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)
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1b6bd68879
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26
index.html
26
index.html
@ -10,7 +10,7 @@
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<meta name="og:image" content="https://c.eev.ee/lexys-labyrinth/og-preview.png">
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<meta name="og:title" content="Lexy's Labyrinth">
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<meta name="og:description" content="A (work in progress) reimplementation of Chip's Challenge 1 and 2, using entirely free assets.">
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<meta name="viewport" content="width=device-width, initial-scale=1">
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<meta name="viewport" content="width=device-width, initial-scale=1, user-scalable=no">
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</head>
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<body data-mode="splash">
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<header id="header-main">
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@ -34,9 +34,13 @@
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<header id="header-level">
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<h3 id="level-name">Level 1 — Key Pyramid</h3>
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<nav>
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<button id="main-prev-level" type="button">←</button>
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<button id="main-prev-level" type="button">
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<svg class="svg-icon" viewBox="0 0 16 16" title="previous"><path d="M14,1 2,8 14,14 z"></svg>
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</button>
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<button id="main-choose-level" type="button">Level select</button>
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<button id="main-next-level" type="button">→</button>
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<button id="main-next-level" type="button">
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<svg class="svg-icon" viewBox="0 0 16 16" title="next"><path d="M2,1 14,8 2,14 z"></svg>
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</button>
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</nav>
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</header>
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<main id="splash">
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@ -117,10 +121,18 @@
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</div>
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<div class="controls">
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<div class="play-controls">
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<button class="control-pause" type="button">Pause <span class="keyhint">(p)</span></button>
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<button class="control-restart" type="button">Restart</button>
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<button class="control-undo" type="button">Undo</button>
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<button class="control-rewind" type="button">Rewind <span class="keyhint">(z)</span></button>
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<button class="control-pause" type="button">
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<svg class="svg-icon" viewBox="0 0 16 16" title="pause"><path d="M2,1 h4 v14 h-4 z M10,1 h4 v14 h-4 z"></svg>
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<span class="keyhint">(p)</span></button>
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<button class="control-restart" type="button">
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<svg class="svg-icon" viewBox="0 0 16 16" title="restart"><path d="M13,13 A 7,7 270 1,1 13,3 L15,1 15,7 9,7 11,5 A 4,4 270 1,0 11,11 z"></svg>
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</button>
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<button class="control-undo" type="button">
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<svg class="svg-icon" viewBox="0 0 16 16" title="undo"><path d="M6,5 6,2 1,7 6,12 6,9 A 10,10 60 0,1 15,12 A 10,10 90 0,0 6,5"></svg>
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</button>
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<button class="control-rewind" type="button">
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<svg class="svg-icon" viewBox="0 0 16 16" title="rewind"><path d="M1,8 7,2 7,14 z M9,8 15,2 15,14 z"></svg>
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<span class="keyhint">(z)</span></button>
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<label><input class="control-turn-based" type="checkbox"> Turn-based mode</label>
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</div>
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<div class="demo-controls">
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54
js/main.js
54
js/main.js
@ -528,7 +528,7 @@ class Player extends PrimaryView {
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// Figure out where these touches are, relative to the game area
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// TODO allow starting a level without moving?
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let rect = touch_target.getBoundingClientRect();
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let rect = this.level_el.getBoundingClientRect();
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for (let touch of ev.changedTouches) {
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// Normalize touch coordinates to [-1, 1]
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let rx = (touch.clientX - rect.left) / rect.width * 2 - 1;
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@ -1243,10 +1243,13 @@ class Player extends PrimaryView {
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adjust_scale() {
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// TODO make this optional
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let style = window.getComputedStyle(this.root);
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// If we're not visible, no layout information is available and this is impossible
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if (style['display'] === 'none')
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return;
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let is_portrait = !! style.getPropertyValue('--is-portrait');
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// The base size is the size of the canvas, i.e. the viewport size times the tile size --
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// but note that we have 2x4 extra tiles for the inventory depending on layout
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// TODO if there's ever a portrait view for phones, this will need adjusting
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let base_x, base_y;
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if (is_portrait) {
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base_x = this.conductor.tileset.size_x * this.renderer.viewport_size_x;
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@ -1256,24 +1259,43 @@ class Player extends PrimaryView {
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base_x = this.conductor.tileset.size_x * (this.renderer.viewport_size_x + 4);
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base_y = this.conductor.tileset.size_y * this.renderer.viewport_size_y;
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}
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// The main UI is centered in a flex item with auto margins, so the extra space available is
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// the size of those margins (which naturally discounts the size of the buttons and music
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// title and whatnot, so those automatically reserve their own space)
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if (style['display'] === 'none') {
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// the computed margins can be 'auto' in this case
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return;
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// Unfortunately, finding the available space is a little tricky. The container is a CSS
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// flex item, and the flex cell doesn't correspond directly to any element, so there's no
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// way for us to query its size directly. We also have various stuff up top and down below
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// that shouldn't count as available space. So instead we take a rough guess by adding up:
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// - the space currently taken up by the canvas
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let avail_x = this.renderer.canvas.offsetWidth;
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let avail_y = this.renderer.canvas.offsetHeight;
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// - the space currently taken up by the inventory, depending on orientation
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if (is_portrait) {
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avail_y += this.inventory_el.offsetHeight;
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}
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let extra_x = parseFloat(style['margin-left']) + parseFloat(style['margin-right']);
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let extra_y = parseFloat(style['margin-top']) + parseFloat(style['margin-bottom']);
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// The total available space, then, is the current size of the canvas (and inventory, when
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// appropriate) plus the size of the margins
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let total_x = extra_x + this.renderer.canvas.offsetWidth + this.inventory_el.offsetWidth;
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let total_y = extra_y + this.renderer.canvas.offsetHeight;
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else {
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avail_x += this.inventory_el.offsetWidth;
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}
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// - the difference between the size of the play area and the size of our root (which will
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// add in any gap around the player, e.g. if the controls stretch the root to be wider)
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let root_rect = this.root.getBoundingClientRect();
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let player_rect = this.root.querySelector('.-main-area').getBoundingClientRect();
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avail_x += root_rect.width - player_rect.width;
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avail_y += root_rect.height - player_rect.height;
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// - the margins around our root, which consume all the extra space
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let margin_x = parseFloat(style['margin-left']) + parseFloat(style['margin-right']);
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let margin_y = parseFloat(style['margin-top']) + parseFloat(style['margin-bottom']);
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avail_x += margin_x;
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avail_y += margin_y;
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// If those margins are zero, by the way, we risk being too big for the viewport already,
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// and we need to subtract any extra scroll on the body
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if (margin_x === 0 || margin_y === 0) {
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avail_x -= document.body.scrollWidth - document.body.clientWidth;
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avail_y -= document.body.scrollHeight - document.body.clientHeight;
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}
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let dpr = window.devicePixelRatio || 1.0;
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// Divide to find the biggest scale that still fits. But don't exceed 90% of the available
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// space, or it'll feel cramped (except on small screens, where being too small HURTS).
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let maxfrac = total_x < 800 ? 1 : 0.9;
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let scale = Math.floor(maxfrac * dpr * Math.min(total_x / base_x, total_y / base_y));
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let maxfrac = is_portrait ? 1 : 0.9;
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let scale = Math.floor(maxfrac * dpr * Math.min(avail_x / base_x, avail_y / base_y));
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if (scale <= 1) {
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scale = 1;
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}
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38
style.css
38
style.css
@ -37,7 +37,8 @@ button {
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font-family: inherit;
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color: white;
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background: var(--button-bg-color);
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border: none;
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border: 1px solid hsl(225, 10%, 15%);
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box-shadow: 0 1px 0 hsl(225, 10%, 10%);
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border-radius: 0.25em;
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text-transform: lowercase;
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cursor: pointer;
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@ -45,6 +46,10 @@ button {
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button:hover {
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background: var(--button-bg-hover-color);
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}
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button:active {
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box-shadow: none;
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transform: translateY(1px);
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}
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button:disabled {
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color: #606060;
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background: #202020;
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@ -110,6 +115,15 @@ a:active {
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color: hsl(0, 50%, 60%);
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}
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svg.svg-icon {
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width: 1em;
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height: 1em;
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vertical-align: middle;
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stroke: none;
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fill: currentColor;
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}
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/* Overlay styling */
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.overlay {
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display: flex;
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@ -269,6 +283,13 @@ label.option .option-label {
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/* TODO */
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}
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@media (max-width: 800px) {
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.dialog {
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max-width: 90%;
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max-height: 90%;
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}
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}
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/* Bits and pieces */
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img.compat-icon {
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margin: 0 0.25em 0.125em;
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@ -687,7 +708,7 @@ dl.score-chart .-sum {
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background-size: calc(var(--tile-width) * var(--scale)) calc(var(--tile-height) * var(--scale));
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width: calc(4 * var(--tile-width) * var(--scale));
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min-height: calc(2 * var(--tile-height) * var(--scale));
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height: calc(2 * var(--tile-height) * var(--scale));
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}
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#player .inventory img {
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width: calc(var(--tile-width) * var(--scale));
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@ -738,6 +759,7 @@ dl.score-chart .-sum {
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.play-controls,
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.demo-controls {
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display: flex;
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align-items: center;
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gap: 0.25em;
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}
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.play-controls {
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@ -802,10 +824,10 @@ main.--has-demo .demo-controls {
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/* Rearrange the grid to be vertical */
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grid:
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"level level"
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"chips inventory"
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"time inventory"
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"bonus inventory"
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/ min-content min-content
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"chips inventory" calc((var(--tile-height) * var(--scale) * 2 - 1em) / 3)
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"time inventory" calc((var(--tile-height) * var(--scale) * 2 - 1em) / 3)
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"bonus inventory" calc((var(--tile-height) * var(--scale) * 2 - 1em) / 3)
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/ 1fr min-content
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;
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row-gap: 0.5em;
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column-gap: 1em;
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@ -823,6 +845,10 @@ main.--has-demo .demo-controls {
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z-index: 1;
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font-size: calc(var(--tile-height) * var(--scale) / 2.5);
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}
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#player .controls .keyhint {
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/* Hide key hints, they take up surprisingly a lot of space */
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display: none;
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}
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#player-music {
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/* Stack the title/artist on the volume, since they don't fit well side by side */
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font-size: 0.875em;
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