Commit Graph

4 Commits

Author SHA1 Message Date
Disco DeDisco
0e4101ce95 FTs: unified Sig-stage felt/stat-block (single-browser) + live SCROLL refresh (channels)
End-to-end coverage for this session's two shipped features.

SigStageUnifiedTest (FunctionalTest, no WS — both pass locally):
- the sig stage renders INSIDE .room-hex-pane on green --duoUser felt
  (.has-sig-stage), the overlay is a descendant of the hex pane, the dark
  .sig-backdrop is gone, and the overlay bg is not a translucent-black wash;
- OK'ing a card freezes the stage and reveals the DRY _stat_face.html —
  .stat-face-title + .stat-chip-rank populate (the old reduced block had
  neither; proves the populateStatExtras wiring).

RoomScrollLiveRefreshTest (ChannelsFunctionalTest, @tag channels):
- with the room open, a server-side record() of a new GameEvent grows the
  feed (#id_drama_scroll .drama-event 1 → 2) WITHOUT a reload, via the
  record() on_commit broadcast → RoomConsumer.scroll_update relay →
  room-scroll.js re-fetch+swap. Validated in the CI channels stage (needs a
  cross-process channel layer); the plumbing is already green via the
  consumer-relay + record-hook + scroll_status ITs.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-03 03:19:12 -04:00
Disco DeDisco
cf1965c439 game room title: GAME ROOM ⇄ GAME SCROLL reel on the scroll aperture — TDD
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The h2's second slot becomes a two-word vertical reel: GAME stays put, ROOM rests in view, SCROLL is parked one notch below in the slot's bottom fade. room-scroll.js toggles `.is-scroll` on the h2 from the SAME IntersectionObserver that already watches the table-hex aperture's scroll pane — ROOM slides up & out under the navbar line while SCROLL rises out of the page-aperture gradient (reverses on scroll-up). Table-phase only; the gate phase stays a plain GAME ROOM.

One translateY drives both orientations. Portrait: the word is a short horizontal row in a short slot. Landscape: writing-mode: vertical-rl (inherited from the rotated gutter wordmark) makes the word a tall letter-column, so the same translateY slides it ALONG the wordmark — the user-chosen landscape behaviour for free. Landscape uses a shallower --gr-fade + a letter inset so the space-between end-letters parked at the slot edges aren't dimmed by the dissolve.

Motion is deliberately old & rusty: a single cubic-bezier can overshoot at most once and can't oscillate, so the easing is a CSS linear() curve — stall against the grime, jerk free, clunk PAST the mark, then a damped end-wobble into place. Exposed as --gr-ease / --gr-dur / --gr-fade knobs on .gr-swap.

base.html's letter-splitter now also splits the two .gr-word words; the .gr-swap window ships data-letters-split="1" so the splitter skips it (no 'roomscroll' run). Reel SCSS is scoped to .gr-swap/.gr-word; `> span.gr-swap` ties `> span:last-child` at (0,4,3) and wins on later source order [[feedback-scss-import-order-specificity]].

TRAP: libsass does NOT strip `//` comments INSIDE a CSS custom-property value — they leak into the compiled output, making the linear() (hence the whole `transition` shorthand) invalid-at-computed-value-time, which silently resets to 0s/ease (no animation). Keep every annotation OUTSIDE the linear(). [[feedback-libsass-comment-in-custom-property]]

Reusable .gr-swap seam: my_sea gets GAME SEA → GAME SCROLL via a one-line header swap once its sea-scroll pane is built (deferred — the sea scroll doesn't exist yet).

Tests: 2 ITs (RoomScrollOfEventsTest) — reel markup renders in the table phase, stays plain in the gate phase; 1 FT (test_scroll_swaps_room_title_to_scroll) — scrolling the aperture toggles GAME ROOM ⇄ GAME SCROLL both ways. collectstatic'd room-scroll.js for the FT [[feedback-collectstatic-before-ft]].

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-02 01:05:00 -04:00
Disco DeDisco
4a4e60f668 room scroll-of-events: applet-box card styling + scroll-driven gear menu (Frame/Redact filter) — TDD
The room scroll pane now matches scroll.html: the feed sits in a .applet-scroll %applet-box card with the rotated room-name title; dropped the special --duoUser pane bg (the dark card sits on the room-page bg).

Gear menu is now view-aware. #id_room_menu carries two panes: .room-menu-default (the existing NVM/DEL/BYE) + .room-menu-scroll (a Frame/Redact #id_scroll_filter_form, rendered only when the gear include gets scroll_filter — room.html passes scroll_filter=room.table_status). room-scroll.js (NEW) runs an IntersectionObserver on .room-scroll-pane (root=#id_room_aperture): scrolled to the feed -> show the filter pane; back on the hex -> show the default. The filter mirrors scroll.html (per-room localStorage, toggles .drama-event[data-label] display). Buffer-dots animation moved from the inline partial script into room-scroll.js.

Other views keep their own menus, as asked: GATE VIEW (room_gate.html) includes _room_gear.html with nvm_url only (no scroll_filter, no room-scroll.js) -> NVM(->hex)/DEL/BYE; the cross/spread phase is a modal over the hex (scrollTop 0) -> default pane.

Traps: applets.js caches gear.dataset.menuTarget at bind time, so you can't swap a gear's target to a 2nd menu — both panes live in ONE #id_room_menu and JS toggles visibility. .room-menu-default is display:contents so wrapping the existing controls doesn't change their layout (JS toggles none<->contents, not '').

Tests: +3 ITs (RoomScrollOfEventsTest — .applet-scroll card + room-name title, filter pane renders in table phase, filter absent in gate phase); +2 FTs (test_game_room_scroll — gear swaps to filter when scrolled to feed, unchecking Redact+OK hides struck rows). 8 scroll ITs + 4 scroll FTs green; 554 epic ITs/UTs green; gatekeeper DEL+BYE gear FTs green (the .room-menu-default wrap is layout-neutral).

[[project-room-scroll-of-events]]

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-01 20:03:48 -04:00
Disco DeDisco
a4adf9664b room scroll-of-events: table-hex aperture binary scroll-snaps to the room provenance feed — TDD
From Role Select onwards, scrolling DOWN in the table-hex aperture swaps the entire hex view for the room's GameEvent feed (mirrors my_sky's wheel<->form; scroll-snap-stop:always = no partial scroll). Reuses the Billscroll query + core/_partials/_scroll.html so the feed renders identically.

room.html: #id_room_aperture wraps .room-hex-pane (existing .room-shell + the _table_positions strip moved INSIDE so the circles scroll away with the hex) + .room-scroll-pane (includes new _room_scroll.html); 'is-scrollable' added iff table_status set.

_room_scroll.html (new) = the DRY seam for my_sea; includes the shared scroll partial + a tiny dots-animation script (no scroll-position persistence). room_view adds events/viewer/scroll_position (same query as billboard.views.scroll).

_room.scss: .room-aperture + .room-pane (height:100%, not min-height); .is-scrollable engages scroll-snap-type:y mandatory + per-pane scroll-snap-align:start & scroll-snap-stop:always; .room-scroll-pane styles #id_drama_scroll + .scroll-buffer { margin-top:auto } (pure-CSS bottom-pin).

Trap: the aperture & panes set NO z-index/transform/opacity/filter -> NO stacking context, so the position strip's z-130 still resolves in the root context, above the gate/sig overlays (z-100/120). Verified by gatekeeper FTs (token drop + circle/modal layering).

Deferred INDEFINITELY (user): rising-game-cost + max room membership + max simultaneous CARTE slots + in-slot token combinations — until CARTE is anything but a secret type of Trinket.

Tests: RoomScrollOfEventsTest (5 ITs — aperture wraps hex+scroll panes, is-scrollable from Role Select, feed renders + scoped to room, no scroll pane in gate phase); functional_tests/test_game_room_scroll.py (2 FTs — computed scroll-snap props + scroll-down reveals the feed). 551 epic ITs/UTs green; 2 new FTs green; gatekeeper (token-drop + circle layering) + role-select (card fan) FTs green.

[[project-room-scroll-of-events]] [[project-position-circle-tooltips]]

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-01 18:32:57 -04:00