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By eye the centred star still read a hair low; subtract 1px from its top offset (top: calc(0.5% - 1px)).
153 lines
5.5 KiB
Svelte
153 lines
5.5 KiB
Svelte
<script lang="ts">
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import type { RackSlot } from '../lib/placement';
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import { BLANK } from '../lib/placement';
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import { valueForLetter } from '../lib/alphabet';
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import type { Variant } from '../lib/model';
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import { usesStarBlank, BLANK_STAR } from '../lib/variants';
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let {
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slots,
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variant,
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selected,
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landscape = false,
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shuffling = false,
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draggingId = null,
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dropIndex = null,
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ondown,
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}: {
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// Each slot carries a stable id that travels with its tile through a shuffle, so the
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// keyed list reorders (rather than relabelling in place) and the hop animation fires.
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slots: (RackSlot & { id: number })[];
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variant: Variant;
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selected: number | null;
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/** Landscape layout: size the tiles to share the (narrow) left-panel width instead of the
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* viewport-width measure, so seven tiles never overflow the panel. */
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landscape?: boolean;
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shuffling?: boolean;
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// While a rack tile is being dragged to reorder it, draggingId is its id (hidden here —
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// the drag ghost stands in) and dropIndex is the slot where a gap opens.
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draggingId?: number | null;
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dropIndex?: number | null;
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ondown: (e: PointerEvent, index: number) => void;
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} = $props();
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// Used slots are hidden (the rack shifts left, freeing room on the right for the
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// MakeMove control); the slot still exists in the model for per-tile recall. While
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// reordering, the dragged tile is lifted out (the ghost shows it).
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const visible = $derived(slots.filter((s) => !s.used));
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const shown = $derived(draggingId == null ? visible : visible.filter((s) => s.id !== draggingId));
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// hop flies a tile to its shuffled position along a low parabola (apogee ≈ half a tile
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// height). The duration scales with the horizontal distance — i.e. the arc length — so
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// the longest swap (slot 1 ↔ 7) takes ~0.3s and shorter swaps land sooner. It runs only
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// while a shuffle is in progress (and motion is not reduced); ordinary reflow
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// (placing/recalling a tile) is instant.
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function hop(node: HTMLElement, { from, to }: { from: DOMRect; to: DOMRect }, active: boolean) {
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const dx = from.left - to.left;
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const dy = from.top - to.top;
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const dist = Math.hypot(dx, dy);
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if (!active || dist < 2) return { duration: 0 };
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const span = node.parentElement?.getBoundingClientRect().width || dist;
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const lift = (to.height || from.height) * 0.5;
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return {
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duration: Math.max(120, Math.min(300, (dist / span) * 340)),
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css: (t: number, u: number) =>
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`transform: translate(${dx * u}px, ${dy * u - Math.sin(Math.PI * t) * lift}px);`,
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};
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}
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</script>
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<div class="rack" class:reordering={draggingId != null || dropIndex != null} class:landscape data-rack>
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{#each shown as slot, i (slot.id)}
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<button
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class="tile"
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class:selected={selected === slot.index}
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class:shift={dropIndex != null && i >= dropIndex}
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data-rack-index={slot.index}
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animate:hop={shuffling}
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onpointerdown={(e) => ondown(e, slot.index)}
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>
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{#if slot.letter === BLANK}
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{#if usesStarBlank(variant)}<span class="star">{BLANK_STAR}</span>{/if}
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{:else}
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<span class="letter">{slot.letter}</span>
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<span class="val">{valueForLetter(variant, slot.letter)}</span>
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{/if}
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</button>
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{/each}
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</div>
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<style>
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.rack {
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display: flex;
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gap: 5px;
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align-items: center;
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/* Reserve one tile's height so an empty rack (e.g. a finished game) keeps the
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footer the same size as during play — no layout jump between states. */
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min-height: min(12.5vw, 46px);
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}
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.tile {
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position: relative;
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flex: 0 0 auto;
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width: min(12.5vw, 46px);
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aspect-ratio: 1;
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background: var(--tile-bg);
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color: var(--tile-text);
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border: none;
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border-radius: 5px;
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box-shadow: inset 0 -3px 0 var(--tile-edge);
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font-weight: 700;
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font-size: 1.4rem;
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touch-action: none;
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user-select: none;
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-webkit-user-select: none;
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/* iOS shows a tap/active highlight that can linger on the neighbour sliding into a
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dragged tile's slot; suppress it so only our own styles mark a tile. */
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-webkit-tap-highlight-color: transparent;
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}
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.tile.selected {
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outline: 3px solid var(--accent);
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outline-offset: -3px;
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}
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/* Landscape: the rack sits in a fixed-width left panel, so the tiles share the panel width
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(capped at the portrait size) and shrink below it when the panel is narrow, instead of the
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viewport-width measure that would overflow seven tiles in a column. */
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.rack.landscape .tile {
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flex: 1 1 0;
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width: auto;
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min-width: 0;
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max-width: 46px;
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}
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/* While reordering, tiles at/after the drop slot slide right to open a gap there (one
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tile width plus the rack gap), so the drop position is visible. */
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.rack.reordering .tile {
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transition: transform 0.14s ease;
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}
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.tile.shift {
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transform: translateX(calc(100% + 5px));
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}
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.letter {
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position: absolute;
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top: 8%;
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left: 14%;
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}
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.val {
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position: absolute;
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right: 4px;
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bottom: 1px;
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font-size: 0.7rem;
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font-weight: 600;
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}
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/* Erudit's blank ("звёздочка") shows its star horizontally centred on the otherwise empty
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tile face; the top offset centres its ink against the neighbouring letters' block, nudged
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up a pixel to sit right by eye (it is slightly larger than them so it reads). */
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.star {
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position: absolute;
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top: calc(0.5% - 1px);
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left: 0;
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right: 0;
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text-align: center;
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font-size: 1.7rem;
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}
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</style>
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