mirror of
https://github.com/tiennm99/noitu.git
synced 2026-10-11 03:13:45 +00:00
The chain shows each word's score breakdown as small chips beside the total. A "Bí từ" button next to the input claims a dead end on the player's own turn, armed the same way resign is; a false claim is answered inline near the input rather than in the general error banner. A rejection for a word not in the dictionary offers the one real word a diacritic typo differs from, filling and focusing the field on click, and a button to report the word as real, acknowledged with a confirmation once the server has heard it.
324 lines
9.8 KiB
Svelte
324 lines
9.8 KiB
Svelte
<script>
|
|
import { fill, pointKindLabels, t } from '$lib/i18n/vi.js';
|
|
import { scrollBehavior } from '$lib/motion.js';
|
|
import { game } from '$lib/stores/game.svelte.js';
|
|
|
|
/** @type {HTMLElement | undefined} */
|
|
let list = $state();
|
|
|
|
// Newest first: the move that decides what to play next is the last one, so
|
|
// it belongs where the eye lands rather than at the end of a list the
|
|
// player has to scroll through.
|
|
const entries = $derived([...game.state.chain].reverse());
|
|
|
|
/** How far from the newest row still counts as watching the newest row. */
|
|
const FOLLOW_PX = 48;
|
|
|
|
// Keep the newest word in view as the chain grows. Reading chain.length in
|
|
// the effect is what subscribes it to new moves.
|
|
//
|
|
// Only for a reader who is already at the top, though: the newest word is
|
|
// row one, so anybody scrolled past it is reading an older definition, and
|
|
// yanking them back every time somebody moves is worse than making them
|
|
// scroll.
|
|
$effect(() => {
|
|
game.state.chain.length;
|
|
if (!list || list.scrollTop > FOLLOW_PX) return;
|
|
list.scrollTo({ top: 0, behavior: scrollBehavior() });
|
|
});
|
|
|
|
/**
|
|
* Whether there is chain below the fold. The list is given whatever height
|
|
* the board has left, which is never a whole number of rows, so the last
|
|
* one is part in and part out of view — and a card sliced by the bottom
|
|
* edge reads as broken rather than as scrollable. It is faded out instead,
|
|
* but only while there is really something under it: a fade at the true
|
|
* end of the chain would be saying the same thing about nothing.
|
|
*/
|
|
let more = $state(false);
|
|
|
|
function measure() {
|
|
if (!list) return;
|
|
more = list.scrollHeight - list.scrollTop - list.clientHeight > 4;
|
|
}
|
|
|
|
// Re-measured on the three things that change the answer: a new word, the
|
|
// reader scrolling, and the box being resized — which is what an opening
|
|
// keyboard, a rotation and a meaning panel unfolding all are.
|
|
$effect(() => {
|
|
game.state.chain.length;
|
|
game.state.expanded.length;
|
|
if (!list) return;
|
|
measure();
|
|
const observer = new ResizeObserver(measure);
|
|
observer.observe(list);
|
|
return () => observer.disconnect();
|
|
});
|
|
</script>
|
|
|
|
<section class="chain" aria-label={t.chainTitle}>
|
|
<h2>{t.chainTitle}</h2>
|
|
{#if game.state.chain.length === 0}
|
|
<p class="empty">{t.chainEmpty}</p>
|
|
{:else}
|
|
<!-- role, because list-style: none takes the list semantics away in
|
|
Safari with VoiceOver, and "3 trong 24" is most of what the chain
|
|
tells somebody listening to it. -->
|
|
<ol class="rows" class:more role="list" bind:this={list} onscroll={measure}>
|
|
{#each entries as entry, index (entry.word)}
|
|
<!-- The panel id comes from the row's place in the chain, not the
|
|
word, so two rows can never share one. -->
|
|
{@const open = game.isExpanded(entry.word)}
|
|
{@const panelId = `meaning-${entries.length - 1 - index}`}
|
|
<li class:mine={entry.byMe} class:opening={entry.opening} class:latest={index === 0}>
|
|
<!-- The whole row is the button, with or without a definition, so the
|
|
chain behaves the same for all of them and a player can hit it
|
|
anywhere on the card instead of aiming at the word. It holds text
|
|
only: the panel it opens cannot live inside a button. Never
|
|
focused from here: the word input keeps focus while a player types. -->
|
|
<button
|
|
class="row"
|
|
type="button"
|
|
aria-expanded={open}
|
|
aria-controls={open ? panelId : undefined}
|
|
aria-label={fill(open ? t.meaningHide : t.meaningShow, { word: entry.word })}
|
|
onclick={() => game.toggleMeaning(entry.word)}
|
|
>
|
|
<span class="word">{entry.word}</span>
|
|
<!-- Who played it, not merely whether it was mine: a chain
|
|
four people built is unreadable without the names. -->
|
|
{#if !entry.opening && !entry.byMe && game.nameOf(entry.playerId)}
|
|
<span class="by">{game.nameOf(entry.playerId)}</span>
|
|
{/if}
|
|
<span class="meta">
|
|
{#if entry.syllables > 2}
|
|
<span class="badge">{entry.syllables} {t.syllableUnit}</span>
|
|
{/if}
|
|
{#if entry.points > 0}
|
|
<span class="points">+{entry.points}</span>
|
|
{/if}
|
|
</span>
|
|
</button>
|
|
{#if entry.byMe && entry.typed && entry.typed !== entry.word}
|
|
<!-- The server accepted a different spelling from the one typed.
|
|
Saying so beats silently rewriting the player's word. -->
|
|
<span class="corrected">
|
|
{fill(t.correctedFrom, { typed: entry.typed, word: entry.word })}
|
|
</span>
|
|
{/if}
|
|
{#if entry.parts.length}
|
|
<!-- Why the word scored what it did, not only that it did: the
|
|
client has no wordlist to re-derive this from, so the terms
|
|
travel with the total. -->
|
|
<p class="parts">
|
|
{entry.parts
|
|
.map((/** @type {any} */ p) => `+${p.value} ${pointKindLabels[p.kind] ?? ''}`)
|
|
.join(' · ')}
|
|
</p>
|
|
{/if}
|
|
{#if open}
|
|
<!-- Plain text from the server, rendered as text: the builder
|
|
stripped the wiki markup and nothing here re-interprets it. -->
|
|
{#if entry.meanings.length}
|
|
<ol class="meanings" id={panelId}>
|
|
{#each entry.meanings as sense (sense.gloss)}
|
|
<li>{sense.pos ? `(${sense.pos}) ` : ''}{sense.gloss}</li>
|
|
{/each}
|
|
</ol>
|
|
{:else}
|
|
<p class="meanings none" id={panelId}>{t.meaningNone}</p>
|
|
{/if}
|
|
{/if}
|
|
</li>
|
|
{/each}
|
|
</ol>
|
|
{/if}
|
|
</section>
|
|
|
|
<style>
|
|
/* Takes whatever height the board has left so the list scrolls inside
|
|
itself; the syllable, the input and the buttons above it stay put
|
|
however long the chain gets. */
|
|
.chain {
|
|
display: flex;
|
|
flex: 1;
|
|
flex-direction: column;
|
|
min-height: 0;
|
|
}
|
|
|
|
h2 {
|
|
margin: 0 0 var(--space-2);
|
|
color: var(--text-muted);
|
|
font-size: var(--text-4);
|
|
font-weight: 600;
|
|
/* Uppercase Vietnamese stacks a tone mark above a capital, which the
|
|
inherited 1.5 only just clears. */
|
|
line-height: 1.6;
|
|
text-transform: uppercase;
|
|
letter-spacing: 0.04em;
|
|
}
|
|
|
|
.empty {
|
|
margin: 0;
|
|
color: var(--text-muted);
|
|
}
|
|
|
|
/* Row rules are scoped to the outer list: the meanings list nested in a
|
|
row is an <ol> of <li> too and must not inherit the card styling. */
|
|
.rows {
|
|
display: flex;
|
|
flex-direction: column;
|
|
gap: 6px;
|
|
margin: 0;
|
|
padding: 0;
|
|
/* overflow-y sets a flex item's automatic minimum size to 0, and the
|
|
shell is pinned at exactly 100dvh — so on a short viewport, which is
|
|
what an open keyboard or a finished game's panel leaves, the list
|
|
would shrink to nothing with no page scroll to recover it. A floor
|
|
makes the page grow instead.
|
|
|
|
Three rows of it: at a row and a half the chain was a sliver you
|
|
could not read the history in, and the whole point of it is reading
|
|
back what has been played. Anything above this is space the board
|
|
had going spare. */
|
|
min-height: 9rem;
|
|
overflow-y: auto;
|
|
list-style: none;
|
|
/* Rows settle whole rather than half in and half out of view: the
|
|
list is a transcript to read back, and a card sliced by the bottom
|
|
edge reads as broken rather than as scrollable. Proximity, not
|
|
mandatory — a row with its meaning open can be taller than the
|
|
window that holds it. */
|
|
scroll-snap-type: y proximity;
|
|
/* The list keeps its own scrolling to itself rather than carrying on
|
|
into the page behind it once it reaches the end. */
|
|
overscroll-behavior: contain;
|
|
}
|
|
|
|
.rows > li {
|
|
scroll-snap-align: start;
|
|
}
|
|
|
|
/* Set while there is chain under the bottom edge: the row that is half in
|
|
view fades out instead of being cut off square, which is the only thing
|
|
on a phone that says this list scrolls. */
|
|
.rows.more {
|
|
mask-image: linear-gradient(to bottom, #000 calc(100% - 28px), transparent);
|
|
}
|
|
|
|
.rows > li {
|
|
display: flex;
|
|
flex-direction: column;
|
|
border: 1px solid var(--border);
|
|
border-radius: var(--radius-sm);
|
|
background: var(--surface);
|
|
}
|
|
|
|
/* The padding belongs to the button rather than the card so the whole
|
|
closed card, its edges included, is inside the click target. */
|
|
.row {
|
|
display: flex;
|
|
flex-wrap: wrap;
|
|
align-items: baseline;
|
|
gap: 8px;
|
|
min-height: 44px;
|
|
padding: 8px 12px;
|
|
border: 0;
|
|
border-radius: inherit;
|
|
background: none;
|
|
color: inherit;
|
|
font: inherit;
|
|
text-align: left;
|
|
cursor: pointer;
|
|
}
|
|
|
|
.row:focus-visible {
|
|
outline: 2px solid var(--accent);
|
|
outline-offset: -2px;
|
|
}
|
|
|
|
.row:hover .word {
|
|
text-decoration: underline;
|
|
}
|
|
|
|
.rows > li.mine {
|
|
border-color: var(--accent);
|
|
background: var(--accent-soft);
|
|
}
|
|
|
|
.rows > li.opening {
|
|
border-style: dashed;
|
|
background: var(--surface-alt);
|
|
}
|
|
|
|
/* A structural cue rather than only a shadow: --shadow is black at 30-40%
|
|
over a dark surface, which is nothing at all, and in a two-player game
|
|
the alternating .mine tint was left doing the marking instead. */
|
|
.rows > li.latest {
|
|
border-inline-start: 3px solid var(--accent);
|
|
box-shadow: var(--shadow);
|
|
}
|
|
|
|
.word {
|
|
font-size: var(--text-6);
|
|
font-weight: 600;
|
|
}
|
|
|
|
.meanings {
|
|
margin: 0 0 8px;
|
|
padding-left: calc(12px + 1.4em);
|
|
padding-right: 12px;
|
|
color: var(--text-muted);
|
|
font-size: var(--text-4);
|
|
line-height: 1.4;
|
|
}
|
|
|
|
ol.meanings {
|
|
list-style: decimal;
|
|
}
|
|
|
|
.meanings.none {
|
|
padding-left: 12px;
|
|
font-style: italic;
|
|
}
|
|
|
|
.meta {
|
|
display: inline-flex;
|
|
gap: 8px;
|
|
margin-left: auto;
|
|
font-size: var(--text-3);
|
|
}
|
|
|
|
.by {
|
|
color: var(--text-muted);
|
|
font-size: var(--text-3);
|
|
}
|
|
|
|
.badge {
|
|
padding: 1px var(--space-2);
|
|
border-radius: var(--radius-pill);
|
|
background: var(--surface-alt);
|
|
color: var(--text-muted);
|
|
}
|
|
|
|
.points {
|
|
color: var(--accent);
|
|
font-weight: 600;
|
|
font-variant-numeric: tabular-nums;
|
|
}
|
|
|
|
.corrected {
|
|
padding: 0 12px 8px;
|
|
color: var(--text-muted);
|
|
font-size: var(--text-3);
|
|
}
|
|
|
|
.parts {
|
|
margin: 0;
|
|
padding: 0 12px 8px;
|
|
color: var(--text-muted);
|
|
font-size: var(--text-2);
|
|
font-variant-numeric: tabular-nums;
|
|
}
|
|
</style>
|