Add zoom steps and a larger start caption to the game link (#266)
The released game only ever zoomed in whole steps up to 400%, so a small camera on a large screen stayed far smaller than it could be. The "Click to play" caption was drawn in the 11 px panel title size and was easy to miss. - GAME_SCALE_STEPS gains 300%, 500% and 600%. The game tab picker, Auto in the editor and the game link all read the same list. - The start caption takes its size from the new Theme.captionSize (16) instead of a constant in GameScreen. - The player page keeps the default arrow cursor at all times. It no longer switches to the hand over the caption. Tests: - view.test: Auto for 320x180 in 2000x2000 is now 6, with cases for 3 and 5. play-settings.test takes 2.5 and 8 as invalid steps. - e2e 60 checks the caption against the panel title size and the arrow cursor before and after the start. Module 03 follows the new step list. - ./check.sh 2808 tests, CHECK EXIT 0 (before the last Theme tweak, which changes no test). Full e2e run ALL PASSED, 1574 checks. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -43,7 +43,7 @@ npm run build # writes dist/ and regenerates index.html; the folder is wh
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The browser suite and the three example games need a machine with a GPU:
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```bash
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node tools/seed-e2e.mjs && node tools/e2e.mjs # the editor, 1572 checks (GM_STEPS=20 for one step)
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node tools/seed-e2e.mjs && node tools/e2e.mjs # the editor, 1574 checks (GM_STEPS=20 for one step)
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# every tool signs in first – see the Accounts page
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node tools/seed-jumprun.mjs && node tools/smoke-jumprun.mjs
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node tools/seed-tetris.mjs && node tools/smoke-tetris.mjs
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@@ -12,7 +12,7 @@ export const DEFAULT_PLAY_FROM: PlayFrom = 'start';
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/** How the game view sizes the camera frame: a fixed factor, the largest step that fits, or fitted. */
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export type GameScale = 'auto' | 'fit' | number;
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export const GAME_SCALE_STEPS = [0.25, 0.5, 1, 2, 4];
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export const GAME_SCALE_STEPS = [0.25, 0.5, 1, 2, 3, 4, 5, 6];
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export const DEFAULT_GAME_SCALE: GameScale = 1;
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@@ -1,4 +1,4 @@
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import { Text } from 'pixi.js';
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import { Text, type TextStyle } from 'pixi.js';
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import type { World } from '../runtime/World';
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import { Theme, textStyle, ui } from '../ui';
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import { cameraOfWorld } from '../viewport/activeCamera';
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@@ -12,8 +12,16 @@ import { type Frame, type ViewSource, WorldViewport } from '../viewport/WorldVie
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* zoom step that fits (Auto), letterboxed in the page colour. Before the game runs, and after it
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* stopped itself, it shows a line of text instead – "Click to play", or why there is nothing to play.
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*/
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function captionStyle(): TextStyle {
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const style = textStyle('title').clone();
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style.fontSize = Theme.captionSize;
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style.letterSpacing = 1;
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return style;
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}
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export class GameScreen extends WorldViewport {
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private readonly caption = new Text({ text: '', style: textStyle('title') });
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private readonly caption = new Text({ text: '', style: captionStyle() });
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private readonly hint = new Text({ text: 'No active camera', style: textStyle('muted') });
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private running: World | null = null;
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/** Asked when the caption is clicked while it offers to start. */
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@@ -41,7 +49,6 @@ export class GameScreen extends WorldViewport {
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say(text: string, startable = false): void {
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this.caption.text = text;
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this.startable = startable;
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this.cursor = startable ? 'pointer' : 'default';
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this.redraw();
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}
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@@ -61,6 +68,8 @@ export class GameScreen extends WorldViewport {
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*/
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info(): {
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caption: string | null;
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/** How tall the caption is drawn, in CSS pixels. */
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captionHeight: number;
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scale: number | null;
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frame: { x: number; y: number; w: number; h: number } | null;
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} {
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@@ -68,6 +77,7 @@ export class GameScreen extends WorldViewport {
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const origin = this.getGlobalPosition();
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return {
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caption: this.running ? null : this.caption.text,
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captionHeight: Math.round(this.caption.height),
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scale: view?.scale ?? null,
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frame: view ? { ...view.rect, x: origin.x + view.rect.x, y: origin.y + view.rect.y } : null,
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};
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@@ -8,6 +8,7 @@ export const Theme = {
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fontSize: 13,
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smallFontSize: 11,
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viewportLabelSize: 10,
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captionSize: 16,
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rowHeight: 24,
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controlHeight: 24,
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padding: 8,
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@@ -40,7 +40,10 @@ describe('play settings in the project', () => {
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expect(playFromOf(null)).toBe('start');
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expect(gameScaleOf({ gameScale: 'fit' })).toBe('fit');
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expect(gameScaleOf({ gameScale: 0.25 })).toBe(0.25);
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expect(gameScaleOf({ gameScale: 3 })).toBe(1);
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expect(gameScaleOf({ gameScale: 3 })).toBe(3);
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expect(gameScaleOf({ gameScale: 6 })).toBe(6);
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expect(gameScaleOf({ gameScale: 2.5 })).toBe(1);
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expect(gameScaleOf({ gameScale: 8 })).toBe(1);
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expect(gameScaleOf({ gameScale: '2' })).toBe(1);
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});
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@@ -206,7 +206,9 @@ describe('gameScaleFactor', () => {
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expect(gameScaleFactor('auto', 640, 360, 800, 600)).toBe(1);
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expect(gameScaleFactor('auto', 640, 360, 1280, 720)).toBe(2);
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expect(gameScaleFactor('auto', 640, 360, 639, 600)).toBe(0.5);
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expect(gameScaleFactor('auto', 320, 180, 2000, 2000)).toBe(4);
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expect(gameScaleFactor('auto', 320, 180, 1000, 800)).toBe(3);
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expect(gameScaleFactor('auto', 320, 180, 1700, 1000)).toBe(5);
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expect(gameScaleFactor('auto', 320, 180, 2000, 2000)).toBe(6);
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});
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it('auto falls back to the smallest step when not even that fits', () => {
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@@ -355,7 +355,7 @@ export async function play(t) {
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JSON.stringify(g),
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);
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g = await pickScale('Auto');
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const auto = Math.max(0.25, ...[0.25, 0.5, 1, 2, 4].filter((step) => step <= fit));
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const auto = Math.max(0.25, ...[0.25, 0.5, 1, 2, 3, 4, 5, 6].filter((step) => step <= fit));
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check(
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'auto takes the largest step that still fits',
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g.mode === 'auto' && g.factor === auto && g.label === `Auto · ${auto * 100}%` && g.frame.w === 640 * auto,
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@@ -7,7 +7,7 @@ const UPDATED = 'Release 60 updated';
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// Not a 16:9 multiple of the window on purpose: fitting it would need a scale between the steps.
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const CAMERA = { width: 300, height: 180 };
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/** The zoom steps of the game view (`GAME_SCALE_STEPS`); Auto takes the largest that fits whole. */
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const STEPS = [0.25, 0.5, 1, 2, 4];
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const STEPS = [0.25, 0.5, 1, 2, 3, 4, 5, 6];
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const RED = '#e0553f';
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const BACKGROUND = '#22252c';
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@@ -206,6 +206,8 @@ export async function release(t) {
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title: await json('document.title'),
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editor: await json('typeof window.__gm'),
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running: await player('running()'),
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captionHeight: (await player('screen()')).captionHeight,
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cursor: await json(`getComputedStyle(document.querySelector('canvas')).cursor`),
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};
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check(
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'the link opens without a session: only the game, on the page colour, waiting for a click',
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@@ -215,6 +217,13 @@ export async function release(t) {
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page.running === false,
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JSON.stringify(page),
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);
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// The panel titles are 11 px; the caption is set at Theme.captionSize (16). The page keeps the
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// arrow throughout – Pixi writes `default` as `inherit`, so read what the browser makes of it.
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check(
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'"Click to play" is set larger than the panel titles, under the arrow',
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page.captionHeight >= 16 && ['auto', 'default'].includes(page.cursor),
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JSON.stringify(page),
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);
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// 60d. A click starts it in the start scene, zoomed to Auto: a whole number of pixels per unit.
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const size = { w: await json('innerWidth'), h: await json('innerHeight') };
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@@ -240,6 +249,12 @@ export async function release(t) {
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JSON.stringify({ size, auto, screen, pixels, log: await player('log()') }),
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);
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await shot('60-release-playing');
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const playingCursor = await json(`getComputedStyle(document.querySelector('canvas')).cursor`);
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check(
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'over a running game the cursor is still the arrow',
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['auto', 'default'].includes(playingCursor),
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playingCursor,
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);
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// 60e. The keys go to the game: the arrow moves the crate out of the middle, S stops the game.
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await holdKey('ArrowRight', 500);
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