**, from the **bottom-left corner to the
top-right corner**, each clipped to the tile and sitting **above the grain, below the
letter**:
- **Sheen** — white. Fully transparent at the bottom-left, rising to **15 % opacity** at
the top-right. Brightens the top-right.
- **Shadow** — black. **15 % opacity** at the bottom-left, fading to transparent at the
top-right. Deepens the bottom-left.
Together they give the tile a lit-from-the-top-right, resting-in-shadow-at-the-bottom-left
sense of depth. Both percentages are a tuning knob (`--sheen`, `--shade`).
## 5 — The letter «Э»
- Typeface: **Spectral, Bold** (SIL OFL; pinned in the brand folder).
- Glyph: the Cyrillic capital **«Э»** (U+042D).
- Size: scale the glyph so its **ink bounding box is 60.5 % of the side tall** (its width
then follows the font — about 53.2 %).
- Position: place the **center of that bounding box** at **48.1 % / 49.2 %** (just up and
left of the icon center).
- Colour: **Ink**.
## 6 — The star ✻
A **six-spoke teardrop asterisk** (the "score" mark that replaces a tile's point number):
- Each spoke tapers to a **point at the center** and ends in a **round bulb**; a central
disc equal to a bulb fuses the six spokes.
- Outer diameter: **17.3 % of the side**.
- Bulb radius (and the central disc): **22 % of the star's radius**.
- Position: center at **78.8 % / 78.8 %** — tucked to the lower-right of the «Э», like a
subscript, with a clear gap from the letter.
- Colour: **Ink**.
Spectral has no ✻ glyph, so the star is **drawn geometrically**, not set as type. The exact
construction is in `build-icon.mjs` (`starPath`).
## Composition intent
The «Э» and the ✻ are treated as **one group**. Its combined bounding box measures
about **65.9 % × 68.6 %** of the side, and it is placed so its **bottom-right corner sits
at 87.5 % / 87.5 %** of the icon (the lower-right corner of an inner `12.5 % … 87.5 %`
safe square). That is what pushes the composition down-and-right and leaves the star room
in the corner. When re-deriving positions, this is the anchor to preserve.
> This bottom-right bias suits a **full-bleed** icon (iOS / PWA / favicon, which show
> almost the whole square). Android crops more, so it uses a **separate two-layer build**
> — see the next section. The master itself is never moved for Android.
## Android adaptive icon (two layers)
Android icons are **108×108 dp** and the OS applies its own mask (circle, squircle,
rounded square…). Only the **inner 66 dp = 61 % of the side, centred** is guaranteed
visible under every mask; the outer ~1/6 ring is used for the mask and motion effects.
So Android is **not** the full-bleed master — it is built as two layers:
- **Background** — the tile with wood grain and the light/shadow gradients, **full-bleed
and square** (no rounded corners; the OS supplies the shape). It fills the whole 108 dp
layer, so the sacrificial outer ring is just more wood.
- **Foreground** — **only the «Э» + ✻**, transparent, **re-placed** to sit safely inside
the mask:
- «Э»: box height **53.9 %**, box center **52.3 % / 49.5 %**.
- ✻: outer diameter **13.2 %** (smaller than the master's), center **76.3 % / 72.7 %**,
tucked closer to the letter.
- The mark is centred, then nudged **right 8 % / down 3 %** so it reads optically
centred under the round mask, and the whole group fits within the **61 % safe zone**.
Everything else (palette, grain, gradients, star construction) is identical to the master.
## Variants in use
The **light** variant is the primary icon (launcher, favicon, apple-touch, PWA). The
**dark** variant is shipped in addition wherever the platform can pick by appearance
(e.g. an SVG favicon via `prefers-color-scheme`). Where a platform allows only one icon,
use **light**.
## Reproduce
```sh
cd assets/icons/brand
npm i opentype.js
# full master (iOS / PWA / favicon), either variant:
node build-icon.mjs --variant light --layer full > icon-light.svg
# Android adaptive layers:
node build-icon.mjs --variant light --layer background > icon-light-android-background.svg
node build-icon.mjs --variant light --layer foreground > icon-light-android-foreground.svg
# the construction figure:
node build-icon.mjs --variant light --scheme > icon-construction.svg
node render-png.mjs icon-light.svg icon-light.png 1024 # any size
```
`--layer` is `full` (default), `background`, or `foreground`. All outputs are committed
alongside the generator in [`../assets/icons/brand/`](../assets/icons/brand/).
## Masters
| | Light | Dark |
|-|-------|------|
| **Full** (iOS / PWA / favicon) | ![light](../assets/icons/brand/icon-light.png) | ![dark](../assets/icons/brand/icon-dark.png) |
| **Android background** | ![lbg](../assets/icons/brand/icon-light-android-background.png) | ![dbg](../assets/icons/brand/icon-dark-android-background.png) |
| **Android foreground** | ![lfg](../assets/icons/brand/icon-light-android-foreground.png) | ![dfg](../assets/icons/brand/icon-dark-android-foreground.png) |
@@ -1,9 +1,6 @@
<?xml version="1.0" encoding="utf-8"?>
<adaptive-icon xmlns:android="http://schemas.android.com/apk/res/android">
<background>
<inset android:drawable="@mipmap/ic_launcher_background" android:inset="16.7%" />
</background>
<foreground>
<inset android:drawable="@mipmap/ic_launcher_foreground" android:inset="16.7%" />
</foreground>
</adaptive-icon>
<background android:drawable="@mipmap/ic_launcher_background" />
<foreground android:drawable="@mipmap/ic_launcher_foreground" />
<monochrome android:drawable="@mipmap/ic_launcher_monochrome" />
</adaptive-icon>
@@ -1,9 +1,6 @@
<?xml version="1.0" encoding="utf-8"?>
<adaptive-icon xmlns:android="http://schemas.android.com/apk/res/android">
<background>
<inset android:drawable="@mipmap/ic_launcher_background" android:inset="16.7%" />
</background>
<foreground>
<inset android:drawable="@mipmap/ic_launcher_foreground" android:inset="16.7%" />
</foreground>
</adaptive-icon>
<background android:drawable="@mipmap/ic_launcher_background" />
<foreground android:drawable="@mipmap/ic_launcher_foreground" />
<monochrome android:drawable="@mipmap/ic_launcher_monochrome" />
</adaptive-icon>
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"build": "vite build",
"preview": "vite preview",
"cap:sync": "cap sync android",
"android:assets": "capacitor-assets generate --android",
"android:assets": "node ../assets/icons/brand/build-set.mjs && node ../assets/icons/brand/build-android-res.mjs",
"check": "svelte-check --tsconfig ./tsconfig.json",
"codegen": "rm -rf src/gen && flatc --ts -o src/gen/fbs ../pkg/fbs/scrabble.fbs && buf generate ../gateway --template buf.gen.yaml",
"test:unit": "vitest run",
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