From the two testers' lists: on a phone the status strip carries a jump to each board, with a mark on any board the chosen piece can reach, and a phone on its side shows one board at a time, as wide as the screen, with Page Up and Page Down bringing the others out; a figure held by a Basilisk stands in a pale ring on the glass; the hall says which side and setup are chosen in one line and keeps the choices behind it until asked

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01CCLa2PaEeCj8njQZSWGqHx
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Eric WagonerandClaude Fable 5.1 committed 2026-10-27 23:21:27 -04:00
1 parent 0f4ae0dca4
commit f2be3b0055
4 files changed
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+72 -2
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@@ -135,12 +135,52 @@
if (step !== 1) resetTokens(); if (step !== 1) resetTokens();
if (ply === null) return; if (ply === null) return;
const m = g.moves[ply - 1]; const m = g.moves[ply - 1];
if (oneBoard && !onGlass) {
level = levelOf(m.to);
return;
}
requestAnimationFrame(() => { requestAnimationFrame(() => {
const target = onGlass ? document.querySelector('.play canvas') : document.querySelector(`.play g.world[data-level="${levelOf(m.to)}"]`); const target = onGlass ? document.querySelector('.play canvas') : document.querySelector(`.play g.world[data-level="${levelOf(m.to)}"]`);
target?.scrollIntoView({ block: matchMedia('(max-width: 860px)').matches ? 'center' : 'nearest', behavior: calm ? 'auto' : 'smooth' }); target?.scrollIntoView({ block: phone ? 'center' : 'nearest', behavior: calm ? 'auto' : 'smooth' });
}); });
} }
// --- Phones: the status strip carries a jump to each board, and a phone on its side shows one board at a time ---
let phone = $state(false);
let oneBoard = $state(false);
$effect(() => {
const narrow = matchMedia('(max-width: 860px)');
const short = matchMedia('(max-width: 1000px) and (max-height: 540px)');
const read = () => {
phone = narrow.matches;
oneBoard = short.matches;
};
read();
narrow.addEventListener('change', read);
short.addEventListener('change', read);
return () => {
narrow.removeEventListener('change', read);
short.removeEventListener('change', read);
};
});
/** The board shown when there is room for one at a time; a move made on another brings that one forward. */
let level = $state(2);
$effect(() => {
const m = g.moves.at(-1);
if (m) level = levelOf(m.to);
});
function goLevel(lv: number) {
if (oneBoard) {
level = lv;
return;
}
const world = document.querySelector(`.play g.world[data-level="${lv}"]`);
const strip = document.querySelector('.play .status');
if (!world) return;
const top = world.getBoundingClientRect().top + scrollY - ((strip?.getBoundingClientRect().height ?? 0) + 14);
scrollTo({ top, behavior: calm ? 'auto' : 'smooth' });
}
/** The game told move by move, replayed from the ledger's moves. */ /** The game told move by move, replayed from the ledger's moves. */
const tellings = $derived(narrate(g)); const tellings = $derived(narrate(g));
function storyOf(ply: number): string { function storyOf(ply: number): string {
@@ -328,6 +368,9 @@
{:else} {:else}
<strong>{nameOfSide(g.toMove)} is thinking</strong> · you are {SIDE_NAMES[mySide!]}{#if inCheckNow}&nbsp;· <span class="check">{nameOfSide(g.toMove)} is in check</span>{/if} <strong>{nameOfSide(g.toMove)} is thinking</strong> · you are {SIDE_NAMES[mySide!]}{#if inCheckNow}&nbsp;· <span class="check">{nameOfSide(g.toMove)} is in check</span>{/if}
{/if} {/if}
{#if phone && !onGlass && !pending}
<span class="jump">{#each [[3, 'Air'], [2, 'Land'], [1, 'Underworld']] as [lv, label] (lv)}<button type="button" class="link plain" class:current={oneBoard && level === lv} class:lit={targets.some((t) => levelOf(t) === lv)} onclick={() => goLevel(lv as number)}>{label}</button>{/each}</span>
{/if}
{#if reviewing !== null && !pending} {#if reviewing !== null && !pending}
<span class="marked">The boards as they stood after move {reviewing} of {g.moves.length}. <span class="marked">The boards as they stood after move {reviewing} of {g.moves.length}.
<button type="button" class="link" disabled={reviewing <= 1} onclick={() => review(reviewing! - 1)}>Earlier</button> · <button type="button" class="link" disabled={reviewing <= 1} onclick={() => review(reviewing! - 1)}>Earlier</button> ·
@@ -364,7 +407,7 @@
<Glass g={v} {mySide} {selected} {targets} {reach} {shownSquares} {shownCaptured} {checkSquare} {calm} {tap} /> <Glass g={v} {mySide} {selected} {targets} {reach} {shownSquares} {shownCaptured} {checkSquare} {calm} {tap} />
{:else} {:else}
<div class="frame"> <div class="frame">
<BoardArtwork g={v} {tokens} {showCoords} {flipped} {selected} {targets} {reach} {shownSquares} {shownCaptured} {checkSquare} {calm} {tap} {escape} /> <BoardArtwork g={v} {tokens} levels={oneBoard ? [level] : [3, 2, 1]} climb={(lv) => (level = lv)} {showCoords} {flipped} {selected} {targets} {reach} {shownSquares} {shownCaptured} {checkSquare} {calm} {tap} {escape} />
</div> </div>
{/if} {/if}
<p class="visually-hidden" aria-live="polite">{liveText}</p> <p class="visually-hidden" aria-live="polite">{liveText}</p>
@@ -456,6 +499,26 @@
color: var(--frost); color: var(--frost);
} }
/* The jumps: one a board, and a mark on any board the chosen piece can reach. */
.jump {
display: flex;
gap: 1rem;
margin-top: 0.25rem;
font-size: 0.85rem;
}
.jump .current {
color: var(--ember);
}
.jump .lit::after {
content: ' ●';
font-size: 0.6em;
vertical-align: middle;
color: var(--frost);
}
.marked .link:disabled { .marked .link:disabled {
color: var(--bone-faint); color: var(--bone-faint);
text-decoration: none; text-decoration: none;
@@ -488,6 +551,13 @@
margin: 0 auto; margin: 0 auto;
} }
/* A phone on its side has no height for three boards: one shows at a time, as wide as the screen allows. */
@media (max-width: 1000px) and (max-height: 540px) {
.frame {
max-width: none;
}
}
.glass-way { .glass-way {
max-width: 640px; max-width: 640px;
margin: 0 auto 0.5rem; margin: 0 auto 0.5rem;
+16 -3
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@@ -15,10 +15,11 @@
// underworld, each twelve by eight in the colours Gygax suggested, with // underworld, each twelve by eight in the colours Gygax suggested, with
// the pieces as discs bearing his letters. Shared by the table, the // the pieces as discs bearing his letters. Shared by the table, the
// lessons and the hall's still of the opening. // lessons and the hall's still of the opening.
import { tick } from 'svelte';
import { FILES, RANKS, PER_LEVEL, fileOf, rankOf, levelOf, idx, isLight, kindOf, sideOf, frozen, squareName, LETTERS, NAMES, SIDE_NAMES, type State } from '$lib/game'; import { FILES, RANKS, PER_LEVEL, fileOf, rankOf, levelOf, idx, isLight, kindOf, sideOf, frozen, squareName, LETTERS, NAMES, SIDE_NAMES, type State } from '$lib/game';
let { let {
g, tokens, levels = [3, 2, 1], showCoords = false, flipped = false, selected = null, targets = [], reach = [], shownSquares = [], shownCaptured = [], checkSquare = -1, g, tokens, levels = [3, 2, 1], showCoords = false, flipped = false, selected = null, targets = [], reach = [], shownSquares = [], shownCaptured = [], checkSquare = -1,
calm = true, decorative = false, tap = () => {}, escape = () => {} calm = true, decorative = false, tap = () => {}, escape = () => {}, climb
}: { }: {
g: State; g: State;
tokens?: Token[]; tokens?: Token[];
@@ -40,9 +41,12 @@
tap?: (i: number) => void | Promise<void>; tap?: (i: number) => void | Promise<void>;
/** Escape pressed on a square: the caller lets go of whatever it was doing. */ /** Escape pressed on a square: the caller lets go of whatever it was doing. */
escape?: () => void; escape?: () => void;
/** Page Up or Page Down towards a board that is not drawn: the caller may bring it out. */
climb?: (level: number) => void;
} = $props(); } = $props();
let svg: SVGSVGElement | undefined = $state(); let svg: SVGSVGElement | undefined = $state();
const focusSquare = (i: number) => svg?.querySelector<SVGRectElement>(`rect.square[data-i="${i}"]`)?.focus();
/** The one square Tab reaches: the grid is entered once, at the square last visited, and the keys walk it from there. */ /** The one square Tab reaches: the grid is entered once, at the square last visited, and the keys walk it from there. */
let visited = $state<number | null>(null); let visited = $state<number | null>(null);
/** Arrows walk a board the way it is drawn, Page Up and Page Down climb and descend, Enter picks up and sets down. */ /** Arrows walk a board the way it is drawn, Page Up and Page Down climb and descend, Enter picks up and sets down. */
@@ -57,7 +61,13 @@
const f = fileOf(i) + df; const f = fileOf(i) + df;
const r = rankOf(i) + dr; const r = rankOf(i) + dr;
const lv = levelOf(i) + dl; const lv = levelOf(i) + dl;
if (f >= 0 && f < FILES && r >= 0 && r < RANKS && levels.includes(lv)) svg?.querySelector<SVGRectElement>(`rect.square[data-i="${idx(lv, f, r)}"]`)?.focus(); if (f < 0 || f >= FILES || r < 0 || r >= RANKS || lv < 1 || lv > 3) return;
const to = idx(lv, f, r);
if (levels.includes(lv)) focusSquare(to);
else if (climb) {
climb(lv);
void tick().then(() => focusSquare(to));
}
} else if (e.key === 'Enter' || e.key === ' ') { } else if (e.key === 'Enter' || e.key === ' ') {
e.preventDefault(); e.preventDefault();
void tap(i); void tap(i);
@@ -88,7 +98,10 @@
return { x: PAD_L + f * CELL, y: slot * (boardHeight + GAP) + PAD_T + r * CELL }; return { x: PAD_L + f * CELL, y: slot * (boardHeight + GAP) + PAD_T + r * CELL };
} }
const drawn = $derived(levels.flatMap((lv) => Array.from({ length: PER_LEVEL }, (_, n) => (lv - 1) * PER_LEVEL + n))); const drawn = $derived(levels.flatMap((lv) => Array.from({ length: PER_LEVEL }, (_, n) => (lv - 1) * PER_LEVEL + n)));
const entry = $derived(visited ?? selected ?? (levels.includes(2) ? idx(2, flipped ? FILES - 1 : 0, flipped ? RANKS - 1 : 0) : drawn[0])); const entry = $derived.by(() => {
for (const c of [visited, selected]) if (c !== null && drawn.includes(c)) return c;
return levels.includes(2) ? idx(2, flipped ? FILES - 1 : 0, flipped ? RANKS - 1 : 0) : drawn[0];
});
const fileLetter = (n: number) => 'abcdefghijkl'[flipped ? FILES - 1 - n : n]; const fileLetter = (n: number) => 'abcdefghijkl'[flipped ? FILES - 1 - n : n];
const rankNumber = (n: number) => (flipped ? n + 1 : RANKS - n); const rankNumber = (n: number) => (flipped ? n + 1 : RANKS - n);
const describe = (i: number) => { const describe = (i: number) => {
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@@ -37,7 +37,7 @@
/** The boards' colours, Gygax's: light blue and white, light green and amber, red and brown. */ /** The boards' colours, Gygax's: light blue and white, light green and amber, red and brown. */
const SQUARES: Record<number, [string, string]> = { 3: ['#e4ecf2', '#9fb8cc'], 2: ['#e6d7a3', '#8fa66a'], 1: ['#c9937a', '#7a4a3a'] }; const SQUARES: Record<number, [string, string]> = { 3: ['#e4ecf2', '#9fb8cc'], 2: ['#e6d7a3', '#8fa66a'], 1: ['#c9937a', '#7a4a3a'] };
const LIVERY: Record<Side, string> = { gold: '#d8a63e', scarlet: '#a4302a' }; const LIVERY: Record<Side, string> = { gold: '#d8a63e', scarlet: '#a4302a' };
const MARK = { selected: '#8cc8e0', target: '#8cc8e0', reach: '#8cc8e0', last: '#f0a53a', fallen: '#e0655c', check: '#e0655c' }; const MARK = { selected: '#8cc8e0', target: '#8cc8e0', reach: '#8cc8e0', last: '#f0a53a', fallen: '#e0655c', check: '#e0655c', frozen: '#b9c9d2' };
/** Air between the sheets, in squares: enough for a Dragon's wings. */ /** Air between the sheets, in squares: enough for a Dragon's wings. */
const GAP = 4.2; const GAP = 4.2;
const CELL = 1; const CELL = 1;
@@ -447,6 +447,8 @@
}); });
$effect(() => { $effect(() => {
marks.clear(); marks.clear();
// A figure held by a Basilisk stands in a pale ring, since its dimmed livery is easy to miss among forty.
for (let i = 0; i < g.cells.length; i++) if (g.cells[i] !== '' && frozen(g.cells, i) && i !== selected) mark(i, 'ring', MARK.frozen, 0.8);
for (const i of reach) mark(i, g.cells[i] === '' ? 'dot' : 'ring', MARK.reach, 0.85); for (const i of reach) mark(i, g.cells[i] === '' ? 'dot' : 'ring', MARK.reach, 0.85);
for (const i of shownSquares) mark(i, 'halo', MARK.last); for (const i of shownSquares) mark(i, 'halo', MARK.last);
for (const i of shownCaptured) mark(i, 'halo', MARK.fallen); for (const i of shownCaptured) mark(i, 'halo', MARK.fallen);
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@@ -24,6 +24,8 @@
Object.fromEntries((game.options ?? []).map((o) => [o.key, o.choices.some((c) => c.value === prefs[`table.${o.key}`]) ? String(prefs[`table.${o.key}`]) : o.default])) Object.fromEntries((game.options ?? []).map((o) => [o.key, o.choices.some((c) => c.value === prefs[`table.${o.key}`]) ? String(prefs[`table.${o.key}`]) : o.default]))
); );
let prefsOpen = $state(false); let prefsOpen = $state(false);
/** The side and the Sylphs' setup wait behind one line until asked for. */
let setupOpen = $state(false);
/** The opening as the host's choices lay it, drawn beside the buttons. */ /** The opening as the host's choices lay it, drawn beside the buttons. */
const opening = $derived(createGame({ A: 'Gold', B: 'Scarlet' }, 0, undefined, options)); const opening = $derived(createGame({ A: 'Gold', B: 'Scarlet' }, 0, undefined, options));
let busy = $state(false); let busy = $state(false);
@@ -218,7 +220,9 @@
</label> </label>
{#if !ready}<p class="option-note muted small">A name first, and the buttons wake. The drake is the computer, playing for the house.</p>{/if} {#if !ready}<p class="option-note muted small">A name first, and the buttons wake. The drake is the computer, playing for the house.</p>{/if}
{#if game.options?.length} {#if game.options?.length}
<div class="options"> {@const chosenLabels = game.options.map((o) => `${o.label} ${o.choices.find((c) => c.value === options[o.key])?.label.replace(/^(?!Gold|Scarlet)./, (ch) => ch.toLowerCase()) ?? ''}.`)}
<p class="setup muted small">{chosenLabels.join(' ')} <button type="button" class="link plain" aria-expanded={setupOpen} onclick={() => (setupOpen = !setupOpen)}>{setupOpen ? 'Done' : 'Change'}</button></p>
<div class="options" hidden={!setupOpen}>
{#each game.options as o (o.key)} {#each game.options as o (o.key)}
{@const chosen = o.choices.find((c) => c.value === options[o.key])} {@const chosen = o.choices.find((c) => c.value === options[o.key])}
<div> <div>
@@ -660,6 +664,14 @@
margin: 0.2rem 0 0.6rem; margin: 0.2rem 0 0.6rem;
} }
.options[hidden] {
display: none;
}
.setup {
margin: 0.2rem 0 0.6rem;
}
.option { .option {
display: flex; display: flex;
align-items: center; align-items: center;