Игра запускается и играется: три рантайм-бага и адаптивная вёрстка

Проверено вживую в Chrome: лобби -> матч -> бот ходит -> результат ->
статистика в лобби. Полный матч отыгран, оба исхода видел.

Баги, которые собирались и типизировались, но падали только в рантайме:

1. Canvas не менял размер под экран. Своего cc.Widget у него не было,
   а alignCanvasWithScreen правит только камеру. Canvas оставался
   1280x720, и все растянутые по нему дети — тоже.
2. [...map.values()] превращается сборкой в [].concat(map.values()),
   а concat не разворачивает итератор, а кладёт его одним элементом.
   Отсюда "view.cancelAnimations is not a function" на первой же уборке
   карт. Теперь Array.from.
3. Рубашка козыря рисовалась поверх колоды, а не под ней.

Вёрстка переделана под требование UI.md (4:3 .. 21:9):
- fitWidth даёт постоянную ширину, но не высоту: на 4:3 видно только
  ±720 юнитов. Кнопка "Leave" на y=840 и низ руки на -860 были за
  экраном именно там, где это важнее всего
- рука и панель действий считаются от нижней границы экрана,
  "Leave" прибит виджетом к левому верхнему углу
- стол — один ряд до шести карт вместо двух рядов по три: экономит
  ~215 юнитов высоты, которых на 4:3 нет. Ряд центрируется по тем
  картам, что реально на столе
- затемнение под окном результата рисуется непрозрачным спрайтом:
  тонировать и без того полупрозрачный спрайт почти ничего не даёт

Инструменты:
- npm run serve — отдаёт сборку и роут /_aspects: игра в трёх
  фиксированных iframe-ах 4:3 / 16:9 / 21:9. Движок подгоняет себя
  под окно, поэтому iframe — единственный простой способ увидеть
  вёрстку в форме, которой окно не имеет
- npm run check:spreads — ловит спред неитерируемого в массив
- npm run check — чистота core, спреды, сцены, типы, тесты

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
This commit is contained in:
ftc
2026-09-13 12:41:47 +03:00
co-authored by Claude Opus 5
parent 43f5bc5df3
commit 7fbe4c324d
14 changed files with 710 additions and 152 deletions
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+48 -18
View File
@@ -37,27 +37,57 @@ export const Layout = {
screenMargin: 40,
/**
* Where things sit on the table, in canvas coordinates (origin at the
* centre, y up). Vertical positions stay well inside the 1080×1920 design
* area so that a 4:3 screen — which crops the top and bottom — still shows
* every one of them. See docs/DECISIONS.md.
* Fixed anchors, in canvas coordinates (origin at the centre, y up).
*
* Every one of these is inside ±700, because the widest screen the game
* supports is 4:3, and fit-width means a 4:3 phone sees only 1440 design
* units of height — ±720 from the centre. Anything outside that band is
* simply not on screen for those players. The hand and the action bar are
* NOT here: they follow the bottom edge, see `bottomAnchors`.
*/
region: {
opponentHandY: 600,
opponentLabelY: 770,
deck: { x: -390, y: 150 },
trump: { x: -300, y: 120 },
discard: { x: 430, y: 150 },
/** Centre of the first table row; the second row sits a row-height below. */
tableTopY: -20,
tableRowStep: 235,
tableColumnStep: 180,
messageY: 330,
actionBarY: -430,
playerHandY: -700,
},
opponentLabelY: 630,
opponentHandY: 500,
messageY: 355,
deck: { x: -395, y: 215 },
trump: { x: -300, y: 185 },
discard: { x: 430, y: 215 },
deckLabelY: 55,
/**
* The table is one row of up to six slots rather than two rows of three.
* Six cards at 0.62 scale span 950 of the 1080 available units, and the row
* saves the ~215 units of height that a second row would cost — height the
* 4:3 layout cannot spare.
*/
tableY: -30,
tableColumnStep: 170,
tableColumns: 6,
} as const;
/**
* The anchors that follow the bottom of the screen instead of the centre.
*
* The player's hand must be reachable by a thumb and fully visible whatever the
* screen's shape, so it is measured from the bottom edge rather than placed at
* a fixed design coordinate. On a tall 21:9 screen this simply leaves more felt
* between the table and the hand.
*/
export function bottomAnchors(halfHeight: number): { handY: number; actionBarY: number } {
const handY = -halfHeight + Layout.cardHeight / 2 + 24;
return { handY, actionBarY: handY + Layout.cardHeight / 2 + 85 };
}
/**
* Centre x of table slot `index` when `count` cards are down.
*
* The row is centred on what is actually in play, not on six fixed slots — a
* lone attacking card belongs in the middle of the table, not parked in the
* left-hand slot of an empty grid.
*/
export function tableSlotX(index: number, count: number): number {
return (index - (count - 1) / 2) * Layout.tableColumnStep;
}
export const Palette = {
gold: new Color(244, 194, 69, 255),
cream: new Color(247, 240, 222, 255),
+61 -20
View File
@@ -1,6 +1,6 @@
import {
_decorator, Button, Component, EventTouch, Label, Node, Prefab,
instantiate, tween, UIOpacity, v3, Vec3,
instantiate, tween, UIOpacity, UITransform, v3, Vec3,
} from 'cc';
import { Card } from '../../core/cards/Card';
import { BasicBot } from '../../core/bot/BasicBot';
@@ -9,7 +9,7 @@ import { Action, ActionType, Actions, IllegalActionError } from '../../core/rule
import { Phase, PlayerId } from '../../core/rules/GameState';
import { legalActions } from '../../core/rules/DurakRules';
import { intentFor } from '../../core/rules/intent';
import { Layout, Palette, Timing } from '../common/Theme';
import { bottomAnchors, Layout, Palette, tableSlotX, Timing } from '../common/Theme';
import { Strings } from '../common/Strings';
import { CardLibrary } from './CardLibrary';
import { CardView } from './CardView';
@@ -79,6 +79,9 @@ export class GameScreen extends Component {
@property({ type: Button, tooltip: 'Dismisses the result overlay.' })
continueButton: Button | null = null;
@property({ type: Node, tooltip: 'Holds Take and Done; follows the bottom edge.' })
actionBar: Node | null = null;
/** Set by `MainFlow`. */
onFinished: ((outcome: MatchOutcome) => void) | null = null;
onQuitRequested: (() => void) | null = null;
@@ -145,7 +148,12 @@ export class GameScreen extends Component {
/** Releases every card node and forgets the match. Safe to call twice. */
teardown(): void {
this.unscheduleAllCallbacks();
for (const view of [...this._views.values(), ...this._anonymous]) {
// Array.from, not [...map.values()]. The build transpiles array spread
// to [].concat(...), which appends a Map iterator as a single element
// instead of expanding it — so the loop would run once over the iterator
// itself. See docs/DECISIONS.md.
const live = Array.from(this._views.values()).concat(this._anonymous);
for (const view of live) {
view.cancelAnimations();
this._recycle(view);
}
@@ -289,6 +297,13 @@ export class GameScreen extends Component {
// Rendering
// -----------------------------------------------------------------------
/** Half the canvas height, which is how far the layout may reach from centre. */
private _halfHeight(): number {
const transform = this.node.getComponent(UITransform);
const height = transform && transform.height > 0 ? transform.height : Layout.designHeight;
return height / 2;
}
/** Lays the whole table out from the current state, tweening over `duration`. */
render(duration: number): void {
const match = this._match;
@@ -298,16 +313,23 @@ export class GameScreen extends Component {
const state = match.state;
const view = match.viewFor(HUMAN);
const live = new Set<Card>();
const anchors = bottomAnchors(this._halfHeight());
// Trump card, lying under the deck.
this._layOutHud(anchors.actionBarY);
// The trump card lies face up under the draw pile, turned sideways so the
// suit shows. _place lifts whatever it touches to the top of the layer,
// so it is pushed back down afterwards.
if (state.deck.length > 0) {
live.add(state.trumpCard);
this._place(state.trumpCard, true,
v3(Layout.region.trump.x, Layout.region.trump.y, 0), 0.62, 90, duration);
v3(Layout.trump.x, Layout.trump.y, 0), Layout.tableCardScale, 90, duration);
this._views.get(state.trumpCard)?.node.setSiblingIndex(0);
}
// The player's hand: a straight row, tightened as it grows.
const hand = [...view.hand].sort(byTrumpThenRank(state.trumpSuit));
// The player's hand: a straight row, tightened as it grows, and sitting
// against the bottom edge wherever that happens to be.
const hand = view.hand.slice().sort(byTrumpThenRank(state.trumpSuit));
const step = Math.min(
Layout.handStep,
hand.length > 1 ? (Layout.handMaxWidth - Layout.cardWidth) / (hand.length - 1) : Layout.handStep,
@@ -317,15 +339,13 @@ export class GameScreen extends Component {
live.add(card);
const lifted = card === this._selected ? Layout.handLift : 0;
this._place(card, true,
v3(handLeft + i * step, Layout.region.playerHandY + lifted, 0), 1, 0, duration);
v3(handLeft + i * step, anchors.handY + lifted, 0), 1, 0, duration);
});
// The table: attacking cards with whatever beat them, three to a row.
// The table: one centred row of attacking cards, each with whatever beat it.
state.table.forEach((slot, i) => {
const column = i % 3;
const row = Math.floor(i / 3);
const x = (column - 1) * Layout.region.tableColumnStep;
const y = Layout.region.tableTopY - row * Layout.region.tableRowStep;
const x = tableSlotX(i, state.table.length);
const y = Layout.tableY;
live.add(slot.attack);
this._place(slot.attack, true, v3(x, y, 0), Layout.tableCardScale, 0, duration);
@@ -343,6 +363,20 @@ export class GameScreen extends Component {
this._renderChrome(view.opponents[0]?.handSize ?? 0);
}
/**
* Puts the scene's fixed furniture where this screen shape wants it. Doing it
* here rather than in the scene keeps one source of truth for the layout, and
* the action bar has to move with the hand anyway.
*/
private _layOutHud(actionBarY: number): void {
moveNodeY(this.actionBar, actionBarY);
moveNodeY(this.opponentLabel?.node ?? null, Layout.opponentLabelY);
moveNodeY(this.messageLabel?.node ?? null, Layout.messageY);
if (this.deckAnchor) {
this.deckAnchor.setPosition(Layout.deck.x, Layout.deckLabelY, 0);
}
}
/** Face-down nodes: a short stack for the deck, and the opponent's hand. */
private _renderAnonymous(deckSize: number, opponentHand: number, duration: number): void {
// Three backs are enough to read as a pile; drawing twenty-four is waste.
@@ -358,8 +392,8 @@ export class GameScreen extends Component {
for (let i = 0; i < deckBacks; i++) {
this._anonymous[i].moveTo(
v3(Layout.region.deck.x + i * 3, Layout.region.deck.y + i * 3, 0),
0.62, 0, duration,
v3(Layout.deck.x + i * 3, Layout.deck.y + i * 3, 0),
Layout.tableCardScale, 0, duration,
);
}
@@ -367,7 +401,7 @@ export class GameScreen extends Component {
const left = -step * (opponentHand - 1) / 2;
for (let i = 0; i < opponentHand; i++) {
this._anonymous[deckBacks + i].moveTo(
v3(left + i * step, Layout.region.opponentHandY, 0),
v3(left + i * step, Layout.opponentHandY, 0),
Layout.opponentCardScale, 0, duration,
);
}
@@ -409,7 +443,7 @@ export class GameScreen extends Component {
if (!view) {
view = this._take(card, faceUp);
// A card appearing for the first time slides out of the deck.
view.moveTo(v3(Layout.region.deck.x, Layout.region.deck.y, 0), 0.62, 0, 0);
view.moveTo(v3(Layout.deck.x, Layout.deck.y, 0), Layout.tableCardScale, 0, 0);
this._views.set(card, view);
}
view.flipTo(faceUp);
@@ -419,14 +453,15 @@ export class GameScreen extends Component {
/** Cards that have left the visible table — they went to the discard or a hand. */
private _retireCardsNotIn(live: Set<Card>, duration: number): void {
for (const [card, view] of [...this._views]) {
// Array.from, not [...map] — see the note in teardown.
for (const [card, view] of Array.from(this._views.entries())) {
if (live.has(card)) continue;
this._views.delete(card);
const goingToOpponent = !this._match?.state.discard.includes(card);
const target = goingToOpponent
? v3(0, Layout.region.opponentHandY, 0)
: v3(Layout.region.discard.x, Layout.region.discard.y, 0);
? v3(0, Layout.opponentHandY, 0)
: v3(Layout.discard.x, Layout.discard.y, 0);
view.moveTo(target, 0.4, 0, duration);
view.flipTo(false);
@@ -512,6 +547,12 @@ function setActive(node: Node | null, active: boolean): void {
if (node) node.active = active;
}
function moveNodeY(node: Node | null, y: number): void {
if (node && node.position.y !== y) {
node.setPosition(node.position.x, y, 0);
}
}
function setButton(button: Button | null, enabled: boolean): void {
if (!button) return;
button.node.active = enabled;
+31
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@@ -171,3 +171,34 @@ every node authored through the editor tools had been left on the DEFAULT layer
while the camera only renders UI_2D (see CODE_MODE_SETUP.md). A blank screen
carries no information about which step failed, and a loader that can hang
forever on an asset the lobby does not even need is a dead end for no reason.
## 2026-09-13 · Presentation · The vertical layout follows the screen edges
**Decision.** `Layout` holds fixed anchors only for things that live near the
centre, and every one of those is inside ±700. The player's hand and the action
bar are computed from the actual canvas height at render time (`bottomAnchors`),
and the Leave button is pinned to the top-left with a Widget.
**Why.** `fitWidth` means the width is always 1080 units but the height is not:
a 4:3 phone sees 1440 units (±720) and a 21:9 phone sees 2520 (±1260). The first
version used fixed design coordinates, which put the Leave button at y = 840 and
the bottom of the hand at −860 — both off screen on a 4:3 phone, the very case
docs/UI.md asks for. The table is also a single row of up to six slots rather
than two rows of three, which buys back the ~215 units of height that 4:3 cannot
spare, and the row is centred on the cards actually in play so a lone attacking
card sits in the middle of the table.
## 2026-09-13 · Build · Never array-spread anything that is not an array
The build transpiles `[...a, ...b]` to `[].concat(a, b)`. That is right for
arrays, but `Array.prototype.concat` does not expand an arbitrary iterable — it
appends it as a single element. `[...this._views.values()]` therefore produced a
one-element array holding the Map iterator, and the first card ever recycled
threw `view.cancelAnimations is not a function`.
**Decision.** Use `Array.from(...)` for anything that is not already an array,
and `npm run check:spreads` fails the build on `...x.values()`, `...x.keys()`,
`...x.entries()` and spreads of things named like a Map or Set.
**Why.** It type-checks, it reads correctly, and it only fails at runtime on a
real build — exactly the kind of mistake a static check earns its keep on.
+14 -12
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@@ -80,21 +80,19 @@ progress. The Cocos layer only renders state and turns taps into actions.
- [x] Return to lobby; start another match without a scene leak
- [x] Leave-match button, which ends the match as a loss
### M8 — Responsive and touch pass `[~]`
### M8 — Responsive and touch pass `[x]`
- [x] Fit-width canvas, safe-area root, widget-stretched background
- [x] Every interactive element authored at or above the 120-unit minimum
- [x] Every interactive element at or above the 120-unit minimum
(buttons 330×140 and 560×150; hand cards expose ~128 units each)
- [x] Vertical positions kept inside the 4:3 crop
- [ ] **Blocked:** seen at the extreme aspect ratios. Needs a machine that can
actually run the build — see "What is and is not verified" in
[TECHNICAL.md](TECHNICAL.md)
- [x] Hand and action bar follow the bottom edge; Leave pinned to the top-left
- [x] Seen running at 4:3, 16:9 and 21:9 — `npm run serve` then `/_aspects`
### M9 — Build verification and hand-off `[~]`
### M9 — Build verification and hand-off `[x]`
- [x] `web-mobile` build completes clean; command recorded in TECHNICAL.md
- [x] Card art reaches the build and packs into a single 2048² atlas
- [x] Every component reference in the scene verified populated
- [ ] **Blocked:** the build seen running. The browser in this environment falls
back to a software renderer that cannot start the engine's main loop
- [x] A full match played in a browser: deal, attack, defend, take, discard,
redraw, result overlay, statistics written and shown back in the lobby
- [x] Android/iOS texture settings written up in TECHNICAL.md (they have to
be applied once in the Inspector; they live in the `.meta` files)
- [x] README
@@ -105,9 +103,13 @@ progress. The Cocos layer only renders state and turns taps into actions.
is off in both scenes, but the scene keeps its `_envmapHDR` reference and the
builder follows it. The editor tool server cannot write a null reference;
clearing the field in the Inspector by hand would do it.
- Nothing verifies the presentation layer automatically. The obvious next step is
a smoke test that boots the scene headlessly and asserts the card nodes land
where the layout says they should.
- Nothing verifies the presentation layer automatically. `npm run check:scenes`
and `npm run check:spreads` catch the two classes of mistake that have
actually bitten, but a smoke test that boots the scene and asserts card
positions would cover more.
- At 21:9 there is a lot of empty felt between the table and the hand. It reads
as roomy rather than broken, but the table could drift downwards on very tall
screens.
## Deliberately out of scope for iteration 1
+28 -13
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@@ -241,19 +241,34 @@ The card atlas is the only texture where this matters — 2048×2048 uncompresse
is 16 MB of video memory, and ASTC 6×6 brings that to roughly 1.2 MB. Do it
before the first device build.
### What is and is not verified
The rules, the bot and the save format are covered by `npm test` and are
verified. The presentation layer is verified only as far as this environment
allows: the project builds clean, every component reference in the scene is
populated, and all 37 card sprites pack into one 2048² texture.
It has **not** been seen running. The browser available here falls back to a
software renderer that cannot start the Cocos main loop (`totalFrames` stays at
0), so no screenshot of the actual game was possible. To check it by eye, open
the project in Cocos Creator and press Preview, or serve `build/web-mobile` over
HTTP — it is a static folder and needs no server features:
### Looking at it
```bash
npx http-server build/web-mobile -p 8123 -c-1
npm run serve
```
Serves `build/web-mobile` on http://localhost:8123, plus one route of its own:
- `/_aspects` — the game in fixed-size iframes at 4:3, 16:9 and 21:9 portrait,
side by side. The engine resizes itself to fill whatever window it is in, so
an iframe is the only straightforward way to see the layout at a shape the
desktop window is not.
- `/_aspects?only=16:9&h=690` — one viewport, which boots much faster than three.
The layout has been checked this way at all three ratios, and a full match
played through in the browser: deal, attack, defend, take, discard, redraw,
result overlay, and the statistics written and read back in the lobby.
### Three traps this project has already fallen into
All three build and type-check cleanly, look right in the editor, and fail only
at runtime. Each now has a guard; `npm run check` runs all of them.
1. **Node layers.** `nodeCreate` puts nodes on DEFAULT; a Canvas camera renders
UI_2D only, so the build shows the camera's clear colour and nothing else.
The scene view renders every layer, so the editor looks fine.
2. **The Canvas needs its own Widget.** Without one the Canvas keeps the size it
was authored at and every widget-stretched child inherits it.
`alignCanvasWithScreen` does not do this — it only adjusts the camera.
3. **Array spread of a non-array.** The build turns `[...x]` into `[].concat(x)`,
which appends an iterator rather than expanding it. Use `Array.from`.
+3 -1
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@@ -20,6 +20,8 @@
"stats:bot": "vitest run --config vitest.stats.mts",
"build:art": "node scripts/build-art.mjs",
"check:scenes": "node scripts/check-scenes.mjs",
"check": "npm run check:core-purity && npm run check:scenes && npm run typecheck && npm test"
"check": "npm run check:core-purity && npm run check:spreads && npm run check:scenes && npm run typecheck && npm test",
"serve": "node scripts/serve-build.mjs",
"check:spreads": "node scripts/check-spreads.mjs"
}
}
+12
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@@ -96,6 +96,17 @@ function tableBackground() {
</svg>`;
}
/**
* A plain opaque square, used as a full-screen dimmer behind dialogs. It has to
* be fully opaque so that tinting it decides the darkness — tinting an already
* translucent sprite multiplies the two and barely darkens anything.
*/
function fill() {
return `<svg xmlns="http://www.w3.org/2000/svg" width="8" height="8" viewBox="0 0 8 8">
<rect width="8" height="8" fill="#ffffff"/>
</svg>`;
}
/** Outline of a place where a card can go. Drawn under the table slots. */
function cardSlot() {
return `<svg xmlns="http://www.w3.org/2000/svg" width="${CARD_W}" height="${CARD_H}" viewBox="0 0 ${CARD_W} ${CARD_H}">
@@ -144,6 +155,7 @@ const DRAWINGS = {
[`${CARDS_OUT}/card_back.png`]: cardBack(),
[`${UI_OUT}/table_bg.png`]: tableBackground(),
[`${UI_OUT}/card_slot.png`]: cardSlot(),
[`${UI_OUT}/fill.png`]: fill(),
[`${UI_OUT}/panel.png`]: nineSlice({
fill: '#062718', fillOpacity: 0.88, stroke: '#2f7a52', strokeWidth: 4, radius: 34,
}),
+23
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@@ -49,6 +49,8 @@ function checkLayers(path, objects) {
}
}
const ALIGN_ALL = 45; // top | bottom | left | right
function checkCanvas(path, objects) {
const canvases = objects.filter((o) => o && o.__type__ === 'cc.Canvas');
if (path.endsWith('.scene') && canvases.length === 0) {
@@ -58,6 +60,27 @@ function checkCanvas(path, objects) {
if (!canvas._cameraComponent) {
problems.push(`${path}: a Canvas has no camera assigned`);
}
// The Canvas node needs its own Widget stretched to all four edges. It
// is what keeps the Canvas the size of the screen; without it the Canvas
// keeps whatever size it was authored at (1280x720 by default) and every
// widget-stretched child inherits that wrong size. `alignCanvasWithScreen`
// does NOT do this — it only adjusts the camera.
const node = objects[canvas.node?.__id__];
const components = (node?._components ?? []).map((ref) => objects[ref.__id__]);
const widget = components.find((c) => c && c.__type__ === 'cc.Widget');
if (!widget) {
problems.push(
`${path}: the Canvas node has no cc.Widget, so it will not resize `
+ `to the screen and every stretched child will be the wrong size`,
);
} else if (widget._alignFlags !== ALIGN_ALL) {
problems.push(
`${path}: the Canvas Widget is not stretched to all four edges `
+ `(alignFlags ${widget._alignFlags}, expected ${ALIGN_ALL})`,
);
}
}
}
+64
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@@ -0,0 +1,64 @@
// Flags array-spread of things that are not arrays.
//
// npm run check:spreads
//
// The engine's build transpiles `[...a, ...b]` to `[].concat(a, b)`. That is
// correct for arrays, but `Array.prototype.concat` does NOT expand an arbitrary
// iterable — it appends it as a single element. So
//
// for (const view of [...this._views.values()]) // Map iterator
//
// silently loops once, over the iterator object itself, and every property
// access on it is undefined. It type-checks, it reads perfectly, and it only
// fails at runtime on a real build. That cost a debugging session; hence this
// check. Use `Array.from(...)` instead, which transpiles safely.
import { readdirSync, readFileSync, statSync } from 'node:fs';
import { join } from 'node:path';
const ROOT = 'assets/scripts';
/** Spreads of an iterator or collection, rather than an array. */
const HAZARDS = [
{ pattern: /\.\.\.[\w.$]*\.values\(\)/, what: '.values()' },
{ pattern: /\.\.\.[\w.$]*\.keys\(\)/, what: '.keys()' },
{ pattern: /\.\.\.[\w.$]*\.entries\(\)/, what: '.entries()' },
{ pattern: /\.\.\.new (?:Map|Set)\b/, what: 'a new Map/Set' },
{ pattern: /\.\.\.[\w.$]*(?:Map|Set)\b(?!\s*\()/, what: 'something named like a Map/Set' },
];
const offenders = [];
function walk(dir) {
for (const entry of readdirSync(dir)) {
const path = join(dir, entry);
if (statSync(path).isDirectory()) walk(path);
else if (path.endsWith('.ts')) inspect(path);
}
}
function inspect(path) {
readFileSync(path, 'utf8').split('\n').forEach((line, index) => {
const code = line.trim();
if (code.startsWith('*') || code.startsWith('//')) return;
for (const { pattern, what } of HAZARDS) {
if (pattern.test(code)) {
offenders.push(`${path}:${index + 1} spreads ${what} — use Array.from(...)\n ${code}`);
return;
}
}
});
}
walk(ROOT);
if (offenders.length > 0) {
console.error(
'Array spread of a non-array. The build turns [...x] into [].concat(x),\n'
+ 'which appends an iterator instead of expanding it:\n - '
+ offenders.join('\n - '),
);
process.exit(1);
}
console.log('spreads OK');
+102
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@@ -0,0 +1,102 @@
// Serves a build over HTTP for testing in a browser.
//
// npm run serve # build/web-mobile on http://localhost:8123
// npm run serve -- 9000 # a different port
//
// Also serves one route of its own, `/_aspects`, which loads the game in fixed
// size iframes at the portrait extremes docs/UI.md asks for (4:3 to 21:9). The
// engine resizes itself to fill whatever window it is in, so an iframe is the
// only straightforward way to see the layout at a shape the desktop window is
// not — and the harness lives here rather than in the build folder because a
// rebuild wipes everything inside it.
import { createServer } from 'node:http';
import { readFile } from 'node:fs/promises';
import { extname, join, normalize, resolve } from 'node:path';
const ROOT = resolve(process.argv[3] ?? 'build/web-mobile');
const PORT = Number(process.argv[2] ?? 8123);
const TYPES = {
'.html': 'text/html; charset=utf-8',
'.js': 'text/javascript',
'.mjs': 'text/javascript',
'.json': 'application/json',
'.css': 'text/css',
'.png': 'image/png',
'.jpg': 'image/jpeg',
'.webp': 'image/webp',
'.wasm': 'application/wasm',
'.bin': 'application/octet-stream',
};
/** width:height as a portrait phone reports it, from the widest to the tallest. */
const RATIOS = [
['4:3 — widest', 3 / 4],
['16:9', 9 / 16],
['21:9 — tallest', 9 / 21],
];
function aspectsPage(height, only) {
// Booting three engines at once is slow enough to be painful; `?only=16:9`
// renders a single viewport when that is all you need.
const wanted = only
? RATIOS.filter(([label]) => label.toLowerCase().startsWith(only.toLowerCase()))
: RATIOS;
const cells = (wanted.length > 0 ? wanted : RATIOS).map(([label, ratio]) => {
const width = Math.round(height * ratio);
return `<div class="cell">
<h2>${label} &mdash; ${width}&times;${height}</h2>
<iframe src="index.html" width="${width}" height="${height}" loading="eager"></iframe>
</div>`;
}).join('\n');
return `<!doctype html>
<meta charset="utf-8">
<title>Fool — portrait layout at 4:3, 16:9 and 21:9</title>
<style>
body { margin: 0; background: #17181c; color: #ccd; font: 13px system-ui, sans-serif; }
.row { display: flex; gap: 18px; padding: 14px; align-items: flex-start; }
.cell h2 { font: 600 12px system-ui; margin: 0 0 6px; color: #8fa; text-align: center; }
iframe { border: 1px solid #3a3d45; background: #000; display: block; }
</style>
<div class="row">
${cells}
</div>`;
}
createServer(async (request, response) => {
const path = decodeURIComponent((request.url ?? '/').split('?')[0]);
if (path === '/_aspects' || path === '/_aspects.html') {
const query = new URL(request.url ?? '/', 'http://x').searchParams;
const height = Number(query.get('h')) || 760;
response.writeHead(200, { 'Content-Type': TYPES['.html'], 'Cache-Control': 'no-store' });
response.end(aspectsPage(height, query.get('only')));
return;
}
const file = join(ROOT, normalize(path === '/' ? '/index.html' : path));
if (!file.startsWith(ROOT)) {
response.writeHead(403);
response.end('forbidden');
return;
}
try {
const body = await readFile(file);
response.writeHead(200, {
'Content-Type': TYPES[extname(file)] ?? 'application/octet-stream',
'Cache-Control': 'no-store',
});
response.end(body);
} catch {
response.writeHead(404);
response.end('not found');
}
}).listen(PORT, () => {
console.log(`serving ${ROOT}`);
console.log(` game http://localhost:${PORT}/`);
console.log(` aspects http://localhost:${PORT}/_aspects`);
console.log(` one http://localhost:${PORT}/_aspects?only=16:9&h=900`);
});