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