Game share-loop: instrument funnel, deep-link shares, /play metadata
Sharpen the existing daily-game share loop into something measurable (per Codex's
"instrument what you have, then feed people into it" plan), ahead of a Show HN launch.
Analytics:
- Per-game funnel events <game>_{arrival,started,completed,shared} (article_id=0).
arrival = landed via a shared link (utm_source=game_share); started = first move
(guess/find/flip); completed = solved/cleared/Full Bloom; shared = on share success.
- trackVisit() moved into the global layout so direct /play landings count; the
server-rendered /a/ share page now creates a visitor token + sends a daily visit
beacon (first-time /a/-only visitors were previously dropped).
- Admin "Games funnel" panel: arrivals / engaged / completed / shared, per game.
Sharing:
- Memory Match gains a Share button (it was the only game without one).
- All shares deep-link to the exact game+variant with a full https:// URL +
utm_source=game_share (gameShareUrl helper), instead of a bare /play.
- "shared" is counted only after navigator.share()/clipboard.writeText() succeeds.
/play social metadata:
- /play served homepage canonical/OG (static SPA, ssr=false). postbuild script
patches build/play.html's head to /play canonical/title/description/OG; fails the
build if the homepage tags drift. Caddy try_files now serves {path}.html so /play
is served from the patched file (snapshot in deploy/caddy/).
Tests: backend 352, frontend 27.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
@@ -1,6 +1,7 @@
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<script>
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import { untrack } from 'svelte';
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import { pushGameState } from '$lib/gamesync.js';
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import { trackGame, gameShareUrl } from '$lib/analytics.js';
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import { COLOR_BY_KEY } from '$lib/games/match/palette.js';
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import { buildBoard, freeSeed } from '$lib/games/match/board.js';
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import MatchIcon from './MatchIcon.svelte';
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@@ -104,6 +105,7 @@
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function flip(card) {
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if (!ready || locked || done) return;
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if (matchedKeys.has(card.key) || flipped.includes(card.id)) return;
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if (moves === 0 && flipped.length === 0 && matchedKeys.size === 0) trackGame('match', 'started');
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// Match off the LOCAL `next`, not the just-assigned reactive `flipped`, so the
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// evaluation never runs a click behind.
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@@ -118,7 +120,7 @@
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matchedKeys = new Set([...matchedKeys, keys[0]]);
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flipped = [];
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persist();
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if (matchedKeys.size >= board.faces.length && !celebrated) celebrated = true;
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if (matchedKeys.size >= board.faces.length && !celebrated) { celebrated = true; trackGame('match', 'completed'); }
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} else {
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locked = true; // show the mismatch briefly, then flip back
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persist();
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@@ -126,6 +128,16 @@
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}
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}
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const TIER_LABEL = { gentle: 'Gentle', standard: 'Standard', expert: 'Expert' };
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let copied = $state(false);
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function share() {
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const label = `${TIER_LABEL[tier] || tier} · ${format === 'colors' ? 'colors' : 'icons'}`;
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const when = isFree ? 'Free play' : date;
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const text = `Upbeat Bytes · Memory Match (${label}) ${when}\nCleared in ${moves} moves\n${gameShareUrl('match', `${mode}-${format}-${tier}`)}`;
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if (navigator.share) navigator.share({ text }).then(() => trackGame('match', 'shared')).catch(() => {});
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else navigator.clipboard?.writeText(text).then(() => { trackGame('match', 'shared'); copied = true; setTimeout(() => (copied = false), 1500); });
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}
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function faceLabel(card) {
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if (format === 'colors') return COLOR_BY_KEY[card.key]?.name ?? 'color';
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return card.key;
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@@ -190,6 +202,7 @@
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{#if done && celebrated}
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<p class="done">Lovely — you cleared {isFree ? 'the board' : "today's set"}.{isFree ? '' : ' Fresh one tomorrow.'}</p>
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<button class="share" onclick={share}>{copied ? 'Copied!' : 'Share result'}</button>
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{/if}
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{/if}
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</div>
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@@ -249,6 +262,9 @@
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color: var(--accent-deep); font-weight: 700; }
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.done { margin: 4px 0 0; color: var(--accent-deep); font-family: var(--label); text-align: center; }
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.share { margin-top: 10px; background: var(--accent); color: #fff; border: none; border-radius: 999px;
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padding: 9px 22px; font: inherit; font-weight: 600; cursor: pointer; }
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.share:hover { background: var(--accent-deep); }
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@media (prefers-reduced-motion: reduce) {
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.inner { transition: none; }
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