Preferences: motion, confirming a move, coordinates on the board, and the last table choices remembered
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01Jm2auWk6RP71CjaAb4FMoG
This commit is contained in:
co-authored by
Claude Fable 5.1
parent
5db89edbc1
commit
aa4f86bc56
@@ -9,6 +9,7 @@
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import TableTalk from './TableTalk.svelte';
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import TableTalk from './TableTalk.svelte';
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import { beyond, cellOf, cornersOf, isEdge, movesFrom, rulesetOf, sideOf, throneOf, type Move, type Side } from '$lib/game';
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import { beyond, cellOf, cornersOf, isEdge, movesFrom, rulesetOf, sideOf, throneOf, type Move, type Side } from '$lib/game';
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import type { Room } from '$lib/net/room.svelte';
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import type { Room } from '$lib/net/room.svelte';
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import { prefs, reducedMotion } from '$lib/prefs.svelte';
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let { room }: { room: Room } = $props();
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let { room }: { room: Room } = $props();
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@@ -59,7 +60,9 @@
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let shown = $state(0);
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let shown = $state(0);
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let shownSet = $state('');
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let shownSet = $state('');
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let animating = $state(false);
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let animating = $state(false);
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const wait = (ms: number) => new Promise((r) => setTimeout(r, ms));
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const calm = $derived(prefs.motion === 'reduced' || reducedMotion());
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const showCoords = $derived(prefs.coordinates !== false);
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const wait = (ms: number) => new Promise((r) => setTimeout(r, calm ? 0 : ms));
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function resetTokens() {
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function resetTokens() {
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let id = 0;
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let id = 0;
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@@ -149,15 +152,28 @@
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liveText = text;
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liveText = text;
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}
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}
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/** A move awaiting the player's word, when they asked to confirm. */
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let pending = $state<{ from: number; to: number } | null>(null);
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async function send(from: number, to: number) {
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pending = null;
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selected = null;
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await room.submit({ from, to });
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}
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async function tap(i: number) {
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async function tap(i: number) {
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if (!yourMove || room.sending || animating) return;
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if (!yourMove || room.sending || animating) return;
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reviewing = null;
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reviewing = null;
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if (selected !== null && targets.includes(i)) {
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if (selected !== null && targets.includes(i)) {
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const from = selected;
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if (prefs.confirmMoves === true) {
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selected = null;
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pending = { from: selected, to: i };
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await room.submit({ from, to: i });
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announce(`Move ${label(selected)} to ${label(i)}? Confirm or cancel below.`);
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return;
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}
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await send(selected, i);
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return;
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return;
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}
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}
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pending = null;
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if (sideOf(g.cells[i]) === mySide) {
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if (sideOf(g.cells[i]) === mySide) {
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selected = selected === i ? null : i;
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selected = selected === i ? null : i;
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if (selected !== null) {
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if (selected !== null) {
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@@ -188,6 +204,7 @@
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} else if (e.key === 'Escape') {
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} else if (e.key === 'Escape') {
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selected = null;
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selected = null;
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reviewing = null;
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reviewing = null;
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pending = null;
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announce('Selection cleared.');
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announce('Selection cleared.');
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}
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}
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}
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}
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@@ -215,9 +232,14 @@
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{#if shownStory && (shownCaptured.length || reviewing !== null)}
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{#if shownStory && (shownCaptured.length || reviewing !== null)}
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<p class="story" class:capture={shownCaptured.length > 0}>{shownStory}{#if reviewing !== null} <button type="button" class="link" onclick={() => (reviewing = null)}>back to now</button>{/if}</p>
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<p class="story" class:capture={shownCaptured.length > 0}>{shownStory}{#if reviewing !== null} <button type="button" class="link" onclick={() => (reviewing = null)}>back to now</button>{/if}</p>
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{/if}
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{/if}
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{#if pending}
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<p class="confirm">Move {label(pending.from)} to {label(pending.to)}?
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<button type="button" class="commit small" onclick={() => pending && send(pending.from, pending.to)}>Confirm</button>
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<button type="button" class="quiet" onclick={() => (pending = null)}>Cancel</button></p>
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{/if}
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{#if room.error}<p class="warning">{room.error}</p>{/if}
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{#if room.error}<p class="warning">{room.error}</p>{/if}
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<div class="frame">
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<div class="frame" class:calm>
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<svg viewBox="0 0 {width} {height}" role="grid" aria-label="The board">
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<svg viewBox="0 0 {width} {height}" role="grid" aria-label="The board">
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<defs>
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<defs>
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<filter id="grain" x="0" y="0" width="100%" height="100%">
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<filter id="grain" x="0" y="0" width="100%" height="100%">
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@@ -232,7 +254,7 @@
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</filter>
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</filter>
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</defs>
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</defs>
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<rect class="wood" x="0" y="0" {width} {height} rx="6" filter="url(#grain)" />
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<rect class="wood" x="0" y="0" {width} {height} rx="6" filter="url(#grain)" />
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{#each Array.from({ length: size }, (_, n) => n) as n (n)}
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{#each showCoords ? Array.from({ length: size }, (_, n) => n) : [] as n (n)}
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<text class="coord" x={PAD_L + n * CELL + CELL / 2} y={height - 4} text-anchor="middle">{String.fromCharCode(97 + n)}</text>
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<text class="coord" x={PAD_L + n * CELL + CELL / 2} y={height - 4} text-anchor="middle">{String.fromCharCode(97 + n)}</text>
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<text class="coord" x={PAD_L - 4} y={PAD_T + n * CELL + CELL / 2 + 3} text-anchor="end">{size - n}</text>
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<text class="coord" x={PAD_L - 4} y={PAD_T + n * CELL + CELL / 2 + 3} text-anchor="end">{size - n}</text>
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{/each}
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{/each}
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@@ -419,6 +441,21 @@
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margin: 0 auto 0.5rem;
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margin: 0 auto 0.5rem;
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}
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}
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.confirm {
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max-width: 620px;
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margin: 0 auto 0.5rem;
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display: flex;
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align-items: center;
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gap: 0.6rem;
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flex-wrap: wrap;
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}
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.calm .piece,
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.calm .square,
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.calm .wood {
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transition: none;
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}
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.frame {
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.frame {
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max-width: 620px;
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max-width: 620px;
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margin: 0 auto;
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margin: 0 auto;
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@@ -4,6 +4,8 @@
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// about panel with the rules, the guide and a way to reach the keeper.
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// about panel with the rules, the guide and a way to reach the keeper.
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import { goto } from '$app/navigation';
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import { goto } from '$app/navigation';
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import { otherGames, type FamilyGame } from '$lib/family';
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import { otherGames, type FamilyGame } from '$lib/family';
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import Preferences from './Preferences.svelte';
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import { prefs, setPref } from '$lib/prefs.svelte';
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import { allSeats, doubtSeat, forgetSeat, rememberSeat, ServerError, trustSeat, type Report, type Tally } from '$lib/net/client';
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import { allSeats, doubtSeat, forgetSeat, rememberSeat, ServerError, trustSeat, type Report, type Tally } from '$lib/net/client';
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import { api, NAME_MAX, playerName, rememberName, Room } from '$lib/net/room.svelte';
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import { api, NAME_MAX, playerName, rememberName, Room } from '$lib/net/room.svelte';
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import { unreadTalk } from '$lib/net/talk';
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import { unreadTalk } from '$lib/net/talk';
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@@ -14,7 +16,14 @@
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let name = $state(playerName());
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let name = $state(playerName());
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let code = $state('');
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let code = $state('');
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/** The host's choices for the next table, from the game's declared options. */
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/** The host's choices for the next table, from the game's declared options. */
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let options = $state<Record<string, string>>(Object.fromEntries((game.options ?? []).map((o) => [o.key, o.default])));
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// The host's last choices come back as the defaults; a regular does not re-pick them each visit.
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let options = $state<Record<string, string>>(
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Object.fromEntries((game.options ?? []).map((o) => [o.key, o.choices.some((c) => c.value === prefs[`table.${o.key}`]) ? String(prefs[`table.${o.key}`]) : o.default]))
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);
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$effect(() => {
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for (const o of game.options ?? []) if (prefs[`table.${o.key}`] !== options[o.key]) setPref(`table.${o.key}`, options[o.key]);
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});
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let prefsOpen = $state(false);
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/** The hall's still of the opening position, on whichever board the selector names. */
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/** The hall's still of the opening position, on whichever board the selector names. */
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const still = $derived(
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const still = $derived(
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@@ -167,7 +176,8 @@
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<h1>Hnefatafl</h1>
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<h1>Hnefatafl</h1>
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<p class="pitch">The Viking board game. One king, one throne, four corners, and a ring of attackers closing in.</p>
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<p class="pitch">The Viking board game. One king, one throne, four corners, and a ring of attackers closing in.</p>
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<p class="tag">Hnefatafl was played across the Norse world for a thousand years before chess. Every piece moves like a rook and is taken by being sandwiched; the attackers must capture the king, the king must reach safety. Play a housecarl, or open a table for a friend and play by turns. Copenhagen rules on the big board, or Tablut, the older game Linnaeus wrote down in 1732.</p>
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<p class="tag">Hnefatafl was played across the Norse world for a thousand years before chess. Every piece moves like a rook and is taken by being sandwiched; the attackers must capture the king, the king must reach safety. Play a housecarl, or open a table for a friend and play by turns. Copenhagen rules on the big board, or Tablut, the older game Linnaeus wrote down in 1732.</p>
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<p class="links"><a href="/guide">how to play</a> · <a href="/rules">the rules</a> · <a class="about-link" href="#about" onclick={() => (aboutOpen = true)}>about this game — a labor of love</a></p>
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<p class="links"><a href="/guide">how to play</a> · <a href="/rules">the rules</a> · <a class="about-link" href="#about" onclick={() => (aboutOpen = true)}>about this game — a labor of love</a> · <button type="button" class="link-like" onclick={() => (prefsOpen = true)}>preferences</button></p>
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<Preferences bind:open={prefsOpen} />
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</div>
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</div>
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<div class="lid-play">
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<div class="lid-play">
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@@ -655,4 +665,13 @@
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.tally dd {
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.tally dd {
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margin: 0;
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margin: 0;
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}
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}
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.link-like {
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background: none;
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border: 0;
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padding: 0;
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font: inherit;
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color: inherit;
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text-decoration: underline;
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cursor: pointer;
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}
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</style>
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</style>
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@@ -0,0 +1,97 @@
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<script lang="ts">
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// The preferences panel: every declared setting, kit and game, as a
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// control. Opened from the masthead; closes with its button or Escape.
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import { PREFERENCES, prefs, setPref } from '$lib/prefs.svelte';
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let { open = $bindable(false) }: { open?: boolean } = $props();
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function onKey(e: KeyboardEvent) {
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if (e.key === 'Escape') open = false;
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}
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</script>
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<svelte:window onkeydown={onKey} />
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{#if open}
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<div class="scrim" role="presentation" onclick={() => (open = false)}></div>
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<div class="panel" role="dialog" aria-modal="true" aria-labelledby="prefs-title">
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<h2 id="prefs-title">Preferences</h2>
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<p class="muted small">Kept in this browser, and nowhere else.</p>
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{#each PREFERENCES as p (p.key)}
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<div class="pref">
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{#if p.kind === 'toggle'}
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<label class="row">
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<input type="checkbox" checked={prefs[p.key] === true} onchange={(e) => setPref(p.key, e.currentTarget.checked)} />
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<span>{p.label}</span>
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</label>
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{:else}
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<label class="row">
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<span>{p.label}</span>
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<select value={prefs[p.key]} onchange={(e) => setPref(p.key, e.currentTarget.value)}>
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{#each p.choices ?? [] as c (c.value)}<option value={c.value}>{c.label}</option>{/each}
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</select>
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</label>
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{/if}
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{#if p.note}<p class="muted small note">{p.note}</p>{/if}
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</div>
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{/each}
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<button type="button" class="quiet" onclick={() => (open = false)}>Done</button>
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</div>
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{/if}
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<style>
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.scrim {
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position: fixed;
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inset: 0;
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background: rgba(0, 0, 0, 0.45);
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z-index: 20;
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}
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.panel {
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position: fixed;
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z-index: 21;
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top: 50%;
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left: 50%;
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transform: translate(-50%, -50%);
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width: min(92vw, 26rem);
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max-height: 90vh;
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overflow: auto;
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background: var(--slate);
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border: 1px solid var(--rule-strong);
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border-radius: 8px;
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padding: 1.2rem 1.4rem 1.4rem;
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}
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h2 {
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font-size: 1.3rem;
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margin: 0 0 0.2rem;
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}
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.pref {
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padding: 0.55rem 0;
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border-top: 1px solid var(--rule);
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}
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.row {
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display: flex;
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align-items: center;
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justify-content: space-between;
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gap: 0.8rem;
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}
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.row input[type='checkbox'] {
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order: 2;
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}
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.note {
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margin-top: 0.3rem;
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}
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.small {
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font-size: 0.85rem;
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}
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.quiet {
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margin-top: 0.8rem;
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}
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</style>
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@@ -397,6 +397,7 @@ export const game: GameSpec<State, Input> = {
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},
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},
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{ key: 'side', label: 'You play', choices: SIDES, default: 'defenders' }
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{ key: 'side', label: 'You play', choices: SIDES, default: 'defenders' }
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],
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],
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preferences: [{ key: 'coordinates', label: 'Coordinates on the board', kind: 'toggle', default: true }],
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create: createGame,
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create: createGame,
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resolve: resolveRound,
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resolve: resolveRound,
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needsInput: (state, seat) => !state.over && state.players[seat]?.side === state.toMove,
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needsInput: (state, seat) => !state.over && state.players[seat]?.side === state.toMove,
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@@ -39,6 +39,8 @@ export interface GameSpec<State, Input> {
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seatIds: SeatId[];
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seatIds: SeatId[];
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/** What the host may choose when opening a table; empty for a game with one way to play. */
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/** What the host may choose when opening a table; empty for a game with one way to play. */
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options?: TableOption[];
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options?: TableOption[];
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/** The game's own settings for the preferences panel, kept in the player's browser (see $lib/prefs.svelte). */
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preferences?: { key: string; label: string; kind: 'toggle' | 'choice'; choices?: { value: string; label: string }[]; default: boolean | string; note?: string }[];
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minSeats: number;
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minSeats: number;
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/** Names the server draws for bots, in preference order. */
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/** Names the server draws for bots, in preference order. */
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botNames: string[];
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botNames: string[];
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@@ -0,0 +1,65 @@
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// Preferences: what this browser remembers about how its player likes to
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// play. The kit's own settings are motion and whether a move is confirmed
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// before it is sent; a game declares more in GameSpec.preferences, and the
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// panel renders every declaration. Nothing here leaves the browser.
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import { game } from '$lib/game';
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export interface Preference {
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key: string;
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label: string;
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/** A toggle holds a boolean; a choice holds one of its choices' values. */
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kind: 'toggle' | 'choice';
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choices?: { value: string; label: string }[];
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default: boolean | string;
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note?: string;
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}
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/** The settings every game in the kit shares. */
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export const KIT_PREFERENCES: Preference[] = [
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{ key: 'motion', label: 'Motion', kind: 'choice', choices: [{ value: 'full', label: 'pieces move and fade' }, { value: 'reduced', label: 'changes appear at once' }], default: 'full' },
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{ key: 'confirmMoves', label: 'Confirm a move before it is sent', kind: 'toggle', default: false }
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];
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||||||
|
export const PREFERENCES: Preference[] = [...KIT_PREFERENCES, ...(game.preferences ?? [])];
|
||||||
|
|
||||||
|
const KEY = 'hnefatafl:prefs';
|
||||||
|
|
||||||
|
function defaults(): Record<string, boolean | string> {
|
||||||
|
return Object.fromEntries(PREFERENCES.map((p) => [p.key, p.default]));
|
||||||
|
}
|
||||||
|
|
||||||
|
function load(): Record<string, boolean | string> {
|
||||||
|
const base = defaults();
|
||||||
|
try {
|
||||||
|
const saved = JSON.parse(localStorage.getItem(KEY) ?? '{}') as Record<string, unknown>;
|
||||||
|
for (const p of PREFERENCES) {
|
||||||
|
const v = saved[p.key];
|
||||||
|
if (p.kind === 'toggle' && typeof v === 'boolean') base[p.key] = v;
|
||||||
|
if (p.kind === 'choice' && typeof v === 'string' && p.choices?.some((c) => c.value === v)) base[p.key] = v;
|
||||||
|
}
|
||||||
|
// The hall's last table options ride along under table.<key>, undeclared.
|
||||||
|
for (const [k, v] of Object.entries(saved)) if (k.startsWith('table.') && typeof v === 'string') base[k] = v;
|
||||||
|
} catch {
|
||||||
|
// Without storage the defaults apply for this visit.
|
||||||
|
}
|
||||||
|
return base;
|
||||||
|
}
|
||||||
|
|
||||||
|
/** The live preferences; read them where they matter, set them through setPref. */
|
||||||
|
export const prefs = $state<Record<string, boolean | string>>(typeof localStorage === 'undefined' ? defaults() : load());
|
||||||
|
|
||||||
|
export function setPref(key: string, value: boolean | string): void {
|
||||||
|
prefs[key] = value;
|
||||||
|
try {
|
||||||
|
localStorage.setItem(KEY, JSON.stringify(prefs));
|
||||||
|
} catch {
|
||||||
|
// The change still applies for this visit.
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/** The reduced-motion preference, or the system's, whichever asks for calm. */
|
||||||
|
export function reducedMotion(): boolean {
|
||||||
|
if (prefs.motion === 'reduced') return true;
|
||||||
|
return typeof matchMedia !== 'undefined' && matchMedia('(prefers-reduced-motion: reduce)').matches;
|
||||||
|
}
|
||||||
@@ -4,6 +4,7 @@
|
|||||||
import Board from '$lib/components/Board.svelte';
|
import Board from '$lib/components/Board.svelte';
|
||||||
import Lobby from '$lib/components/Lobby.svelte';
|
import Lobby from '$lib/components/Lobby.svelte';
|
||||||
import ReportSlip from '$lib/components/ReportSlip.svelte';
|
import ReportSlip from '$lib/components/ReportSlip.svelte';
|
||||||
|
import Preferences from '$lib/components/Preferences.svelte';
|
||||||
import { seatFor } from '$lib/net/client';
|
import { seatFor } from '$lib/net/client';
|
||||||
import { NAME_MAX, playerName, rememberName, Room } from '$lib/net/room.svelte';
|
import { NAME_MAX, playerName, rememberName, Room } from '$lib/net/room.svelte';
|
||||||
|
|
||||||
@@ -16,6 +17,7 @@
|
|||||||
let error = $state('');
|
let error = $state('');
|
||||||
let copied = $state(false);
|
let copied = $state(false);
|
||||||
let reporting = $state(false);
|
let reporting = $state(false);
|
||||||
|
let prefsOpen = $state(false);
|
||||||
/** A phrase minted to carry this seat to another device, while it lasts. */
|
/** A phrase minted to carry this seat to another device, while it lasts. */
|
||||||
let phrase = $state<{ phrase: string; expiresAt: number } | null>(null);
|
let phrase = $state<{ phrase: string; expiresAt: number } | null>(null);
|
||||||
let rematching = $state(false);
|
let rematching = $state(false);
|
||||||
@@ -120,6 +122,7 @@
|
|||||||
<button type="button" class="quiet" title="A phrase that brings this seat to another device" onclick={transfer}>Transfer seat</button>
|
<button type="button" class="quiet" title="A phrase that brings this seat to another device" onclick={transfer}>Transfer seat</button>
|
||||||
{/if}
|
{/if}
|
||||||
{/if}
|
{/if}
|
||||||
|
<button type="button" class="quiet" onclick={() => (prefsOpen = true)}>Preferences</button>
|
||||||
<a class="quiet" href="/guide">How to play</a>
|
<a class="quiet" href="/guide">How to play</a>
|
||||||
<a class="quiet" href={room ? `/rules?room=${roomId}` : '/rules'}>Rules</a>
|
<a class="quiet" href={room ? `/rules?room=${roomId}` : '/rules'}>Rules</a>
|
||||||
{#if room}
|
{#if room}
|
||||||
@@ -129,6 +132,7 @@
|
|||||||
</nav>
|
</nav>
|
||||||
</header>
|
</header>
|
||||||
|
|
||||||
|
<Preferences bind:open={prefsOpen} />
|
||||||
{#if room}
|
{#if room}
|
||||||
<ReportSlip {room} bind:open={reporting} />
|
<ReportSlip {room} bind:open={reporting} />
|
||||||
{/if}
|
{/if}
|
||||||
|
|||||||
Reference in New Issue
Block a user