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| Author | SHA1 | Date | |
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93463a529b | ||
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8c03fd624c | ||
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f2be3b0055 | ||
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0f4ae0dca4 |
No files matched your search
@@ -36,12 +36,15 @@ __HOST__ {
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# Everything else is the static site. SvelteKit writes each route as
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# <route>.html, so /rules is tried as /rules.html before falling back to the
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# app shell, which serves the rooms. Hashed assets under _app/immutable are
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# cached for a year; every other response is revalidated so a deploy shows
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# up on the next load.
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# cached for a year, and the glass board's figures, which weigh a few
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# megabytes and seldom change, for a week; every other response is
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# revalidated so a deploy shows up on the next load.
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handle {
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@immutable path /_app/immutable/*
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header @immutable Cache-Control "public, max-age=31536000, immutable"
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@mutable not path /_app/immutable/*
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@figures path /figures/*
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header @figures Cache-Control "public, max-age=604800"
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@mutable not path /_app/immutable/* /figures/*
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header @mutable Cache-Control "no-cache"
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try_files {path} {path}.html /index.html
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file_server
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+161
-25
@@ -44,29 +44,32 @@
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};
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const flipped = $derived(mySide === 'scarlet');
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const inCheckNow = $derived(!g.over && inCheck(g.cells, g.toMove));
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const checkSquare = $derived(inCheckNow ? kingSquare(g.cells, g.toMove) : -1);
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// --- Tokens: pieces with a life of their own, so a move slides, a capture fades and a Warrior stands up a Hero ---
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let tokens = $state<Token[]>([]);
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/** How many of the game's moves the tokens have played through. */
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/** How many of the moves the tokens have played through. */
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let shown = $state(0);
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let animating = $state(false);
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/** Bumped when the tokens are set out afresh, so a catch-up in flight lets go of them. */
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let epoch = 0;
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const calm = $derived(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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epoch += 1;
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let id = 0;
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tokens = g.cells.flatMap((piece, at) => (piece === '' ? [] : [{ id: id++, piece, at, dying: false }]));
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shown = g.moves.length;
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tokens = v.cells.flatMap((piece, at) => (piece === '' ? [] : [{ id: id++, piece, at, dying: false }]));
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shown = v.moves.length;
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}
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async function catchUp() {
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if (animating) return;
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animating = true;
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const mine = epoch;
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try {
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while (shown < g.moves.length) {
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const m = g.moves[shown];
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while (shown < v.moves.length) {
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const m = v.moves[shown];
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const mover = tokens.find((t) => t.at === m.from && !t.dying);
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if (!mover) {
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resetTokens();
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@@ -80,12 +83,15 @@
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if (victim) victim.dying = true;
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mover.at = m.to;
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await wait(380);
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if (mine !== epoch) return;
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if (m.promoted) mover.piece = (mover.piece[0] + 'H') as typeof mover.piece;
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}
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if (mine !== epoch) return;
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if (victim) tokens = tokens.filter((t) => !t.dying);
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shown += 1;
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announce(storyOf(shown));
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if (shown < g.moves.length) await wait(260);
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if (reviewing === null) announce(storyOf(shown));
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if (shown < v.moves.length) await wait(260);
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if (mine !== epoch) return;
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}
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} finally {
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animating = false;
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@@ -93,33 +99,105 @@
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}
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$effect(() => {
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const total = g.moves.length;
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if (total < shown || (tokens.length === 0 && g.cells.some((p) => p !== ''))) resetTokens();
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const total = v.moves.length;
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if (total < shown || (tokens.length === 0 && v.cells.some((p) => p !== ''))) resetTokens();
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else if (total > shown) void catchUp();
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});
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// --- What the boards show: the last move played, or a move picked from the record ---
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// --- What the boards show: the game as it stands, or as it stood after a move picked from the record ---
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let reviewing = $state<number | null>(null);
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$effect(() => {
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void g.moves.length;
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reviewing = null;
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selected = null;
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});
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/** The state the boards draw: the game's own, or the position after the move under review, with that many moves played. */
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const v = $derived.by((): typeof g => {
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if (reviewing === null) return g;
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const t = tellings[reviewing - 1];
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return { ...g, cells: t.after, moves: g.moves.slice(0, reviewing), toMove: t.move.by === 'gold' ? 'scarlet' : 'gold' };
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});
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/** The King in check on the boards as drawn: the game's, or the position under review. */
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const checkSquare = $derived(reviewing !== null ? (inCheck(v.cells, v.toMove) ? kingSquare(v.cells, v.toMove) : -1) : inCheckNow ? kingSquare(g.cells, g.toMove) : -1);
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const shownPly = $derived(reviewing ?? shown);
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const shownLast = $derived<Move | null>(shownPly > 0 ? g.moves[shownPly - 1] : null);
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const shownSquares = $derived(shownLast ? (shownLast.afar ? [shownLast.from] : [shownLast.from, shownLast.to]) : []);
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const shownCaptured = $derived(shownLast?.captured ? [shownLast.to] : []);
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/** A move picked from the record lights its squares on the boards as they stand; the pieces stay where they are. */
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/** A move picked from the record puts the boards back as they stood after it, brings its board into view, and says so. */
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function review(ply: number | null) {
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if (ply !== null && (ply < 1 || ply > g.moves.length)) return;
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const step = (ply ?? g.moves.length) - shown;
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const had = document.activeElement;
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reviewing = ply;
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if (ply === null) return;
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const m = g.moves[ply - 1];
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requestAnimationFrame(() => {
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selected = null;
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inspected = null;
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// One move on plays itself; any other leap sets the pieces out where they stood.
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if (step !== 1) resetTokens();
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announce(ply === null ? `Back to the game as it stands, after move ${g.moves.length}. ${liveLine}` : `The boards after move ${ply} of ${g.moves.length}. ${storyOf(ply)}`);
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const m = ply === null ? null : g.moves[ply - 1];
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if (m && oneBoard && !onGlass) level = levelOf(m.to);
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void tick().then(() => {
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// A button that went with the mode, or went grey under the keyboard, leaves it nowhere: it goes back to the boards, or stays with the review.
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const lost = document.activeElement === document.body || (document.activeElement === had && had instanceof HTMLButtonElement && had.disabled);
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if (lost) {
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if (ply === null) focusBoards();
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else backToNow?.focus();
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}
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if (!m) return;
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const target = onGlass ? document.querySelector('.play canvas') : document.querySelector(`.play g.world[data-level="${levelOf(m.to)}"]`);
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target?.scrollIntoView({ block: matchMedia('(max-width: 860px)').matches ? 'center' : 'nearest', behavior: calm ? 'auto' : 'smooth' });
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if (!target) return;
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if (phone) scrollUnderStrip(target);
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else target.scrollIntoView({ block: 'nearest', behavior: calm ? 'auto' : 'smooth' });
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});
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}
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let backToNow = $state<HTMLButtonElement | null>(null);
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let artwork = $state<ReturnType<typeof BoardArtwork>>();
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let glassWay = $state<HTMLButtonElement | null>(null);
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/** The keyboard goes to the boards: the grid's own square, or, on the glass, the way back to the flat boards. */
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function focusBoards() {
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if (artwork) artwork.focusGrid();
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else glassWay?.focus();
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}
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// --- Phones: the status strip carries a jump to each board, and a phone on its side shows one board at a time ---
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let phone = $state(false);
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let oneBoard = $state(false);
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$effect(() => {
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const narrow = matchMedia('(max-width: 860px)');
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const short = matchMedia('(max-width: 1000px) and (max-height: 540px)');
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const read = () => {
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phone = narrow.matches;
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oneBoard = short.matches;
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};
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read();
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narrow.addEventListener('change', read);
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short.addEventListener('change', read);
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return () => {
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narrow.removeEventListener('change', read);
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short.removeEventListener('change', read);
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};
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});
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/** The board shown when there is room for one at a time; a move made on another brings that one forward. */
|
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let level = $state(2);
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$effect(() => {
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const m = g.moves.at(-1);
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if (m) level = levelOf(m.to);
|
||||
});
|
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function goLevel(lv: number) {
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if (oneBoard) {
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level = lv;
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return;
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}
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const world = document.querySelector(`.play g.world[data-level="${lv}"]`);
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if (world) scrollUnderStrip(world);
|
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}
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/** Scrolls a board to sit just under the status strip, which stays in view above it. */
|
||||
function scrollUnderStrip(el: Element) {
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const strip = document.querySelector('.play .status');
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const top = el.getBoundingClientRect().top + scrollY - ((strip?.getBoundingClientRect().height ?? 0) + 14);
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scrollTo({ top, behavior: calm ? 'auto' : 'smooth' });
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}
|
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|
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/** The game told move by move, replayed from the ledger's moves. */
|
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const tellings = $derived(narrate(g));
|
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@@ -152,6 +230,14 @@
|
||||
} else if (levelOf(m.to) === 2 && frozen(g.cells, m.to)) line += ' There it is frozen by the Basilisk beneath.';
|
||||
return line;
|
||||
});
|
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/** The game as it stands, in a few words: shown beside a position under review, and said when the review ends. */
|
||||
const liveLine = $derived.by(() => {
|
||||
if (g.over) return `${verdict} ${g.over.reason}`;
|
||||
if (room.spectating) return `${nameOfSide(g.toMove)} to move.`;
|
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if (yourMove) return `Your move${inCheckNow ? ', and your King is in check' : ''}.`;
|
||||
if (room.view.playingOn) return 'The drakes play on.';
|
||||
return `${nameOfSide(g.toMove)} is thinking.`;
|
||||
});
|
||||
|
||||
// --- Choosing and moving ---
|
||||
let selected = $state<number | null>(null);
|
||||
@@ -209,7 +295,11 @@
|
||||
|
||||
async function tap(i: number) {
|
||||
if (room.sending || animating) return;
|
||||
reviewing = null;
|
||||
if (reviewing !== null) {
|
||||
// The boards are showing an earlier position: a tap brings them back to now, and nothing more.
|
||||
review(null);
|
||||
return;
|
||||
}
|
||||
if (!yourMove) {
|
||||
// Not your move, or no seat: a tap on a piece still opens its panel.
|
||||
inspected = g.cells[i] !== '' ? (inspected === i ? null : i) : null;
|
||||
@@ -282,7 +372,7 @@
|
||||
}
|
||||
}
|
||||
|
||||
const pieceCount = (side: Side) => g.cells.filter((p) => p !== '' && sideOf(p) === side).length;
|
||||
const pieceCount = (side: Side) => v.cells.filter((p) => p !== '' && sideOf(p) === side).length;
|
||||
</script>
|
||||
|
||||
<main class="board">
|
||||
@@ -292,6 +382,11 @@
|
||||
<strong>Move {squareName(pending.from)} to {squareName(pending.to)}?</strong>
|
||||
<button type="button" class="commit small" bind:this={confirmButton} onclick={() => pending && send(pending.from, pending.to)} onkeydown={cancelOnEscape}>Confirm</button>
|
||||
<button type="button" class="quiet small" onclick={cancel} onkeydown={cancelOnEscape}>Cancel</button>
|
||||
{:else if reviewing !== null}
|
||||
<strong>After move {reviewing} of {g.moves.length}</strong> · {SIDE_NAMES[v.toMove]} to move{#if checkSquare >= 0} · <span class="check">in check</span>{/if} ·
|
||||
<span class="marked"><button type="button" class="link" disabled={reviewing <= 1} onclick={() => review(reviewing! - 1)}>Earlier</button> ·
|
||||
<button type="button" class="link" disabled={reviewing >= g.moves.length} onclick={() => review(reviewing! + 1)}>Later</button> ·
|
||||
<button type="button" class="link" bind:this={backToNow} onclick={() => review(null)}>Back to now</button></span>
|
||||
{:else if g.over}
|
||||
<strong>{verdict}</strong> <span class="muted">{g.over.reason}</span>
|
||||
{:else if room.spectating}
|
||||
@@ -303,8 +398,11 @@
|
||||
{:else}
|
||||
<strong>{nameOfSide(g.toMove)} is thinking</strong> · you are {SIDE_NAMES[mySide!]}{#if inCheckNow} · <span class="check">{nameOfSide(g.toMove)} is in check</span>{/if}
|
||||
{/if}
|
||||
{#if reviewing !== null && !pending}
|
||||
<span class="marked">Move {reviewing} is lit on the boards as they stand now; no piece has moved back. <button type="button" class="link" onclick={() => review(null)}>Clear it</button></span>
|
||||
{#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}
|
||||
<span class="now muted">The game now, after move {g.moves.length}: {liveLine}</span>
|
||||
{/if}
|
||||
</div>
|
||||
{#if shownStory && (shownCaptured.length || reviewing !== null || shownLast?.check || shownLast?.promoted || shownFreeze)}
|
||||
@@ -330,13 +428,13 @@
|
||||
</div>
|
||||
{/if}
|
||||
|
||||
<p class="muted small glass-way"><button type="button" class="link plain" disabled={fetching} aria-busy={fetching} onclick={() => seeGlass(!onGlass)}>{fetching ? 'Fetching the glass board…' : onGlass ? 'Back to the flat boards' : 'See the glass board'}</button>{#if drake && !g.over} · <button type="button" class="link plain" disabled={starting} onclick={again}>Start over against a fresh drake</button>{/if}</p>
|
||||
<p class="muted small glass-way"><button type="button" class="link plain" bind:this={glassWay} disabled={fetching} aria-busy={fetching} onclick={() => seeGlass(!onGlass)}>{fetching ? 'Fetching the glass board…' : onGlass ? 'Back to the flat boards' : 'See the glass board'}</button>{#if drake && !g.over} · <button type="button" class="link plain" disabled={starting} onclick={again}>Start over against a fresh drake</button>{/if}</p>
|
||||
{#if fault}<p class="warning">{fault}</p>{/if}
|
||||
{#if onGlass && Glass}
|
||||
<Glass {g} {mySide} {selected} {targets} {reach} {shownSquares} {shownCaptured} {checkSquare} {calm} {tap} />
|
||||
<Glass g={v} {mySide} {showCoords} {selected} {targets} {reach} {shownSquares} {shownCaptured} {checkSquare} {calm} {tap} />
|
||||
{:else}
|
||||
<div class="frame">
|
||||
<BoardArtwork {g} {tokens} {showCoords} {flipped} {selected} {targets} {reach} {shownSquares} {shownCaptured} {checkSquare} {calm} {tap} {escape} />
|
||||
<BoardArtwork bind:this={artwork} 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>
|
||||
{/if}
|
||||
<p class="visually-hidden" aria-live="polite">{liveText}</p>
|
||||
@@ -356,14 +454,14 @@
|
||||
<h2>At the table</h2>
|
||||
<ul>
|
||||
{#each g.seats as id (id)}
|
||||
<li class:to-move={g.players[id].side === g.toMove && !g.over}>
|
||||
<li class:to-move={g.players[id].side === v.toMove && !(g.over && reviewing === null)}>
|
||||
<span class="dot {g.players[id].side}"></span>
|
||||
<span>{g.players[id].name}{id === room.me ? ' (you)' : ''}</span>
|
||||
<span class="muted">{SIDE_NAMES[g.players[id].side]}, {pieceCount(g.players[id].side)} pieces</span>
|
||||
</li>
|
||||
{/each}
|
||||
</ul>
|
||||
<p class="muted small">Move {g.moves.length + 1}.</p>
|
||||
<p class="muted small">{reviewing !== null ? `After move ${reviewing} of ${g.moves.length}.` : `Move ${g.moves.length + 1}.`}</p>
|
||||
</section>
|
||||
<Chronicle {tellings} {mySide} {reviewing} onReview={review} />
|
||||
<TableTalk {room} />
|
||||
@@ -423,11 +521,42 @@
|
||||
}
|
||||
|
||||
.marked {
|
||||
display: inline-block;
|
||||
margin-left: 0.2rem;
|
||||
color: var(--frost);
|
||||
}
|
||||
|
||||
.now {
|
||||
display: block;
|
||||
margin-top: 0.2rem;
|
||||
}
|
||||
|
||||
/* The jumps: one a board, and a mark on any board the chosen piece can reach. */
|
||||
.jump {
|
||||
display: flex;
|
||||
gap: 1rem;
|
||||
margin-top: 0.25rem;
|
||||
font-size: 0.85rem;
|
||||
}
|
||||
|
||||
.jump .current {
|
||||
color: var(--ember);
|
||||
}
|
||||
|
||||
.jump .lit::after {
|
||||
content: ' ●';
|
||||
font-size: 0.6em;
|
||||
vertical-align: middle;
|
||||
color: var(--frost);
|
||||
}
|
||||
|
||||
|
||||
.marked .link:disabled {
|
||||
color: var(--bone-faint);
|
||||
text-decoration: none;
|
||||
cursor: default;
|
||||
}
|
||||
|
||||
.check {
|
||||
color: var(--ember);
|
||||
font-weight: 600;
|
||||
@@ -454,6 +583,13 @@
|
||||
margin: 0 auto;
|
||||
}
|
||||
|
||||
/* A phone on its side has no height for three boards: one shows at a time, as wide as the screen allows. */
|
||||
@media (max-width: 1000px) and (max-height: 540px) {
|
||||
.frame {
|
||||
max-width: none;
|
||||
}
|
||||
}
|
||||
|
||||
.glass-way {
|
||||
max-width: 640px;
|
||||
margin: 0 auto 0.5rem;
|
||||
|
||||
@@ -15,10 +15,11 @@
|
||||
// underworld, each twelve by eight in the colours Gygax suggested, with
|
||||
// the pieces as discs bearing his letters. Shared by the table, the
|
||||
// lessons and the hall's still of the opening.
|
||||
import { tick } from 'svelte';
|
||||
import { FILES, RANKS, PER_LEVEL, fileOf, rankOf, levelOf, idx, isLight, kindOf, sideOf, frozen, squareName, LETTERS, NAMES, SIDE_NAMES, type State } from '$lib/game';
|
||||
let {
|
||||
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;
|
||||
tokens?: Token[];
|
||||
@@ -40,9 +41,12 @@
|
||||
tap?: (i: number) => void | Promise<void>;
|
||||
/** Escape pressed on a square: the caller lets go of whatever it was doing. */
|
||||
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();
|
||||
|
||||
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. */
|
||||
let visited = $state<number | null>(null);
|
||||
/** Arrows walk a board the way it is drawn, Page Up and Page Down climb and descend, Enter picks up and sets down. */
|
||||
@@ -57,7 +61,13 @@
|
||||
const f = fileOf(i) + df;
|
||||
const r = rankOf(i) + dr;
|
||||
const lv = levelOf(i) + dl;
|
||||
if (f >= 0 && f < FILES && r >= 0 && r < RANKS && levels.includes(lv)) svg?.querySelector<SVGRectElement>(`rect.square[data-i="${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 === ' ') {
|
||||
e.preventDefault();
|
||||
void tap(i);
|
||||
@@ -88,7 +98,14 @@
|
||||
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 entry = $derived(visited ?? selected ?? (levels.includes(2) ? idx(2, flipped ? FILES - 1 : 0, flipped ? RANKS - 1 : 0) : drawn[0]));
|
||||
const entry = $derived.by(() => {
|
||||
for (const c of [visited, selected]) if (c !== null && drawn.includes(c)) return c;
|
||||
return levels.includes(2) ? idx(2, flipped ? FILES - 1 : 0, flipped ? RANKS - 1 : 0) : drawn[0];
|
||||
});
|
||||
/** Puts the keyboard on the grid, at the square Tab would reach. */
|
||||
export function focusGrid() {
|
||||
focusSquare(entry);
|
||||
}
|
||||
const fileLetter = (n: number) => 'abcdefghijkl'[flipped ? FILES - 1 - n : n];
|
||||
const rankNumber = (n: number) => (flipped ? n + 1 : RANKS - n);
|
||||
const describe = (i: number) => {
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
<script lang="ts">
|
||||
// The game told top to bottom, oldest first, each move with what came of
|
||||
// it, and the newest scrolled into view. A move's heading is a button that
|
||||
// shows that move on the boards.
|
||||
// puts the boards back as they stood after it.
|
||||
import { tick } from 'svelte';
|
||||
import type { Telling } from '$lib/game/chronicle';
|
||||
import { notation, type Side } from '$lib/game';
|
||||
@@ -25,7 +25,7 @@
|
||||
{#each tellings as t (t.ply)}
|
||||
<article class:mine={mySide === t.move.by} class:reviewed={reviewing === t.ply}>
|
||||
<h3>
|
||||
<button type="button" class="link plain" title="Light this move's squares on the boards as they stand" onclick={() => onReview(reviewing === t.ply ? null : t.ply)}>
|
||||
<button type="button" class="link plain" title="Show the boards as they stood after this move" onclick={() => onReview(reviewing === t.ply ? null : t.ply)}>
|
||||
Move {t.ply} <span class="notation">{notation(t.move)}</span>
|
||||
</button>
|
||||
</h3>
|
||||
|
||||
@@ -17,7 +17,7 @@
|
||||
import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
|
||||
import { FILES, RANKS, fileOf, rankOf, levelOf, idx, isLight, kindOf, sideOf, frozen, type Kind, type Side, type State } from '$lib/game';
|
||||
|
||||
let { g, mySide = null, selected = null, targets = [], reach = [], shownSquares = [], shownCaptured = [], checkSquare = -1, calm = true, tap = () => {} }: {
|
||||
let { g, mySide = null, selected = null, targets = [], reach = [], shownSquares = [], shownCaptured = [], checkSquare = -1, calm = true, showCoords = true, tap = () => {} }: {
|
||||
g: State;
|
||||
mySide?: Side | null;
|
||||
selected?: number | null;
|
||||
@@ -27,6 +27,8 @@
|
||||
shownCaptured?: number[];
|
||||
checkSquare?: number;
|
||||
calm?: boolean;
|
||||
/** Whether the sheets' rims carry the files' letters and the ranks' numbers, as the flat boards do. */
|
||||
showCoords?: boolean;
|
||||
tap?: (i: number) => void | Promise<void>;
|
||||
} = $props();
|
||||
|
||||
@@ -37,12 +39,20 @@
|
||||
/** 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 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. */
|
||||
const GAP = 4.2;
|
||||
const CELL = 1;
|
||||
/** The sheet's rim beyond the outer squares, in squares. */
|
||||
const RIM = 0.3;
|
||||
/** The sheet's rim beyond the outer squares, in squares: room for the square names. */
|
||||
const RIM = 0.45;
|
||||
/** The ink the rim's letters are written in, dark on the pale sheets and pale on the red one. */
|
||||
const INK: Record<number, string> = { 3: '#2a3b48', 2: '#33391f', 1: '#f3dfd0' };
|
||||
/** Repaints the sheets when the preference for square names changes; set once the sheets exist. */
|
||||
let repaint: (() => void) | null = null;
|
||||
$effect(() => {
|
||||
void showCoords;
|
||||
repaint?.();
|
||||
});
|
||||
|
||||
const levelY = (level: number) => (level - 1) * GAP;
|
||||
/** Where a square's centre sits: Gold's side towards +z, file a at -x. */
|
||||
@@ -106,12 +116,11 @@
|
||||
|
||||
// The sheets, tinted by level, and the posts that hold them.
|
||||
const slabs: THREE.Mesh[] = [];
|
||||
for (const level of [1, 2, 3]) {
|
||||
// The texture covers the whole sheet, rim included, so that the squares sit exactly under the figures.
|
||||
const PX = 40;
|
||||
const c = document.createElement('canvas');
|
||||
c.width = (FILES + 2 * RIM) * PX;
|
||||
c.height = (RANKS + 2 * RIM) * PX;
|
||||
const sheets: { level: number; c: HTMLCanvasElement; map: THREE.CanvasTexture }[] = [];
|
||||
// The texture covers the whole sheet, rim included, so that the squares sit exactly under the figures.
|
||||
// The canvas's bottom edge is Gold's, rank 1; its left edge is file a.
|
||||
const PX = 64;
|
||||
function paint(level: number, c: HTMLCanvasElement) {
|
||||
const ctx = c.getContext('2d')!;
|
||||
ctx.fillStyle = SQUARES[level][1];
|
||||
ctx.fillRect(0, 0, c.width, c.height);
|
||||
@@ -119,8 +128,47 @@
|
||||
ctx.fillStyle = SQUARES[level][isLight(idx(level, f, r)) ? 0 : 1];
|
||||
ctx.fillRect((RIM + f) * PX, (RIM + RANKS - 1 - r) * PX, PX, PX);
|
||||
}
|
||||
if (!showCoords) return;
|
||||
// The names run along every edge, the far ones turned about, so that each seat reads its own.
|
||||
ctx.fillStyle = INK[level];
|
||||
ctx.font = `600 ${Math.round(PX * 0.34)}px 'Iowan Old Style', Georgia, serif`;
|
||||
ctx.textAlign = 'center';
|
||||
ctx.textBaseline = 'middle';
|
||||
const inset = (RIM * PX) / 2;
|
||||
const write = (text: string, x: number, y: number, turned: boolean) => {
|
||||
ctx.save();
|
||||
ctx.translate(x, y);
|
||||
if (turned) ctx.rotate(Math.PI);
|
||||
ctx.fillText(text, 0, 1);
|
||||
ctx.restore();
|
||||
};
|
||||
for (let f = 0; f < FILES; f++) {
|
||||
const letter = 'abcdefghijkl'[f];
|
||||
const x = (RIM + f + 0.5) * PX;
|
||||
write(letter, x, c.height - inset, false);
|
||||
write(letter, x, inset, true);
|
||||
}
|
||||
for (let r = 0; r < RANKS; r++) {
|
||||
const y = (RIM + RANKS - 1 - r + 0.5) * PX;
|
||||
write(String(r + 1), inset, y, false);
|
||||
write(String(r + 1), c.width - inset, y, true);
|
||||
}
|
||||
}
|
||||
repaint = () => {
|
||||
for (const sh of sheets) {
|
||||
paint(sh.level, sh.c);
|
||||
sh.map.needsUpdate = true;
|
||||
}
|
||||
};
|
||||
for (const level of [1, 2, 3]) {
|
||||
const c = document.createElement('canvas');
|
||||
c.width = (FILES + 2 * RIM) * PX;
|
||||
c.height = (RANKS + 2 * RIM) * PX;
|
||||
paint(level, c);
|
||||
const map = new THREE.CanvasTexture(c);
|
||||
map.colorSpace = THREE.SRGBColorSpace;
|
||||
map.anisotropy = 8;
|
||||
sheets.push({ level, c, map });
|
||||
const slab = new THREE.Mesh(
|
||||
new THREE.BoxGeometry((FILES + 2 * RIM) * CELL, 0.12, (RANKS + 2 * RIM) * CELL),
|
||||
new THREE.MeshPhysicalMaterial({ map, transparent: true, opacity: 0.62, roughness: 0.15, metalness: 0, clearcoat: 1 })
|
||||
@@ -142,7 +190,7 @@
|
||||
const tip = new THREE.Mesh(new THREE.ConeGeometry(0.19, 1.0, 12), stone);
|
||||
tip.position.y = GAP * 2 + 1.9;
|
||||
group.add(post, tip);
|
||||
group.position.set(x * (FILES / 2 + 0.6), 0, z * (RANKS / 2 + 0.6));
|
||||
group.position.set(x * (FILES / 2 + 0.75), 0, z * (RANKS / 2 + 0.75));
|
||||
scene.add(group);
|
||||
posts.push({ group, stone });
|
||||
}
|
||||
@@ -447,6 +495,8 @@
|
||||
});
|
||||
$effect(() => {
|
||||
marks.clear();
|
||||
// A figure held by a Basilisk stands in a pale ring, since its dimmed livery is easy to miss among forty.
|
||||
for (let i = 0; i < g.cells.length; i++) if (g.cells[i] !== '' && frozen(g.cells, i) && i !== selected) mark(i, 'ring', MARK.frozen, 0.8);
|
||||
for (const i of reach) mark(i, g.cells[i] === '' ? 'dot' : 'ring', MARK.reach, 0.85);
|
||||
for (const i of shownSquares) mark(i, 'halo', MARK.last);
|
||||
for (const i of shownCaptured) mark(i, 'halo', MARK.fallen);
|
||||
@@ -469,6 +519,7 @@
|
||||
|
||||
return () => {
|
||||
kept = { view, sheet, side: mySide, position: camera.position.toArray(), target: controls.target.toArray(), zoom: above.zoom };
|
||||
repaint = null;
|
||||
removeEventListener('resize', resize);
|
||||
watcher.disconnect();
|
||||
controls.dispose();
|
||||
|
||||
@@ -24,6 +24,8 @@
|
||||
Object.fromEntries((game.options ?? []).map((o) => [o.key, o.choices.some((c) => c.value === prefs[`table.${o.key}`]) ? String(prefs[`table.${o.key}`]) : o.default]))
|
||||
);
|
||||
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. */
|
||||
const opening = $derived(createGame({ A: 'Gold', B: 'Scarlet' }, 0, undefined, options));
|
||||
let busy = $state(false);
|
||||
@@ -218,7 +220,9 @@
|
||||
</label>
|
||||
{#if !ready}<p class="option-note muted small">A name first, and the buttons wake. The drake is the computer, playing for the house.</p>{/if}
|
||||
{#if game.options?.length}
|
||||
<div class="options">
|
||||
{@const chosenLabels = game.options.map((o) => `${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)}
|
||||
{@const chosen = o.choices.find((c) => c.value === options[o.key])}
|
||||
<div>
|
||||
@@ -660,6 +664,14 @@
|
||||
margin: 0.2rem 0 0.6rem;
|
||||
}
|
||||
|
||||
.options[hidden] {
|
||||
display: none;
|
||||
}
|
||||
|
||||
.setup {
|
||||
margin: 0.2rem 0 0.6rem;
|
||||
}
|
||||
|
||||
.option {
|
||||
display: flex;
|
||||
align-items: center;
|
||||
|
||||
@@ -20,6 +20,8 @@ export interface Telling {
|
||||
ply: number;
|
||||
move: Move;
|
||||
lines: Line[];
|
||||
/** The boards as they stood once the move was made. */
|
||||
after: Cell[];
|
||||
}
|
||||
|
||||
const WORLD: Record<number, string> = { 3: 'the air', 2: 'the land', 1: 'the underworld' };
|
||||
@@ -127,7 +129,7 @@ export function narrate(state: State, start?: Cell[]): Telling[] {
|
||||
state.moves.forEach((move, n) => {
|
||||
const { lines, after } = tellOne(cells, move, owner);
|
||||
cells = after;
|
||||
out.push({ ply: n + 1, move, lines });
|
||||
out.push({ ply: n + 1, move, lines, after });
|
||||
});
|
||||
if (state.over && out.length) out[out.length - 1].lines.push({ kind: 'end', text: state.over.reason });
|
||||
return out;
|
||||
|
||||
Reference in new issue
Block a user