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scrabble-game/ui/src/components/Coachmark.svelte
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Ilia Denisov 6636d7c309
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feat(ui): first-run onboarding coachmarks
A one-time coachmark overlay walks a new player through the lobby and their
first game board: a light dimmed layer draws one tail-pointed hint bubble at a
time, advancing on a tap anywhere and removing itself for good after the last
hint. Two independent series (lobby: settings/stats/new game; game:
header/pass-exchange/hints/shuffle/rack), gated by a per-device persisted flag
and marked done only after the last hint, so an interrupted run replays from
the start. A deep-link into Settings -> Friends still triggers the lobby series
on the first trip back to the lobby.

Targets carry a data-coach attribute, so one positioning engine anchors the
bubble in both portrait and landscape, re-measuring each frame until the
geometry settles (route slide, hidden-banner reflow, fonts). The promo banner
hides while the overlay is up (app.coachActive); a hidden DebugPanel "Reset
visited" control replays the walk-through. Off by default in the mock build so
the Playwright smoke is unaffected; ?coach forces it on for the dedicated e2e.

Pure geometry (step lists, nextVisibleStep, placeBubble) in lib/coachmark.ts
(unit-tested); Coachmark.svelte renders. Docs: FUNCTIONAL(+ru) onboarding
story, UI_DESIGN coachmark section.
2026-06-30 21:48:56 +02:00

331 lines
12 KiB
Svelte

<script lang="ts">
// First-run onboarding coachmarks: a light dimmed overlay that points one bubble at a time at a
// real UI element (a tab-bar button, the scoreboard, the rack), advancing on a tap anywhere and
// removing itself for good after the last hint. Two independent series — the lobby (just
// registered) and the first game board — selected by the current route. The geometry lives in
// lib/coachmark (unit-tested); this component supplies the live target rectangles, drives the
// step machine, and persists completion. Targets are found by their `data-coach` attribute, so
// the same code anchors them in portrait and landscape, wherever the layout puts them.
import { onDestroy } from 'svelte';
import { app, markOnboardingDone } from '../lib/app.svelte';
import { router } from '../lib/router.svelte';
import { t } from '../lib/i18n/index.svelte';
import { nextVisibleStep, placeBubble, stepsFor, type CoachSeries, type Placement } from '../lib/coachmark';
// In the mock build the overlay never auto-shows (so the Playwright smoke is not held up by an
// overlay that intercepts taps — like the splash). `?coach` forces it on regardless, bypassing
// both the mock gate and the "already seen" flag, for screenshots and the dedicated e2e.
const isMock = import.meta.env.MODE === 'mock';
const forced = typeof location !== 'undefined' && new URLSearchParams(location.search).has('coach');
// How long to wait for the first target of a series to lay out before giving up (the game board
// mounts asynchronously once its state loads).
const READY_BUDGET_MS = 8000;
let activeSeries = $state<CoachSeries | null>(null);
let stepIndex = $state(-1);
let placement = $state<Placement | null>(null);
let bubbleEl = $state<HTMLElement>();
// Series already completed in this page session. The persisted flag stops a series from
// replaying in real use, but `?coach` deliberately bypasses that flag — so this stops a forced
// series from immediately restarting itself the moment it finishes.
const sessionDone = new Set<CoachSeries>();
// Viewport + a generic "layout changed" tick (resize, rotation, scroll, the banner reflow) that
// re-runs the measuring effect so a bubble keeps pointing at its target.
let vw = $state(0);
let vh = $state(0);
let tick = $state(0);
let pollId = 0;
function seriesFor(name: string): CoachSeries | null {
return name === 'lobby' ? 'lobby' : name === 'game' ? 'game' : null;
}
function seriesRoute(series: CoachSeries): string {
return series === 'lobby' ? 'lobby' : 'game';
}
function targetEl(target: string): HTMLElement | null {
return typeof document === 'undefined' ? null : document.querySelector<HTMLElement>(`[data-coach="${target}"]`);
}
function present(target: string): boolean {
const el = targetEl(target);
if (!el) return false;
const r = el.getBoundingClientRect();
return r.width > 0 && r.height > 0;
}
function blockedByModal(): boolean {
return app.welcomeRedeem || app.staleInvite || app.blocked != null || app.bootError || app.launchError != null;
}
function eligible(series: CoachSeries): boolean {
if (sessionDone.has(series)) return false;
const done = series === 'lobby' ? app.onboarding.lobbyDone : app.onboarding.gameDone;
if (!(forced || (!isMock && !done))) return false;
if (blockedByModal()) return false;
// The lobby waits for the loading splash to clear; the game waits for its first target (below).
if (series === 'lobby') return app.splashDone;
return true;
}
function maybeStart(series: CoachSeries): void {
if (activeSeries || !eligible(series)) return;
const i = nextVisibleStep(stepsFor(series), 0, present);
if (i < 0) return; // targets not on screen yet — the poll keeps trying
activeSeries = series;
stepIndex = i;
app.coachActive = true;
tick++;
}
function advance(): void {
if (!activeSeries) return;
const i = nextVisibleStep(stepsFor(activeSeries), stepIndex + 1, present);
if (i < 0) {
finish();
return;
}
stepIndex = i;
tick++;
}
function finish(): void {
if (activeSeries) {
sessionDone.add(activeSeries);
markOnboardingDone(activeSeries);
}
reset();
}
function reset(): void {
activeSeries = null;
stepIndex = -1;
placement = null;
app.coachActive = false;
cancelPoll();
}
function cancelPoll(): void {
if (pollId) {
cancelAnimationFrame(pollId);
pollId = 0;
}
}
function startPoll(series: CoachSeries): void {
cancelPoll();
const t0 = performance.now();
const loop = (): void => {
pollId = 0;
if (activeSeries || seriesFor(router.route.name) !== series) return;
maybeStart(series);
if (activeSeries || performance.now() - t0 > READY_BUDGET_MS) return;
pollId = requestAnimationFrame(loop);
};
pollId = requestAnimationFrame(loop);
}
// Orchestration: pick the series for the route, stop one left behind, and (re)try on every change
// to a flag that gates eligibility (splash, modals, blocked, the seen flags). A bounded poll
// covers the asynchronous appearance of the first target.
$effect(() => {
const name = router.route.name;
// Touch the reactive eligibility inputs so this re-runs when they change.
void app.splashDone;
void app.welcomeRedeem;
void app.staleInvite;
void app.blocked;
void app.bootError;
void app.launchError;
void app.onboarding.lobbyDone;
void app.onboarding.gameDone;
const series = seriesFor(name);
if (activeSeries && seriesRoute(activeSeries) !== name) reset();
cancelPoll();
if (!series) return;
maybeStart(series);
if (!activeSeries) startPoll(series);
});
// While a series is active, track viewport size and any layout shift so the bubble re-anchors
// (rotation, the hidden banner reflow, async fonts). Scroll is observed in the capture phase to
// catch inner scrollers. Attached only when active so the always-mounted component adds no
// global listeners while idle.
$effect(() => {
if (!activeSeries || typeof window === 'undefined') return;
vw = window.innerWidth;
vh = window.innerHeight;
const onResize = (): void => {
vw = window.innerWidth;
vh = window.innerHeight;
tick++;
};
const onLayout = (): void => void tick++;
window.addEventListener('resize', onResize);
window.addEventListener('orientationchange', onResize);
window.addEventListener('scroll', onLayout, true);
const ro = new ResizeObserver(onLayout);
ro.observe(document.body);
return () => {
window.removeEventListener('resize', onResize);
window.removeEventListener('orientationchange', onResize);
window.removeEventListener('scroll', onLayout, true);
ro.disconnect();
};
});
// Measure the active target and place the bubble, re-measuring each frame until the geometry holds
// steady. The route-change slide, the hidden-banner reflow and async fonts all move the target
// after the step first renders, so a single measurement can land the bubble at a mid-animation
// position; settling fixes that. The bubble is laid out off-screen first so its real size is
// known, and a vanished target is skipped.
$effect(() => {
void vw;
void vh;
void tick;
const series = activeSeries;
const i = stepIndex;
if (!series || i < 0) {
placement = null;
return;
}
const target = stepsFor(series)[i].target;
let raf = 0;
let stableSig = '';
let stableMs = 0;
let totalMs = 0;
const measure = (): void => {
const el = targetEl(target);
const r = el?.getBoundingClientRect();
if (!r || r.width === 0 || r.height === 0) {
advance();
return;
}
const bb = bubbleEl?.getBoundingClientRect();
const size = bb && bb.width ? { width: bb.width, height: bb.height } : { width: 280, height: 80 };
placement = placeBubble(
{ left: r.left, top: r.top, width: r.width, height: r.height },
{ width: window.innerWidth, height: window.innerHeight },
size,
);
// Re-measure until the target rect + bubble size hold steady for a short spell (so the bubble
// lands at the post-animation position), bounded by a hard cap as a safety net.
const sig = `${Math.round(r.left)}:${Math.round(r.top)}:${Math.round(r.width)}:${Math.round(r.height)}:${Math.round(size.width)}`;
if (sig === stableSig) stableMs += 16;
else {
stableSig = sig;
stableMs = 0;
}
totalMs += 16;
if (stableMs < 320 && totalMs < 2500) raf = requestAnimationFrame(measure);
};
raf = requestAnimationFrame(measure);
return () => cancelAnimationFrame(raf);
});
onDestroy(() => {
cancelPoll();
if (activeSeries) app.coachActive = false;
});
</script>
{#if activeSeries && stepIndex >= 0}
<!-- svelte-ignore a11y_click_events_have_key_events -->
<!-- svelte-ignore a11y_no_static_element_interactions -->
<div class="coach" data-coach-overlay onclick={advance}>
<div
class="bubble"
class:shown={!!placement}
bind:this={bubbleEl}
data-side={placement?.side ?? 'bottom'}
style="--tail:{placement?.tail ?? 0}px; {placement
? `left:${placement.left}px; top:${placement.top}px;`
: 'left:-9999px; top:0;'}"
>
<span class="text">{t(stepsFor(activeSeries)[stepIndex].key)}</span>
<span class="tail" aria-hidden="true"></span>
</div>
</div>
{/if}
<style>
.coach {
position: fixed;
inset: 0;
/* Above the lobby/game and modals (Modal.svelte z 40), below toasts (z 50) so an error toast
still shows over it; the DebugPanel (z 10000) stays on top. */
z-index: 46;
/* Light dimming — the bubble (brand colour) carries the contrast. Tuned via screenshots. */
background: rgba(0, 0, 0, 0.32);
/* The whole layer captures taps: a tap anywhere advances, the UI underneath stays inert. */
touch-action: manipulation;
}
.bubble {
position: fixed;
box-sizing: border-box;
max-width: min(72vw, 320px);
padding: 9px 12px;
border-radius: 12px;
background: var(--accent);
color: var(--accent-text);
/* Reference: the in-game "N в мешке" counter (0.85rem). */
font-size: 0.85rem;
line-height: 1.3;
overflow-wrap: break-word;
box-shadow: 0 6px 20px rgba(0, 0, 0, 0.35);
opacity: 0;
transition: opacity 130ms ease-out;
}
.bubble.shown {
opacity: 1;
}
/* Larger and a touch wider in landscape, where there is room and the portrait size looks tiny. */
@media (orientation: landscape) {
.bubble {
max-width: min(46vw, 440px);
font-size: 1.05rem;
padding: 11px 15px;
}
}
@media (prefers-reduced-motion: reduce) {
.bubble {
transition: none;
}
}
/* The tail: an 18px-wide triangle centred on --tail along the bubble edge that faces the target.
`data-side` is where the bubble sits relative to the target, so the tail is on the opposite
edge, pointing back at it. */
.tail {
position: absolute;
width: 0;
height: 0;
}
.bubble[data-side='bottom'] .tail {
top: -9px;
left: var(--tail);
transform: translateX(-9px);
border-left: 9px solid transparent;
border-right: 9px solid transparent;
border-bottom: 9px solid var(--accent);
}
.bubble[data-side='top'] .tail {
bottom: -9px;
left: var(--tail);
transform: translateX(-9px);
border-left: 9px solid transparent;
border-right: 9px solid transparent;
border-top: 9px solid var(--accent);
}
.bubble[data-side='right'] .tail {
left: -9px;
top: var(--tail);
transform: translateY(-9px);
border-top: 9px solid transparent;
border-bottom: 9px solid transparent;
border-right: 9px solid var(--accent);
}
.bubble[data-side='left'] .tail {
right: -9px;
top: var(--tail);
transform: translateY(-9px);
border-top: 9px solid transparent;
border-bottom: 9px solid transparent;
border-left: 9px solid var(--accent);
}
</style>