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- vs-AI: the comms hub drops the Chat tab (Dictionary only); a finished AI game has no comms at all, so its 💬 history-header entry is hidden too. - Confirm-move ✅: redone as an absolute overlay pinned to the right edge (its right edge sits under the preview caption), so the rack keeps a fixed tile size — this reverts the tile-shrink that resized the letters at 6 tiles. - Recall: dragging a placed tile back to the rack now drops it at the slot the pointer is over (drag-to-position, a gap opens), instead of snapping to its original slot; double-tap still recalls to the origin. New pure recallToSlot. Tests: placement recallToSlot units; e2e recall-to-position; vs-AI comms e2e updated. Docs: UI_DESIGN + FUNCTIONAL (+ru).
59 lines
2.4 KiB
Svelte
59 lines
2.4 KiB
Svelte
<script lang="ts">
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import Screen from '../components/Screen.svelte';
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import TabBar from '../components/TabBar.svelte';
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import ChatScreen from './ChatScreen.svelte';
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import CheckScreen from './CheckScreen.svelte';
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import { t } from '../lib/i18n/index.svelte';
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import { getCachedGame } from '../lib/gamecache';
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// The in-game comms hub: a single nav bar + bottom tab bar hosting Chat and the word
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// Dictionary. Tabs switch in place, so the back control always returns to the game. The
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// Dictionary tab is offered only while the game is active (mirrors the old "check word"); an
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// honest-AI game has no Chat, so it shows the Dictionary alone.
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type CommsTab = 'chat' | 'dictionary';
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let { id, initialTab = 'chat' }: { id: string; initialTab?: CommsTab } = $props();
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// The game is rendered (and cached) before its comms open, so the cache tells us whether
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// it is still active without another fetch; an unknown game keeps the Dictionary offered.
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const active = $derived(getCachedGame(id)?.view.game.status !== 'finished');
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// An honest-AI game has no chat at all, so its hub is Dictionary-only.
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const vsAi = $derived(getCachedGame(id)?.view.game.vsAi ?? false);
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// Seeded once from the entry route's tab, then owned locally. The effect keeps the tab valid:
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// an AI game has only the Dictionary; a finished non-AI game has only Chat (a stale Dictionary
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// deep-link falls back to Chat).
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// svelte-ignore state_referenced_locally
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let tab = $state<CommsTab>(initialTab);
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$effect(() => {
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if (vsAi) tab = 'dictionary';
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else if (tab === 'dictionary' && !active) tab = 'chat';
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});
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</script>
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<Screen
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title={t(tab === 'chat' ? 'game.chat' : 'game.checkWord')}
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back={`/game/${id}`}
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scroll={tab === 'dictionary'}
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column={tab === 'chat'}
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>
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{#if tab === 'chat'}
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<ChatScreen {id} />
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{:else}
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<CheckScreen {id} />
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{/if}
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{#snippet tabbar()}
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<TabBar>
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{#if !vsAi}
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<button class="tab" class:active={tab === 'chat'} onclick={() => (tab = 'chat')}>
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<span class="face"><span class="sq" aria-hidden="true">💬</span><span class="lbl">{t('game.chat')}</span></span>
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</button>
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{/if}
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{#if active}
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<button class="tab" class:active={tab === 'dictionary'} onclick={() => (tab = 'dictionary')}>
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<span class="face"><span class="sq" aria-hidden="true">🔎</span><span class="lbl">{t('game.dictionary')}</span></span>
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</button>
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{/if}
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</TabBar>
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{/snippet}
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</Screen>
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