feat(web client): responsive design

This commit is contained in:
Henri Bourcereau 2026-06-06 22:16:14 +02:00
parent 9db942354c
commit 576f9706c2
8 changed files with 3911 additions and 364 deletions

View file

@ -1291,7 +1291,7 @@ a:hover { text-decoration: underline; }
pointer-events: auto;
display: flex;
flex-direction: column;
align-items: flex-end;
align-items: center;
gap: 3px;
animation: scoring-panel-enter 0.3s ease-out;
}
@ -1889,8 +1889,7 @@ a:hover { text-decoration: underline; }
}
.free-mode-error {
display: flex;
align-items: center;
text-align: center;
gap: 0.75rem;
background: rgba(180, 60, 30, 0.12);
border: 1px solid rgba(180, 60, 30, 0.4);
@ -1900,7 +1899,6 @@ a:hover { text-decoration: underline; }
box-sizing: border-box;
}
.free-mode-error-msg {
flex: 1;
font-family: var(--font-ui);
font-size: 0.85rem;
color: #8b2000;
@ -2303,3 +2301,219 @@ a:hover { text-decoration: underline; }
background: rgba(200,164,72,0.1);
font-weight: 600;
}
/* Prevent horizontal scrollbar from the full-bleed strip */
.game-overlay { overflow-x: hidden !important; }
/* Board bar: hide die slots, keep the rail as a thin divider */
.bar-die-slot { display: none !important; }
.board-bar { width: 5px; overflow: hidden; }
/* ── Full-width in-flow player strip ─────────────────────────────────── */
.players-strip {
width: 100vw;
margin-top: -1.5rem; /* undo game-overlay top padding */
display: flex;
align-items: center;
background: var(--ui-parchment);
border-bottom: 2px solid var(--ui-gold-dark);
box-shadow: 0 2px 8px rgba(0,0,0,0.18);
padding: 0.35rem 1.5rem;
gap: 0.5rem;
}
.strip-player { display: flex; align-items: center; flex: 1; min-width: 0; }
.strip-player-left { justify-content: flex-end; }
.strip-player-right { justify-content: flex-start; }
.strip-active-zone {
display: flex;
align-items: center;
gap: 0.7rem;
border-radius: 8px;
padding: 0.28rem 0.5rem;
transition: background 0.15s;
}
.strip-active-zone.active { background: rgba(58,42,10,0.08); }
/* Checker-style circles */
.strip-avatar {
width: 38px; height: 38px;
border-radius: 50%;
flex-shrink: 0;
}
.strip-avatar-me {
background-image:
radial-gradient(ellipse 50% 35% at 36% 30%, rgba(255,255,255,0.65) 0%, transparent 100%),
radial-gradient(circle, transparent 68%, rgba(160,130,70,0.22) 68.5%, rgba(160,130,70,0.22) 71.5%, transparent 72%),
radial-gradient(circle, transparent 43%, rgba(160,130,70,0.17) 43.5%, rgba(160,130,70,0.17) 46.5%, transparent 47%),
radial-gradient(circle at 38% 32%, #ffffff 0%, var(--checker-white) 52%, #c0b288 100%);
border: 1.8px solid var(--checker-ring);
box-shadow: 0 2px 6px rgba(0,0,0,0.35), inset 0 -1px 3px rgba(0,0,0,0.15);
}
.strip-avatar-opp {
background-image:
radial-gradient(ellipse 40% 28% at 36% 30%, rgba(110,65,30,0.38) 0%, transparent 100%),
radial-gradient(circle, transparent 68%, rgba(200,164,72,0.18) 68.5%, rgba(200,164,72,0.18) 71.5%, transparent 72%),
radial-gradient(circle, transparent 43%, rgba(200,164,72,0.13) 43.5%, rgba(200,164,72,0.13) 46.5%, transparent 47%),
radial-gradient(circle at 38% 32%, #4a2e1a 0%, #1c1008 45%, var(--checker-black) 100%);
border: 1.8px solid var(--checker-ring);
box-shadow: 0 2px 6px rgba(0,0,0,0.5), inset 0 -1px 3px rgba(0,0,0,0.4);
}
/* Strip peg overrides */
.players-strip .peg-track { gap: 3px; }
.players-strip .peg-hole { width: 12px; height: 12px; }
.players-strip .peg-hole.filled {
background: #5aab38; border-color: #3a7828;
box-shadow: 0 0 5px rgba(90,171,56,0.55);
}
.players-strip .peg-hole.peg-opp.filled {
background: #c05030; border-color: #8a3018;
box-shadow: 0 0 5px rgba(192,80,48,0.55);
}
/* Strip score-row-name: remove fixed width from v01 */
.players-strip .score-row-name { width: auto; }
/* No ghost bar below pts-counter in the strip */
.players-strip .pts-counter-wrap { padding-bottom: 0; }
/* Center "Trictrac" title */
.players-strip-center {
flex-shrink: 0;
padding: 0 1rem;
border-left: 1px solid rgba(138,106,40,0.2);
border-right: 1px solid rgba(138,106,40,0.2);
}
.strip-title {
font-family: var(--font-display);
font-size: 1.4rem;
font-weight: 600;
font-style: italic;
color: var(--ui-ink);
letter-spacing: 0.03em;
white-space: nowrap;
}
/* ── Body: board + controls ──────────────────────────────────────────── */
.main-body {
display: flex;
align-items: flex-start;
gap: 0.5rem;
}
/* ── Controls column (sidebar on wide, row on narrow) ────────────────── */
.controls {
display: flex;
flex-direction: column;
gap: 0.5rem;
align-self: stretch;
}
@media (min-width: 920px) {
.controls {
width: 200px;
}
}
.ctrl-dice {
background: var(--board-rail);
border-radius: 5px;
border-top: 2px solid var(--ui-gold-dark);
box-shadow: 0 2px 6px rgba(0,0,0,0.2);
padding: 0.6rem 0.75rem 0.75rem;
display: flex;
flex-direction: column;
align-items: center;
gap: 0.5rem;
flex-shrink: 0;
}
.ctrl-dice-row {
display: flex;
gap: 0.55rem;
align-items: center;
justify-content: center;
}
/* Free-mode toggle: light text on dark board-rail background */
.ctrl-dice .free-mode-toggle {
color: var(--ui-parchment);
font-size: 0.7rem;
flex-wrap: wrap;
justify-content: center;
text-align: center;
gap: 0.3rem;
}
.ctrl-dice .free-mode-help {
border-color: rgba(242,232,208,0.35);
color: rgba(242,232,208,0.5);
}
.ctrl-status {
background: var(--ui-parchment);
border-radius: 5px;
border-top: 2px solid var(--ui-gold-dark);
box-shadow: 0 2px 6px rgba(0,0,0,0.2);
padding: 0.65rem 0.75rem 0.75rem;
display: flex;
flex-direction: column;
justify-content: space-around;
align-items: center;
gap: 0.4rem;
flex: 1;
min-width: 0;
}
.ctrl-status .game-status {
color: var(--ui-ink);
text-shadow: none;
font-size: 1rem;
padding: 0;
width: auto;
text-align: center;
line-height: 1.3;
}
.ctrl-status .board-actions {
flex-wrap: wrap;
justify-content: center;
min-height: 0;
}
.ctrl-status .game-sub-prompt {
color: #887766;
padding: 0;
width: auto;
text-align: center;
font-size: 0.67rem;
line-height: 1.4;
margin: 0;
}
.scoring-row .scoring-panels-container {
position: static;
top: auto; left: auto; right: auto; bottom: auto;
z-index: auto;
padding: 0;
pointer-events: auto;
display: flex;
flex-direction: column;
align-items: stretch;
gap: 4px;
}
.scoring-row .scoring-panel {
box-sizing: border-box;
margin: 0;
}
/* ── Responsive: ≤919px → controls becomes a bottom bar ─────────────── */
@media (max-width: 919px) {
.main-body {
flex-direction: column;
align-items: stretch;
}
.controls {
flex-direction: row;
width: 100%;
}
.ctrl-status { flex: 1; }
/* Hide pegs on small screens to save space in the strip */
.players-strip .peg-track { display: none; }
}

View file

@ -39,7 +39,7 @@ fn field_zone_class(field_num: u8) -> &'static str {
}
/// Returns (d0_used, d1_used) for the bar dice display.
fn bar_matched_dice_used(staged: &[(u8, u8)], dice: (u8, u8)) -> (bool, bool) {
pub(crate) fn bar_matched_dice_used(staged: &[(u8, u8)], dice: (u8, u8)) -> (bool, bool) {
let mut d0 = false;
let mut d1 = false;
for &(from, to) in staged {
@ -251,7 +251,11 @@ fn free_mode_origins_for(board: [i8; 24], staged: &[(u8, u8)], is_white: bool) -
(1u8..=24)
.filter(|&f| {
let v = displayed_value(board, staged, is_white, f);
if is_white { v > 0 } else { v < 0 }
if is_white {
v > 0
} else {
v < 0
}
})
.collect()
}
@ -278,7 +282,11 @@ fn free_mode_dests_for(
let &(f0, t0) = &staged[0];
if t0 == 0 {
// First move was an exit — can't reliably infer die, offer both
if dice.0 == dice.1 { vec![dice.0] } else { vec![dice.0, dice.1] }
if dice.0 == dice.1 {
vec![dice.0]
} else {
vec![dice.0, dice.1]
}
} else {
let dist: u8 = if is_white {
t0.saturating_sub(f0)
@ -299,7 +307,11 @@ fn free_mode_dests_for(
let opp_present = |f: u8| -> bool {
let v = displayed_value(board, staged, is_white, f);
if is_white { v < 0 } else { v > 0 }
if is_white {
v < 0
} else {
v > 0
}
};
let mut dests = vec![];
@ -676,23 +688,11 @@ pub fn Board(
(&TOP_LEFT_B, &TOP_RIGHT_B, &BOT_LEFT_B, &BOT_RIGHT_B)
};
// Zone label pairs (top-left, top-right, bot-left, bot-right) per perspective.
let (label_tl, label_tr, label_bl, label_br) = if is_white {
("", "jan de retour", "grand jan", "petit jan")
} else {
("petit jan", "grand jan", "jan de retour", "")
};
view! {
// board-wrapper keeps zone labels outside .board so the SVG overlay
// inside .board stays correctly positioned (position:absolute top:0 left:0
// is relative to .board, not the wrapper).
<div class="board-wrapper">
<div class="zone-labels-row">
<div class="zone-label zone-label-quarter">{label_tl}</div>
<div class="zone-label zone-label-bar"></div>
<div class="zone-label zone-label-quarter">{label_tr}</div>
</div>
<div class="board">
<div class="board-row top-row">
<div class="board-quarter">{fields_from(tl, true)}</div>
@ -833,11 +833,6 @@ pub fn Board(
})
}}
</div>
<div class="zone-labels-row">
<div class="zone-label zone-label-quarter">{label_bl}</div>
<div class="zone-label zone-label-bar"></div>
<div class="zone-label zone-label-quarter">{label_br}</div>
</div>
</div>
}
}

View file

@ -4,15 +4,17 @@ use std::collections::VecDeque;
use futures::channel::mpsc::UnboundedSender;
use gloo_storage::Storage as _;
use leptos::prelude::*;
use trictrac_store::{Board as StoreBoard, CheckerMove, Color, Dice as StoreDice, Jan, MoveError, MoveRules};
use trictrac_store::{
Board as StoreBoard, CheckerMove, Color, Dice as StoreDice, Jan, MoveError, MoveRules,
};
use super::board::{bar_matched_dice_used, Board};
use super::die::Die;
use crate::app::{GameUiState, NetCommand, PauseReason};
use crate::game::trictrac::types::{PlayerAction, PreGameRollState, SerStage, SerTurnStage};
use crate::i18n::*;
use crate::portal::lobby::{qr_svg, room_url};
use super::board::Board;
use super::score_panel::MergedScorePanel;
use super::scoring::ScoringPanel;
@ -47,14 +49,9 @@ pub fn GameScreen(state: GameUiState) -> impl IntoView {
let pending =
use_context::<RwSignal<VecDeque<GameUiState>>>().expect("pending not found in context");
let cmd_tx_effect = cmd_tx.clone();
// Non-reactive counter so we can detect when staged_moves grows without
// returning a value from the Effect (which causes a Leptos reactive loop
// when the Effect also writes to the same signal it reads).
let prev_staged_len = Cell::new(0usize);
// ── Free-play mode ─────────────────────────────────────────────────────────
// When enabled the board shows all own-checker fields as valid origins and
// invalid moves produce an explanatory error rather than being suppressed.
fn load_free_mode() -> bool {
gloo_storage::LocalStorage::get::<bool>("trictrac_free_mode").unwrap_or(false)
}
@ -62,13 +59,11 @@ pub fn GameScreen(state: GameUiState) -> impl IntoView {
gloo_storage::LocalStorage::set("trictrac_free_mode", val).ok();
}
let free_mode: RwSignal<bool> = RwSignal::new(load_free_mode());
// None = no error; Some(None) = generic invalid; Some(Some(e)) = specific rule error
let move_error: RwSignal<Option<Option<MoveError>>> = RwSignal::new(None);
Effect::new(move |_| {
let moves = staged_moves.get();
let n = moves.len();
// Play checker sound whenever a move is added (own moves, immediate feedback).
if n > prev_staged_len.get() {
crate::game::sound::play_checker_move();
}
@ -81,7 +76,6 @@ pub fn GameScreen(state: GameUiState) -> impl IntoView {
let m2 = to_cm(&moves[1]);
if free_mode.get_untracked() {
// Mirror moves to White-perspective for validation (MoveRules always works as White)
let (vm1, vm2) = if player_id == 0 {
(m1, m2)
} else {
@ -90,14 +84,17 @@ pub fn GameScreen(state: GameUiState) -> impl IntoView {
let mut store_board = StoreBoard::new();
store_board.set_positions(&Color::White, vs_board);
let store_dice = StoreDice { values: vs_dice };
let color = if player_id == 0 { Color::White } else { Color::Black };
let color = if player_id == 0 {
Color::White
} else {
Color::Black
};
let rules = MoveRules::new(&color, &store_board, store_dice);
if rules.moves_follow_rules(&(vm1, vm2)) {
cmd_tx_effect
.unbounded_send(NetCommand::Action(PlayerAction::Move(m1, m2)))
.ok();
} else {
// moves_allowed gives the specific TricTrac rule that was broken (if any)
let specific_err = rules.moves_allowed(&(vm1, vm2)).err();
move_error.set(Some(specific_err));
}
@ -109,20 +106,11 @@ pub fn GameScreen(state: GameUiState) -> impl IntoView {
staged_moves.set(vec![]);
selected_origin.set(None);
// Reset the counter so the next turn starts clean.
prev_staged_len.set(0);
}
});
// ── Auto-roll effect ─────────────────────────────────────────────────────
// GameScreen is fully re-mounted on every ViewState update (state is a
// plain prop, not a signal), so this effect fires exactly once per
// RollDice phase entry and will not double-send.
// Guard: suppressed while waiting_for_confirm — the AfterOpponentMove
// buffered state shows the human's RollDice turn but the auto-roll must
// wait until the buffer is drained and the live screen state is shown.
// Guard: never auto-roll during the pre-game ceremony (the ceremony overlay
// has its own Roll button for PlayerAction::PreGameRoll).
let show_roll =
is_my_turn && vs.turn_stage == SerTurnStage::RollDice && vs.stage != SerStage::PreGameRoll;
if show_roll && !waiting_for_confirm {
@ -141,14 +129,11 @@ pub fn GameScreen(state: GameUiState) -> impl IntoView {
let cmd_tx_go = cmd_tx.clone();
let cmd_tx_end_quit = cmd_tx.clone();
let cmd_tx_end_replay = cmd_tx.clone();
// Only show the fallback Go button when there is no ScoringPanel showing it.
let show_hold_go = is_my_turn
&& vs.turn_stage == SerTurnStage::HoldOrGoChoice
&& state.my_scored_event.is_none();
// ── Valid move sequences for this turn ─────────────────────────────────────
// Computed once per ViewState snapshot; used by Board (highlighting) and the
// empty-move button (visibility).
let valid_sequences: Vec<(CheckerMove, CheckerMove)> = if is_move_stage && dice != (0, 0) {
let mut store_board = StoreBoard::new();
store_board.set_positions(&Color::White, vs.board);
@ -170,14 +155,13 @@ pub fn GameScreen(state: GameUiState) -> impl IntoView {
} else {
vec![]
};
// Clone for the empty-move button reactive closure (Board consumes the original).
let valid_seqs_empty = valid_sequences.clone();
// ── Scores ─────────────────────────────────────────────────────────────────
let my_score = vs.scores[player_id as usize].clone();
let opp_score = vs.scores[1 - player_id as usize].clone();
// ── Ceremony state (extracted before vs is moved into Board) ────────────────
// ── Ceremony state ──────────────────────────────────────────────────────────
let is_ceremony = vs.stage == SerStage::PreGameRoll;
let pre_game_roll_data: Option<PreGameRollState> = vs.pre_game_roll.clone();
let my_name_ceremony = my_score.name.clone();
@ -188,8 +172,6 @@ pub fn GameScreen(state: GameUiState) -> impl IntoView {
let my_scored_event = state.my_scored_event.clone();
let opp_scored_event = state.opp_scored_event.clone();
// Values for MergedScorePanel — extracted before events are consumed.
// Don't animate points when a hole was gained (points wrap around 12).
let my_pts_earned: u8 = my_scored_event.as_ref().map_or(0, |e| {
if e.holes_gained == 0 {
e.points_earned
@ -214,7 +196,6 @@ pub fn GameScreen(state: GameUiState) -> impl IntoView {
let last_moves = state.last_moves;
// fields where a battue (hit) was scored; ripple animation shown there.
let hit_fields: Vec<u8> = {
let is_hit_jan = |jan: &Jan| {
matches!(
@ -246,10 +227,7 @@ pub fn GameScreen(state: GameUiState) -> impl IntoView {
fields
};
// ── Sound effects (fire once on mount = once per state snapshot) ──────────
// Dice roll: dice are fresh for the currently active player (Move stage means
// someone just rolled). Skipped on turn-switch states where the old dice linger
// in RollDice/MarkPoints stage before the opponent has rolled.
// ── Sound effects ──────────────────────────────────────────────────────────
let active_is_move_stage = matches!(
vs.turn_stage,
SerTurnStage::Move | SerTurnStage::HoldOrGoChoice
@ -257,12 +235,9 @@ pub fn GameScreen(state: GameUiState) -> impl IntoView {
if show_dice && last_moves.is_none() && active_is_move_stage && !suppress_dice_anim {
crate::game::sound::play_dice_roll();
}
// Checker move: moves were committed in the preceding action.
if last_moves.is_some() {
crate::game::sound::play_checker_move();
}
// Scoring: hole fanfare plays immediately; per-point ticks are driven by
// MergedScorePanel's counter animation so play_points_scored is not called here.
if let Some(ref ev) = my_scored_event {
if ev.holes_gained > 0 {
crate::game::sound::play_hole_scored();
@ -282,6 +257,13 @@ pub fn GameScreen(state: GameUiState) -> impl IntoView {
let room_id = state.room_id.clone();
let is_bot_game = state.is_bot_game;
// ── Active player indicator ────────────────────────────────────────────────
let active_player_is_me: Option<bool> = if stage == SerStage::InGame {
Some(is_my_turn)
} else {
None
};
// ── Game-over info ─────────────────────────────────────────────────────────
let stage_is_ended = stage == SerStage::Ended;
let winner_is_me = my_score.holes >= 12;
@ -303,8 +285,8 @@ pub fn GameScreen(state: GameUiState) -> impl IntoView {
};
view! {
// ── Game container ────────────────────────────────────────────────────
<div class="game-container">
// ── Share popover (while waiting for opponent) ───────────────────
{(!is_bot_game && stage == SerStage::PreGame).then(|| {
let url_label = share_url.clone();
@ -346,10 +328,7 @@ pub fn GameScreen(state: GameUiState) -> impl IntoView {
}
})}
// ── Merged scoreboard + scoring panels ─────────────
// score-area is position:relative so the scoring-panels-container
// can be absolute-positioned at the right of the hole counter.
<div class="score-area">
// ── Player strip (full-width, in-flow) ───────────────────────────
<MergedScorePanel
my_score=my_score
opp_score=opp_score
@ -358,19 +337,11 @@ pub fn GameScreen(state: GameUiState) -> impl IntoView {
my_holes_gained=my_holes_gained_score
opp_holes_gained=opp_holes_gained_score
my_bredouille=my_bredouille_flash
active_player_is_me=active_player_is_me
/>
// Scoring detail panels — stacked at the right, overlapping if needed.
<div class="scoring-panels-container">
{my_scored_event.map(|event| view! {
<ScoringPanel event=event turn_stage=turn_stage_for_panel />
})}
{opp_scored_event.map(|event| view! {
<ScoringPanel event=event turn_stage=SerTurnStage::RollDice is_opponent=true />
})}
</div>
</div>
// ── Board ────────────────────────────────────────────────────────
// ── Board + controls (sidebar on wide, footer on narrow) ─────────
<div class="main-body">
<Board
view_state=vs
player_id=player_id
@ -387,8 +358,47 @@ pub fn GameScreen(state: GameUiState) -> impl IntoView {
free_mode=free_mode
/>
// ── Status, hints, and actions — cream strip below board ─
<div class="game-bottom-strip">
// ── Controls: dice card + status/actions card ────────────────
<div class="controls">
{show_dice.then(|| view! {
<div class="ctrl-dice">
<div class="ctrl-dice-row">
{move || {
let staged = staged_moves.get();
let (u0, u1) = if suppress_dice_anim {
(true, true)
} else if is_move_stage {
bar_matched_dice_used(&staged, dice)
} else {
(false, false)
};
view! {
<Die value=dice.0 used=u0 is_double=is_double_dice />
<Die value=dice.1 used=u1 is_double=is_double_dice />
}
}}
</div>
<label class="free-mode-toggle">
<input
type="checkbox"
prop:checked=move || free_mode.get()
on:change=move |ev| {
let v = event_target_checked(&ev);
save_free_mode(v);
free_mode.set(v);
move_error.set(None);
}
/>
{t!(i18n, free_mode_label)}
<span class="free-mode-help"
title=move || t_string!(i18n, free_mode_tooltip).to_owned()>
"?"
</span>
</label>
</div>
})}
<div class="ctrl-status">
<div class="game-status">
{move || {
if let Some(ref reason) = pause_reason {
@ -426,7 +436,7 @@ pub fn GameScreen(state: GameUiState) -> impl IntoView {
};
(!hint.is_empty()).then(|| view! { <p class="game-sub-prompt">{hint}</p> })
}}
// ── Free-mode error banner ─────────────────────────────────────
// ── Free-mode error banner ─────────────────────────────
{move || {
move_error.get().map(|opt_err| {
let msg: String = match opt_err {
@ -459,7 +469,6 @@ pub fn GameScreen(state: GameUiState) -> impl IntoView {
pending.update(|q| { q.pop_front(); });
}>{t!(i18n, continue_btn)}</button>
})}
// Fallback Go button when no scoring panel (e.g. after reconnect)
{show_hold_go.then(|| view! {
<button class="btn btn-primary" on:click=move |_| {
cmd_tx_go.unbounded_send(NetCommand::Action(PlayerAction::Go)).ok();
@ -504,21 +513,20 @@ pub fn GameScreen(state: GameUiState) -> impl IntoView {
})
}}
</div>
// ── Free-play mode toggle ─────────────────────────────────────
<label class="free-mode-toggle">
<input
type="checkbox"
prop:checked=move || free_mode.get()
on:change=move |ev| {
let v = event_target_checked(&ev);
save_free_mode(v);
free_mode.set(v);
move_error.set(None);
}
/>
{t!(i18n, free_mode_label)}
<span class="free-mode-help" title=move || t_string!(i18n, free_mode_tooltip).to_owned()>"?"</span>
</label>
</div>
</div>
</div>
// ── Scoring notification panels ───────────────────────────────────
<div class="scoring-row">
<div class="scoring-panels-container">
{my_scored_event.map(|event| view! {
<ScoringPanel event=event turn_stage=turn_stage_for_panel />
})}
{opp_scored_event.map(|event| view! {
<ScoringPanel event=event turn_stage=SerTurnStage::RollDice is_opponent=true />
})}
</div>
</div>
// ── Pre-game ceremony overlay ─────────────────────────────────────

View file

@ -32,19 +32,18 @@ pub fn jan_label(jan: &Jan) -> String {
}
}
/// Merged scoreboard showing both players above the board.
/// Full-width player strip at the top of the game screen.
///
/// - Two stacked rows for a clear race-to-12 visual comparison.
/// - Points shown as an animated jackpot counter (ticks up on each new point).
/// - Hole pegs are larger and use green (me) / red (opponent) instead of gold.
/// - When a hole is gained, the new peg pops in and a brief non-blocking label
/// appears instead of the old blocking toast popup.
/// - Left side: me (right-aligned toward center): avatar → name → pegs → pts.
/// - Center: "Trictrac" italic title.
/// - Right side: opponent (left-aligned from center): pts → pegs → name → avatar.
/// - Active player zone gets a subtle rounded highlight.
/// - Points animate as a jackpot counter; new peg pops in with an animation.
#[component]
pub fn MergedScorePanel(
my_score: PlayerScore,
opp_score: PlayerScore,
/// Points just earned this turn; 0 = no animation. Set to 0 when a hole
/// was gained (points wrap around 12, counter stays at end value).
/// Points just earned this turn; 0 = no animation.
#[prop(default = 0)]
my_points_earned: u8,
#[prop(default = 0)] opp_points_earned: u8,
@ -55,14 +54,13 @@ pub fn MergedScorePanel(
/// True when my hole was scored under bredouille (shows ×2 in the flash).
#[prop(default = false)]
my_bredouille: bool,
/// `Some(true)` = my turn active, `Some(false)` = opponent active, `None` = no active turn.
#[prop(default = None)]
active_player_is_me: Option<bool>,
) -> impl IntoView {
let i18n = use_i18n();
// ── Points counter signals ──────────────────────────────────────────────
// When no hole was gained: start from (current - earned) and tick up.
// When a hole was gained: points wrapped around 12, so skip the animation.
// On non-WASM there is no animation; start directly at the final value.
// Suppress the unused-variable warning for animation-only params.
#[cfg(not(target_arch = "wasm32"))]
let _ = (my_points_earned, opp_points_earned);
#[cfg(not(target_arch = "wasm32"))]
@ -122,10 +120,6 @@ pub fn MergedScorePanel(
}
}
// ── Ghost bar widths (show the end value immediately — static reference) ─
let my_bar_style = format!("width:{}%", (my_score.points as u32 * 100 / 12).min(100));
let opp_bar_style = format!("width:{}%", (opp_score.points as u32 * 100 / 12).min(100));
// ── Hole peg tracks ─────────────────────────────────────────────────────
let my_holes = my_score.holes;
let opp_holes = opp_score.holes;
@ -163,34 +157,33 @@ pub fn MergedScorePanel(
let my_can_bredouille = my_score.can_bredouille;
let opp_can_bredouille = opp_score.can_bredouille;
view! {
<div class="merged-score-panel">
let my_active = active_player_is_me == Some(true);
let opp_active = active_player_is_me == Some(false);
// ── My player row ───────────────────────────────────────────
<div class="score-row score-row-me">
view! {
<div class="players-strip">
// ── My player: left side, right-aligned toward center ───────────
<div class="strip-player strip-player-left">
<div class="strip-active-zone" class:active=my_active>
<div class="strip-avatar strip-avatar-me"></div>
<div class="score-row-name">
<span class="player-name">{my_name}</span>
<span class="you-tag">{t!(i18n, you_suffix)}</span>
</div>
<div class="pts-counter-wrap">
<div class="pts-ghost-bar-track">
<div class="pts-ghost-bar-fill" style=my_bar_style></div>
</div>
<div class="pts-counter-row">
<span class="pts-counter">{move || my_displayed_pts.get()}</span>
<span class="pts-max">"/12"</span>
</div>
</div>
<div class="peg-track">{my_pegs}</div>
{my_can_bredouille.then(|| view! {
<span class="bredouille-badge"
title=move || t_string!(i18n, bredouille_title).to_owned()>
"B"
</span>
})}
// Flash sits in the free space to the right of the pegs.
// margin-left:auto keeps it right-aligned inside the flex row
// without adding a new row, so the board never shifts down.
<div class="peg-track">{my_pegs}</div>
<div class="pts-counter-wrap">
<div class="pts-counter-row">
<span class="pts-counter">{move || my_displayed_pts.get()}</span>
<span class="pts-max">"/12"</span>
</div>
</div>
{(my_holes_gained > 0).then(|| {
let label = if my_bredouille {
format!("Trou {} · ×2 bredouille", my_holes)
@ -205,18 +198,17 @@ pub fn MergedScorePanel(
}
})}
</div>
<div class="score-row-sep"></div>
// ── Opponent row ────────────────────────────────────────────
<div class="score-row score-row-opp">
<div class="score-row-name">
<span class="player-name">{opp_name}</span>
</div>
// ── Center title ────────────────────────────────────────────────
<div class="strip-center">
<span class="strip-title">"Trictrac"</span>
</div>
// ── Opponent: right side, left-aligned from center ──────────────
<div class="strip-player strip-player-right">
<div class="strip-active-zone" class:active=opp_active>
<div class="pts-counter-wrap">
<div class="pts-ghost-bar-track">
<div class="pts-ghost-bar-fill pts-ghost-bar-opp" style=opp_bar_style></div>
</div>
<div class="pts-counter-row">
<span class="pts-counter">{move || opp_displayed_pts.get()}</span>
<span class="pts-max">"/12"</span>
@ -229,7 +221,13 @@ pub fn MergedScorePanel(
"B"
</span>
})}
<div class="score-row-name">
<span class="player-name">{opp_name}</span>
</div>
<div class="strip-avatar strip-avatar-opp"></div>
</div>
</div>
</div>
}
}

View file

@ -17,62 +17,6 @@
"type": "github"
}
},
"flake-compat": {
"flake": false,
"locked": {
"lastModified": 1767039857,
"owner": "NixOS",
"repo": "flake-compat",
"rev": "5edf11c44bc78a0d334f6334cdaf7d60d732daab",
"type": "github"
},
"original": {
"owner": "NixOS",
"repo": "flake-compat",
"type": "github"
}
},
"git-hooks": {
"inputs": {
"flake-compat": "flake-compat",
"gitignore": "gitignore",
"nixpkgs": [
"nixpkgs"
]
},
"locked": {
"lastModified": 1778507602,
"owner": "cachix",
"repo": "git-hooks.nix",
"rev": "61ab0e80d9c7ab14c256b5b453d8b3fb0189ba0a",
"type": "github"
},
"original": {
"owner": "cachix",
"repo": "git-hooks.nix",
"type": "github"
}
},
"gitignore": {
"inputs": {
"nixpkgs": [
"git-hooks",
"nixpkgs"
]
},
"locked": {
"lastModified": 1762808025,
"owner": "hercules-ci",
"repo": "gitignore.nix",
"rev": "cb5e3fdca1de58ccbc3ef53de65bd372b48f567c",
"type": "github"
},
"original": {
"owner": "hercules-ci",
"repo": "gitignore.nix",
"type": "github"
}
},
"nixpkgs": {
"locked": {
"lastModified": 1779102034,
@ -108,12 +52,8 @@
"root": {
"inputs": {
"devenv": "devenv",
"git-hooks": "git-hooks",
"nixpkgs": "nixpkgs",
"nixpkgs-cmake3": "nixpkgs-cmake3",
"pre-commit-hooks": [
"git-hooks"
]
"nixpkgs-cmake3": "nixpkgs-cmake3"
}
}
},

File diff suppressed because one or more lines are too long

View file

@ -0,0 +1,711 @@
<!DOCTYPE html>
<html lang="fr" dir="ltr">
<head>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, initial-scale=1">
<title>Variation 07 — Scrolling header · Responsive sidebar/footer</title>
<link rel="stylesheet" href="../snapshots/2026-05-30-d4a2ea1c531827bfbc2410af20a00e349d606c87_files/style.css">
<style>
/* ══════════════════════════════════════════════════════════════════
Variation 07 — from 06, with:
1. Strip scrolls with the page (in-flow, not fixed).
Breaks out of game-overlay padding via 100vw + margin trick.
2. Center: "Trictrac" title only (no VS / game-info / turn).
3. No progress bar under the score counter.
4. Circles are 38 px, styled as real white/black checkers.
5. Active player gets a slightly darker rounded background
spanning from circle to score counter.
6. Controls area styled like v02: separate rounded cards,
0.5rem gap, game-status color: var(--ui-ink).
7. Responsive: ≥920px → dice+status in right sidebar column;
<920px dice+status in a bottom footer bar.
══════════════════════════════════════════════════════════════════ */
/* ── Suppress baseline elements ──────────────────────────────────── */
.score-area { display: none !important; }
.board-bar { width: 5px; overflow: hidden; }
.bar-die-slot { display: none; }
.zone-labels-row { display: none; }
.game-bottom-strip { display: none; }
/* Allow strip to extend beyond padded overlay without scrollbar */
.game-overlay { overflow-x: hidden !important; }
.game-container { gap: 0.5rem; }
/* ════════════════════════════════════════════════════════════════════
PLAYER STRIP — in-flow, full viewport width, touches top edge.
The overlay has position:fixed; inset:0; padding:1.5rem so the
game-container starts 1.5rem below the viewport top.
margin-top: -1.5rem → pulls strip flush to viewport top
width: 100vw → fills the full viewport width
margin-left: calc(50% - 50vw)
50% = half of the game-container's content width (centered)
50vw = half of the viewport width
→ net offset puts the left edge at the viewport left edge
════════════════════════════════════════════════════════════════════ */
.v07-strip {
width: 100vw;
margin-top: -1.5rem;
margin-left: calc(50% - 50vw);
/* stays in normal flex flow — scrolls with the overlay */
display: flex;
align-items: center;
background: var(--ui-parchment);
border-bottom: 2px solid var(--ui-gold-dark);
box-shadow: 0 2px 8px rgba(0,0,0,0.18);
padding: 0.35rem 1.5rem;
gap: 0.5rem;
}
/* ── Player halves ── */
.v07-player {
display: flex;
align-items: center;
flex: 1;
min-width: 0;
}
/* Left (me): push active-zone rightward toward VS */
.v07-player-left { justify-content: flex-end; }
/* Right (opp): push active-zone leftward toward VS */
.v07-player-right { justify-content: flex-start; }
/* ── Active zone: inner container that receives the highlight ── */
.v07-active-zone {
display: flex;
align-items: center;
gap: 0.7rem;
border-radius: 8px;
padding: 0.28rem 0.5rem;
}
.v07-active-zone.active {
background: rgba(58,42,10,0.08);
}
/* ── Checker-style avatar circles ── */
.v07-avatar {
width: 38px;
height: 38px;
border-radius: 50%;
display: flex;
align-items: center;
justify-content: center;
font-family: var(--font-ui);
font-size: 0.78rem;
font-weight: 600;
flex-shrink: 0;
}
/* White checker gradient (me) */
.v07-avatar-me {
background-image:
radial-gradient(ellipse 50% 35% at 36% 30%,
rgba(255,255,255,0.65) 0%, transparent 100%),
radial-gradient(circle,
transparent 68%, rgba(160,130,70,0.22) 68.5%,
rgba(160,130,70,0.22) 71.5%, transparent 72%),
radial-gradient(circle,
transparent 43%, rgba(160,130,70,0.17) 43.5%,
rgba(160,130,70,0.17) 46.5%, transparent 47%),
radial-gradient(circle at 38% 32%,
#ffffff 0%, #f5edd8 52%, #c0b288 100%);
border: 1.8px solid #c8a448;
box-shadow: 0 2px 6px rgba(0,0,0,0.35), inset 0 -1px 3px rgba(0,0,0,0.15);
color: #443322;
}
/* Black checker gradient (opp) */
.v07-avatar-opp {
background-image:
radial-gradient(ellipse 40% 28% at 36% 30%,
rgba(110,65,30,0.38) 0%, transparent 100%),
radial-gradient(circle,
transparent 68%, rgba(200,164,72,0.18) 68.5%,
rgba(200,164,72,0.18) 71.5%, transparent 72%),
radial-gradient(circle,
transparent 43%, rgba(200,164,72,0.13) 43.5%,
rgba(200,164,72,0.13) 46.5%, transparent 47%),
radial-gradient(circle at 38% 32%,
#4a2e1a 0%, #1c1008 45%, #1a0f06 100%);
border: 1.8px solid #c8a448;
box-shadow: 0 2px 6px rgba(0,0,0,0.5), inset 0 -1px 3px rgba(0,0,0,0.4);
color: #c8b898;
}
/* ── Peg holes inside the strip ── */
.v07-strip .peg-track { gap: 3px; }
.v07-strip .peg-hole { width: 12px; height: 12px; }
.v07-strip .peg-hole.filled {
background: #5aab38; border-color: #3a7828;
box-shadow: 0 0 5px rgba(90,171,56,0.55);
}
.v07-strip .peg-hole.peg-opp.filled {
background: #c05030; border-color: #8a3018;
box-shadow: 0 0 5px rgba(192,80,48,0.55);
}
/* ── Name block: auto width (not the 120px baseline) ── */
.v07-strip .score-row-name { width: auto; }
/* ── Score counter: no ghost bar ── */
.v07-strip .pts-counter-wrap { padding-bottom: 0; }
/* ── Center: "Trictrac" title only ── */
.v07-strip-center {
flex-shrink: 0;
padding: 0 1rem;
border-left: 1px solid rgba(138,106,40,0.2);
border-right: 1px solid rgba(138,106,40,0.2);
}
.v07-title {
font-family: var(--font-display);
font-size: 1.4rem;
font-weight: 600;
font-style: italic;
color: var(--ui-ink);
letter-spacing: 0.03em;
white-space: nowrap;
}
/* ════════════════════════════════════════════════════════════════════
BODY — flex row: [board-wrapper] [sidebar]
════════════════════════════════════════════════════════════════════ */
.v07-body {
display: flex;
align-items: flex-start;
gap: 0.5rem;
width: 100%;
}
/* ════════════════════════════════════════════════════════════════════
RIGHT SIDEBAR (wide ≥920px) — matches v02 .game-right-sidebar style
════════════════════════════════════════════════════════════════════ */
.v07-sidebar {
width: 152px;
flex-shrink: 0;
display: flex;
flex-direction: column;
gap: 0.5rem;
align-self: stretch;
}
/* Dark-wood dice card */
.v07-sidebar-dice {
background: var(--board-rail);
border-radius: 5px;
border-top: 2px solid var(--ui-gold-dark);
box-shadow: 0 2px 6px rgba(0,0,0,0.2);
padding: 0.6rem 0.75rem 0.75rem;
display: flex;
flex-direction: column;
align-items: center;
gap: 0.5rem;
}
.v07-sidebar-dice-row {
display: flex;
gap: 0.55rem;
align-items: center;
justify-content: center;
}
.v07-sidebar-dice .free-mode-toggle {
color: var(--ui-parchment);
font-size: 0.7rem;
flex-wrap: wrap;
justify-content: center;
text-align: center;
gap: 0.3rem;
}
.v07-sidebar-dice .free-mode-help {
border-color: rgba(242,232,208,0.35);
color: rgba(242,232,208,0.5);
}
/* Parchment status card */
.v07-sidebar-status {
background: var(--ui-parchment);
border-radius: 5px;
border-top: 2px solid var(--ui-gold-dark);
box-shadow: 0 2px 6px rgba(0,0,0,0.2);
padding: 0.65rem 0.75rem 0.75rem;
display: flex;
flex-direction: column;
align-items: center;
gap: 0.4rem;
flex: 1;
}
.v07-sidebar-status .game-status {
color: var(--ui-ink);
text-shadow: none;
font-size: 1rem;
padding: 0;
width: auto;
text-align: center;
line-height: 1.3;
}
.v07-sidebar-status .board-actions {
flex-wrap: wrap;
justify-content: center;
min-height: 0;
}
/* ════════════════════════════════════════════════════════════════════
BOTTOM BAR (narrow <920px) v06 two-section style + v02 rounding
════════════════════════════════════════════════════════════════════ */
.v07-bottom-bar {
display: none; /* shown via media query */
align-items: stretch;
gap: 0.5rem; /* v02: 0.5rem gap between sections */
width: 100%;
}
/* Dark-wood dice section */
.v07-foot-dice {
background: var(--board-rail);
border-radius: 5px; /* v02 round corners */
border-top: 2px solid var(--ui-gold-dark);
box-shadow: 0 2px 6px rgba(0,0,0,0.2);
padding: 0.6rem 0.75rem 0.75rem;
display: flex;
flex-direction: column;
align-items: center;
gap: 0.5rem;
flex-shrink: 0;
}
.v07-foot-dice-row { display: flex; gap: 0.5rem; align-items: center; }
.v07-foot-dice .free-mode-toggle {
color: var(--ui-parchment);
font-size: 0.7rem;
flex-wrap: wrap;
justify-content: center;
text-align: center;
gap: 0.3rem;
}
.v07-foot-dice .free-mode-help {
border-color: rgba(242,232,208,0.35);
color: rgba(242,232,208,0.5);
}
/* Parchment status section */
.v07-foot-main {
background: var(--ui-parchment);
border-radius: 5px; /* v02 round corners */
border-top: 2px solid var(--ui-gold-dark);
box-shadow: 0 2px 6px rgba(0,0,0,0.2);
padding: 0.65rem 0.75rem 0.75rem;
display: flex;
flex-direction: column;
align-items: center;
justify-content: center;
gap: 0.4rem;
flex: 1;
}
.v07-foot-main .game-status {
color: var(--ui-ink); /* v02 explicit colour */
text-shadow: none;
font-size: 1rem;
padding: 0;
width: auto;
text-align: center;
line-height: 1.3;
}
.v07-foot-main .board-actions {
flex-wrap: wrap;
justify-content: center;
min-height: 0;
}
/* ════════════════════════════════════════════════════════════════════
SCORING ROW — below bottom-bar (or below sidebar+board on wide)
════════════════════════════════════════════════════════════════════ */
.v07-scoring-row { width: 100%; }
.v07-scoring-row .scoring-panels-container {
position: static;
top: auto; left: auto; z-index: auto;
display: block;
}
/* Green: local player scored */
.v07-scoring-row .scoring-panel {
background: #edf7ee;
border: 1px solid #a8d4b0;
border-left: 3px solid #2d7a3c;
box-shadow: 0 2px 8px rgba(42,107,60,0.10);
width: 100%;
box-sizing: border-box;
margin: 0;
}
.v07-scoring-row .scoring-total { color: #1e5829; }
.v07-scoring-row .jan-label { color: #2a3d28; }
.v07-scoring-row .jan-tag { color: rgba(42,80,42,0.6); background: rgba(42,107,60,0.07); }
.v07-scoring-row .jan-pts { color: #1e5829; }
.v07-scoring-row .scoring-collapse-btn { color: rgba(42,80,42,0.4); }
.v07-scoring-row .scoring-expand-btn { background: #edf7ee; border-color: #a8d4b0; color: #2d7a3c; }
/* Red: opponent scored */
.v07-scoring-row .scoring-panel.opp-scored {
background: #fceaea;
border-color: #dea8a8;
border-left-color: #b52b2b;
}
.v07-scoring-row .scoring-panel.opp-scored .scoring-total { color: #7a1e1e; }
.v07-scoring-row .scoring-panel.opp-scored .jan-pts { color: #7a1e1e; }
/* ════════════════════════════════════════════════════════════════════
RESPONSIVE — 920px breakpoint
════════════════════════════════════════════════════════════════════ */
/* Wide (≥920px): show sidebar, hide bottom bar */
@media (min-width: 920px) {
.v07-sidebar { display: flex; }
.v07-bottom-bar { display: none; }
}
/* Narrow (<920px): hide sidebar, show bottom bar */
@media (max-width: 919px) {
.v07-sidebar { display: none !important; }
.v07-bottom-bar { display: flex; }
}
/* Very narrow: hide peg tracks in header */
@media (max-width: 680px) {
.v07-strip .peg-track { display: none; }
.v07-strip-center { padding: 0 0.5rem; }
}
</style>
</head>
<body>
<!-- ── Left navigation sidebar ───────────────────────────────────────── -->
<button class="game-hamburger game-hamburger-open" aria-label="Menu">
<span class="hb-bar hb-top"></span>
<span class="hb-bar hb-mid"></span>
<span class="hb-bar hb-bot"></span>
</button>
<div class="game-sidebar game-sidebar-open">
<div class="game-sidebar-header">
<span class="game-sidebar-brand">Trictrac</span>
<div class="lang-switcher">
<button>EN</button>
<button class="lang-active">FR</button>
</div>
</div>
<div class="game-sidebar-section">
<svg class="icon" xmlns="http://www.w3.org/2000/svg" viewBox="0 0 640 640"><path fill="currentColor" d="M304 70.1C313.1 61.9 326.9 61.9 336 70.1L568 278.1C577.9 286.9 578.7 302.1 569.8 312C560.9 321.9 545.8 322.7 535.9 313.8L527.9 306.6L527.9 511.9C527.9 547.2 499.2 575.9 463.9 575.9L175.9 575.9C140.6 575.9 111.9 547.2 111.9 511.9L111.9 306.6L103.9 313.8C94 322.6 78.9 321.8 70 312C61.1 302.2 62 287 71.8 278.1L304 70.1zM320 120.2L160 263.7L160 512C160 520.8 167.2 528 176 528L224 528L224 424C224 384.2 256.2 352 296 352L344 352C383.8 352 416 384.2 416 424L416 528L464 528C472.8 528 480 520.8 480 512L480 263.7L320 120.3zM272 528L368 528L368 424C368 410.7 357.3 400 344 400L296 400C282.7 400 272 410.7 272 424L272 528z"></path></svg>
<a href="#" class="game-sidebar-link">Nouvelle partie</a>
</div>
<div class="game-sidebar-section">
<svg class="icon" xmlns="http://www.w3.org/2000/svg" viewBox="0 0 640 640"><path fill="currentColor" d="M416 160L480 160C497.7 160 512 174.3 512 192L512 448C512 465.7 497.7 480 480 480L416 480C398.3 480 384 494.3 384 512C384 529.7 398.3 544 416 544L480 544C533 544 576 501 576 448L576 192C576 139 533 96 480 96L416 96C398.3 96 384 110.3 384 128C384 145.7 398.3 160 416 160zM406.6 342.6C419.1 330.1 419.1 309.8 406.6 297.3L278.6 169.3C266.1 156.8 245.8 156.8 233.3 169.3C220.8 181.8 220.8 202.1 233.3 214.6L306.7 288L96 288C78.3 288 64 302.3 64 320C64 337.7 78.3 352 96 352L306.7 352L233.3 425.4C220.8 437.9 220.8 458.2 233.3 470.7C245.8 483.2 266.1 483.2 278.6 470.7L406.6 342.7z"></path></svg>
<a href="#" class="game-sidebar-link">Se connecter</a>
</div>
<div class="sidebar-footer">
<div><span class="site-nav-version">v0.2.15</span></div>
</div>
</div>
<!-- ── Portal behind the overlay ─────────────────────────────────────── -->
<main>
<div style="display:flex;justify-content:center;align-items:flex-start;padding-top:5vh" class="portal-main">
<div class="login-card">
<div class="login-card-header"><div class="login-board-stripe"></div></div>
<div class="login-card-body">
<h1 class="login-title">Trictrac</h1>
<p class="login-subtitle"><em>Une interprétation numérique</em></p>
<div class="login-ornament"></div>
<div class="login-actions">
<button class="login-btn login-btn-secondary">Jouer contre le bot</button>
<button class="login-btn login-btn-primary">Inviter un adversaire</button>
</div>
</div>
</div>
</div>
</main>
<!-- ══════════════════════════════════════════════════════════════════════
GAME OVERLAY
══════════════════════════════════════════════════════════════════════ -->
<div class="game-overlay">
<div class="game-container">
<!-- ════════════════════════════════════════════════════════════════
PLAYER STRIP
In-flow (scrolls with page). Reaches full viewport width via
width:100vw + margin-left:calc(50%-50vw).
Touches viewport top via margin-top:-1.5rem.
Left half DOM order: [avatar][name][pegs][pts] → justify:flex-end
Right half DOM order: [pts][pegs][name][avatar] → justify:flex-start
Both: pts-counter is the item closest to VS.
════════════════════════════════════════════════════════════════ -->
<div class="v07-strip">
<!-- Left: me (active) ──────────────────────────────────────────── -->
<div class="v07-player v07-player-left">
<div class="v07-active-zone active">
<!-- avatar outermost (leftmost) -->
<div class="v07-avatar v07-avatar-me">A</div>
<!-- name -->
<div class="score-row-name">
<span class="player-name">Anonyme</span>
<span class="you-tag">(vous)</span>
</div>
<!-- peg track -->
<div class="peg-track">
<div class="peg-hole filled"></div>
<div class="peg-hole filled"></div>
<div class="peg-hole filled"></div>
<div class="peg-hole filled"></div>
<div class="peg-hole filled"></div>
<div class="peg-hole filled"></div>
<div class="peg-hole"></div><div class="peg-hole"></div>
<div class="peg-hole"></div><div class="peg-hole"></div>
<div class="peg-hole"></div><div class="peg-hole"></div>
</div>
<!-- score: closest to VS -->
<div class="pts-counter-wrap">
<div class="pts-counter-row">
<span class="pts-counter">6</span>
<span class="pts-max">/12</span>
</div>
</div>
</div>
</div><!-- /.v07-player-left -->
<!-- Center: title ──────────────────────────────────────────────── -->
<div class="v07-strip-center">
<span class="v07-title">Trictrac</span>
</div>
<!-- Right: opp (not active) ────────────────────────────────────── -->
<div class="v07-player v07-player-right">
<div class="v07-active-zone">
<!-- score: closest to VS -->
<div class="pts-counter-wrap">
<div class="pts-counter-row">
<span class="pts-counter">2</span>
<span class="pts-max">/12</span>
</div>
</div>
<!-- peg track -->
<div class="peg-track">
<div class="peg-hole peg-opp filled"></div>
<div class="peg-hole peg-opp filled"></div>
<div class="peg-hole peg-opp"></div><div class="peg-hole peg-opp"></div>
<div class="peg-hole peg-opp"></div><div class="peg-hole peg-opp"></div>
<div class="peg-hole peg-opp"></div><div class="peg-hole peg-opp"></div>
<div class="peg-hole peg-opp"></div><div class="peg-hole peg-opp"></div>
<div class="peg-hole peg-opp"></div><div class="peg-hole peg-opp"></div>
</div>
<!-- name -->
<div class="score-row-name">
<span class="player-name">Bot</span>
</div>
<!-- avatar outermost (rightmost) -->
<div class="v07-avatar v07-avatar-opp">B</div>
</div>
</div><!-- /.v07-player-right -->
</div><!-- /.v07-strip -->
<!-- ════════════════════════════════════════════════════════════════
BODY — [board] [sidebar (wide only)]
════════════════════════════════════════════════════════════════ -->
<div class="v07-body">
<!-- Board ─────────────────────────────────────────────────────── -->
<div class="board-wrapper">
<div class="board">
<!-- top row ────────────────────────────────────────────────── -->
<div class="board-row top-row">
<div class="board-quarter">
<div class="field zone-opponent corner" id="field-13"><span class="field-num">13</span></div>
<div class="field zone-opponent" id="field-14"><span class="field-num">14</span></div>
<div class="field zone-opponent" id="field-15">
<span class="field-num">15</span>
<div class="checker-stack">
<div class="checker black"></div><div class="checker black"></div><div class="checker black"></div>
</div>
</div>
<div class="field zone-opponent" id="field-16"><span class="field-num">16</span></div>
<div class="field zone-opponent" id="field-17"><span class="field-num">17</span></div>
<div class="field zone-opponent" id="field-18"><span class="field-num">18</span></div>
</div>
<div class="board-bar"></div>
<div class="board-quarter">
<div class="field zone-retour" id="field-19">
<span class="field-num">19</span>
<div class="hit-ripple hit-ripple-top"></div>
<div class="checker-stack"><div class="checker black"></div></div>
</div>
<div class="field zone-retour" id="field-20"><span class="field-num">20</span></div>
<div class="field zone-retour" id="field-21"><span class="field-num">21</span></div>
<div class="field zone-retour" id="field-22"><span class="field-num">22</span></div>
<div class="field zone-retour point-no-bredouille" id="field-23"><span class="field-num">23</span></div>
<div class="field zone-retour point-no-bredouille" id="field-24">
<span class="field-num">24</span>
<div class="checker-stack">
<div class="checker black"></div><div class="checker black"></div>
<div class="checker black"></div><div class="checker black">11</div>
</div>
</div>
</div>
</div>
<div class="board-center-bar"></div>
<!-- bottom row ─────────────────────────────────────────────── -->
<div class="board-row bot-row">
<div class="board-quarter">
<div class="field zone-grand corner corner-available clickable dest" id="field-12"
title="Coin de repos — must enter and leave with 2 checkers">
<span class="field-num">12</span>
</div>
<div class="field zone-grand clickable dest" id="field-11"><span class="field-num">11</span></div>
<div class="field zone-grand" id="field-10"><span class="field-num">10</span></div>
<div class="field zone-grand" id="field-9">
<span class="field-num">9</span>
<div class="checker-stack"><div class="checker white"></div></div>
</div>
<div class="field zone-grand" id="field-8">
<span class="field-num">8</span>
<div class="checker-stack"><div class="checker white"></div><div class="checker white"></div></div>
</div>
<div class="field zone-grand selected clickable" id="field-7">
<span class="field-num">7</span>
<div class="checker-stack"><div class="checker white"></div><div class="checker white"></div></div>
</div>
</div>
<div class="board-bar"></div>
<div class="board-quarter">
<div class="field zone-petit point-no-bredouille" id="field-6"><span class="field-num">6</span></div>
<div class="field zone-petit point-no-bredouille" id="field-5"><span class="field-num">5</span></div>
<div class="field zone-petit point-no-bredouille" id="field-4"><span class="field-num">4</span></div>
<div class="field zone-petit point-no-bredouille" id="field-3"><span class="field-num">3</span></div>
<div class="field zone-petit point-no-bredouille" id="field-2"><span class="field-num">2</span></div>
<div class="field zone-petit point-no-bredouille" id="field-1">
<span class="field-num">1</span>
<div class="checker-stack">
<div class="checker white">10</div><div class="checker white"></div>
<div class="checker white"></div><div class="checker white"></div>
</div>
</div>
</div>
</div>
<svg style="position:absolute;top:0;left:0;pointer-events:none;overflow:visible" width="761" height="388"></svg>
</div><!-- /.board -->
</div><!-- /.board-wrapper -->
<!-- Right sidebar (wide ≥920px) ─────────────────────────────── -->
<div class="v07-sidebar">
<div class="v07-sidebar-dice">
<div class="v07-sidebar-dice-row">
<svg class="die-face" width="48" height="48" viewBox="0 0 48 48">
<rect x="1.5" y="1.5" width="45" height="45" rx="7" ry="7"></rect>
<circle cx="13" cy="13" r="4.5"></circle>
<circle cx="35" cy="13" r="4.5"></circle>
<circle cx="13" cy="24" r="4.5"></circle>
<circle cx="35" cy="24" r="4.5"></circle>
<circle cx="13" cy="35" r="4.5"></circle>
<circle cx="35" cy="35" r="4.5"></circle>
</svg>
<svg class="die-face die-used" width="48" height="48" viewBox="0 0 48 48">
<rect x="1.5" y="1.5" width="45" height="45" rx="7" ry="7"></rect>
<circle cx="13" cy="13" r="4.5"></circle>
<circle cx="35" cy="13" r="4.5"></circle>
<circle cx="13" cy="35" r="4.5"></circle>
<circle cx="35" cy="35" r="4.5"></circle>
</svg>
</div>
<label class="free-mode-toggle">
<input type="checkbox">Mode jeu libre
<span class="free-mode-help" title="Sélectionnez n'importe quelle dame et tentez de trouver un coup valide vous-même.">?</span>
</label>
</div>
<div class="v07-sidebar-status">
<div class="game-status">Déplacez une dame (1 sur 2)</div>
<div class="board-actions">
<button class="btn btn-secondary">Passer</button>
</div>
</div>
</div><!-- /.v07-sidebar -->
</div><!-- /.v07-body -->
<!-- ════════════════════════════════════════════════════════════════
BOTTOM BAR (narrow <920px) two rounded cards, 0.5rem gap
════════════════════════════════════════════════════════════════ -->
<div class="v07-bottom-bar">
<div class="v07-foot-dice">
<div class="v07-foot-dice-row">
<svg class="die-face" width="44" height="44" viewBox="0 0 48 48">
<rect x="1.5" y="1.5" width="45" height="45" rx="7" ry="7"></rect>
<circle cx="13" cy="13" r="4.5"></circle>
<circle cx="35" cy="13" r="4.5"></circle>
<circle cx="13" cy="24" r="4.5"></circle>
<circle cx="35" cy="24" r="4.5"></circle>
<circle cx="13" cy="35" r="4.5"></circle>
<circle cx="35" cy="35" r="4.5"></circle>
</svg>
<svg class="die-face die-used" width="44" height="44" viewBox="0 0 48 48">
<rect x="1.5" y="1.5" width="45" height="45" rx="7" ry="7"></rect>
<circle cx="13" cy="13" r="4.5"></circle>
<circle cx="35" cy="13" r="4.5"></circle>
<circle cx="13" cy="35" r="4.5"></circle>
<circle cx="35" cy="35" r="4.5"></circle>
</svg>
</div>
<label class="free-mode-toggle">
<input type="checkbox">Mode libre
<span class="free-mode-help" title="Sélectionnez n'importe quelle dame et tentez de trouver un coup valide vous-même.">?</span>
</label>
</div>
<div class="v07-foot-main">
<div class="game-status">Déplacez une dame (1 sur 2)</div>
<div class="board-actions">
<button class="btn btn-secondary">Passer</button>
</div>
</div>
</div><!-- /.v07-bottom-bar -->
<!-- ════════════════════════════════════════════════════════════════
SCORING ROW — always below controls
════════════════════════════════════════════════════════════════ -->
<div class="v07-scoring-row">
<div class="scoring-panels-container">
<div class="scoring-panel-wrapper">
<button class="scoring-expand-btn" title="Afficher le détail">+</button>
<div class="scoring-panel">
<div class="scoring-panel-head">
<div class="scoring-total">+4 pts</div>
<button class="scoring-collapse-btn"></button>
</div>
<div class="scoring-jan-row">
<span class="jan-label">Battage à vrai (petit jan)</span>
<span class="jan-tag">simple</span>
<span class="jan-tag">×1</span>
<span class="jan-pts">+4</span>
</div>
</div>
</div>
</div>
</div><!-- /.v07-scoring-row -->
</div><!-- /.game-container -->
</div><!-- /.game-overlay -->
</body>
</html>