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Give each rack slot a stable id permuted with the letters on shuffle, so the keyed rack reorders (rather than relabelling in place) and Svelte's animate directive fires. hop flies each tile along a parabola (apogee ~half a tile height) with a duration that scales with the horizontal distance (arc length): the longest 1<->7 swap takes ~0.5s, shorter swaps land sooner. Ordinary reflow (place/recall) stays instant via a guard. e2e locks that a shuffle preserves the rack's tile multiset.
102 lines
3.2 KiB
Svelte
102 lines
3.2 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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let {
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slots,
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variant,
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selected,
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shuffling = false,
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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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shuffling?: boolean;
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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.
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const visible = $derived(slots.filter((s) => !s.used));
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// hop flies a tile to its shuffled position along a low parabola (apogee ≈ half a tile
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// height). The duration scales with the horizontal distance — i.e. the arc length — so
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// the longest swap (slot 1 ↔ 7) takes ~0.5s and shorter swaps land sooner. It runs only
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// while a shuffle is in progress; ordinary reflow (placing/recalling a tile) is instant.
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function hop(node: HTMLElement, { from, to }: { from: DOMRect; to: DOMRect }, active: boolean) {
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const dx = from.left - to.left;
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const dy = from.top - to.top;
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const dist = Math.hypot(dx, dy);
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if (!active || dist < 2) return { duration: 0 };
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const span = node.parentElement?.getBoundingClientRect().width || dist;
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const lift = (to.height || from.height) * 0.5;
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return {
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duration: Math.max(160, Math.min(500, (dist / span) * 560)),
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css: (t: number, u: number) =>
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`transform: translate(${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" data-rack>
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{#each visible as slot (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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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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<span class="letter">{slot.letter === BLANK ? '' : slot.letter}</span>
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{#if slot.letter !== BLANK}<span class="val">{valueForLetter(variant, slot.letter)}</span>{/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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}
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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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.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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</style>
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