Improve behavior on mobile

- Hide the key hints in portrait mode

- Make auto-scaling more robust; it now handles when the player root is
  wider than the actual play area, it better understands the inventory
  behavior in portrait mode, and it recognizes when it needs to shrink;
  with these changes, the game actually fills the screen on both Firefox
  and Chrome on my phone!

- Replace the text buttons with SVG icons

- Add a little more contrast to button edges

- Fix alignment of the heart/time/score counters in portrait mode

- Detect movement based on where the touch is relative to the level
  viewport, not the entire play area (oof)
This commit is contained in:
Eevee (Evelyn Woods) committed 2020-11-03 13:50:34 -07:00
1 parent 1b6bd68879
commit 81c7f97d72
3 files changed
+89 -29

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+38 -16
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@@ -528,7 +528,7 @@ class Player extends PrimaryView {
// Figure out where these touches are, relative to the game area
// TODO allow starting a level without moving?
let rect = touch_target.getBoundingClientRect();
let rect = this.level_el.getBoundingClientRect();
for (let touch of ev.changedTouches) {
// Normalize touch coordinates to [-1, 1]
let rx = (touch.clientX - rect.left) / rect.width * 2 - 1;
@@ -1243,10 +1243,13 @@ class Player extends PrimaryView {
adjust_scale() {
// TODO make this optional
let style = window.getComputedStyle(this.root);
// If we're not visible, no layout information is available and this is impossible
if (style['display'] === 'none')
return;
let is_portrait = !! style.getPropertyValue('--is-portrait');
// The base size is the size of the canvas, i.e. the viewport size times the tile size --
// but note that we have 2x4 extra tiles for the inventory depending on layout
// TODO if there's ever a portrait view for phones, this will need adjusting
let base_x, base_y;
if (is_portrait) {
base_x = this.conductor.tileset.size_x * this.renderer.viewport_size_x;
@@ -1256,24 +1259,43 @@ class Player extends PrimaryView {
base_x = this.conductor.tileset.size_x * (this.renderer.viewport_size_x + 4);
base_y = this.conductor.tileset.size_y * this.renderer.viewport_size_y;
}
// The main UI is centered in a flex item with auto margins, so the extra space available is
// the size of those margins (which naturally discounts the size of the buttons and music
// title and whatnot, so those automatically reserve their own space)
if (style['display'] === 'none') {
// the computed margins can be 'auto' in this case
return;
// Unfortunately, finding the available space is a little tricky. The container is a CSS
// flex item, and the flex cell doesn't correspond directly to any element, so there's no
// way for us to query its size directly. We also have various stuff up top and down below
// that shouldn't count as available space. So instead we take a rough guess by adding up:
// - the space currently taken up by the canvas
let avail_x = this.renderer.canvas.offsetWidth;
let avail_y = this.renderer.canvas.offsetHeight;
// - the space currently taken up by the inventory, depending on orientation
if (is_portrait) {
avail_y += this.inventory_el.offsetHeight;
}
let extra_x = parseFloat(style['margin-left']) + parseFloat(style['margin-right']);
let extra_y = parseFloat(style['margin-top']) + parseFloat(style['margin-bottom']);
// The total available space, then, is the current size of the canvas (and inventory, when
// appropriate) plus the size of the margins
let total_x = extra_x + this.renderer.canvas.offsetWidth + this.inventory_el.offsetWidth;
let total_y = extra_y + this.renderer.canvas.offsetHeight;
else {
avail_x += this.inventory_el.offsetWidth;
}
// - the difference between the size of the play area and the size of our root (which will
// add in any gap around the player, e.g. if the controls stretch the root to be wider)
let root_rect = this.root.getBoundingClientRect();
let player_rect = this.root.querySelector('.-main-area').getBoundingClientRect();
avail_x += root_rect.width - player_rect.width;
avail_y += root_rect.height - player_rect.height;
// - the margins around our root, which consume all the extra space
let margin_x = parseFloat(style['margin-left']) + parseFloat(style['margin-right']);
let margin_y = parseFloat(style['margin-top']) + parseFloat(style['margin-bottom']);
avail_x += margin_x;
avail_y += margin_y;
// If those margins are zero, by the way, we risk being too big for the viewport already,
// and we need to subtract any extra scroll on the body
if (margin_x === 0 || margin_y === 0) {
avail_x -= document.body.scrollWidth - document.body.clientWidth;
avail_y -= document.body.scrollHeight - document.body.clientHeight;
}
let dpr = window.devicePixelRatio || 1.0;
// Divide to find the biggest scale that still fits. But don't exceed 90% of the available
// space, or it'll feel cramped (except on small screens, where being too small HURTS).
let maxfrac = total_x < 800 ? 1 : 0.9;
let scale = Math.floor(maxfrac * dpr * Math.min(total_x / base_x, total_y / base_y));
let maxfrac = is_portrait ? 1 : 0.9;
let scale = Math.floor(maxfrac * dpr * Math.min(avail_x / base_x, avail_y / base_y));
if (scale <= 1) {
scale = 1;
}