Commit Graph

9 Commits

Author SHA1 Message Date
thejayman77 39d682f353 Polish: plain unfound word-search chips + no signed-out flash on refresh
- Word Search: unfound words were tinted (accent-soft background) like found
  ones, so the remaining words were hard to spot as the board filled. Unfound
  chips are now plain (transparent + a light outline); found words keep their
  grid colour. Easy to see what's left.
- Auth: a refresh briefly flashed the signed-out header until /api/auth/me
  returned. Now the last-known user is cached and hydrated immediately, so the
  signed-in UI paints at once; the session is still revalidated every load (a
  stale/expired one corrects within a beat) and the cache is cleared on logout.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-12 12:21:43 -04:00
thejayman77 7e4d3e2cd9 Word Search: bolder in-game theme title + cell letters scale with cell size
Per field feedback + Codex.
* In-game theme title bigger and weighted (flat → title): 1.6rem/600 desktop,
  1.5rem mobile.
* Cell letters now scale to ~42% of the cell (container-query units, grid as the
  inline-size query container) so the letter-to-spacing ratio is uniform across
  sizes. Large is preserved (its current ratio ≈ 0.42); Small/Med letters grow to
  match, so Small is the easiest to read. @supports-guarded with a clamp() fallback
  for browsers without container-query units.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-11 09:51:14 -04:00
thejayman77 52a8bc5326 Word Search mobile: focused viewport, theme placement, unique-per-size words
Per field feedback.
* Each day is now THREE distinct puzzles: the three sizes draw DISJOINT word
  slices from a date-shuffled pool (small/med/large = 6/9/13, sum 28 unique).
  Curated fallback themes expanded to 30 words each; LLM proposals accepted only
  if they supply >= 28 unique words, else fall back. No more repeats across sizes.
* Word Search is now a focused game screen on mobile (same as Daily Word): body
  scroll locked + footer hidden (generalized .playing-game), and the grid sizes
  to the largest square that fits between the theme and the palette (container
  query) — the whole puzzle is on screen, no page scroll.
* Theme placement: full "Today's theme · <name>" on the size-selection screen;
  just the theme name on the puzzle itself, saving vertical space for Large.
* cosy → cozy. 🇺🇸

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-11 09:15:06 -04:00
thejayman77 98441fae15 Extract + unit-test the padding-aware cell geometry (Codex nice-to-have)
Pulled the pointer→cell math out of cellAt() into a pure cellFromPoint(rect, x,
y, n) in $lib/wordsearch.js (only getBoundingClientRect stays in the component),
and covered it with vitest — including the last-column case that was drifting
under the old overflowing layout, plus clamping and a scrolled-origin rect.
11 vitest tests now; real-device testing remains the final validator.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-10 21:43:28 -04:00
thejayman77 b909b7e64b Word Search bug-fixes + Codex polish
Two reported bugs, same root cause: the fixed-cell grid overflowed its wrapper
on Large, so (a) the last column spilled past the border and (b) the pointer→cell
math drifted across the row, recording finds "off by a letter".
* Grid now uses 1fr columns with max-width = n·32px: the board grows with the
  grid and can never overflow (shrinks to fit a narrow phone instead).
* cellAt() accounts for the grid padding/border, so selection is exact edge-to-edge.
* restore() now validates each saved find against the CURRENT grid and drops any
  whose cells no longer spell the word — clears stale highlights if the day's
  puzzle changed.

Codex follow-ups:
* _ws_propose now requires >= large.count + 4 valid words before accepting an LLM
  proposal (else falls back to a curated theme), so a thin LLM result can't
  underfill Large. Added a thin-LLM fallback test.
* Cleaned Svelte warnings: removed the now-unused .gamecard.soon CSS, added an
  ARIA role/label to the grid, declared gridEl with $state. Build is warning-clean.
* Added a stale-load guard in WordSearchGame.load() so rapid size switches can't
  let an older request overwrite the newer selection.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-10 21:09:33 -04:00
thejayman77 9f7eb11155 Word Search polish: constant cell size, 28-word themes, per-size variety, palette
Playtesting fixes:
* Constant cell size (~32px) — the board GROWS with the grid instead of shrinking
  letters into a fixed box. Fixes Small's oversized spacing; on a narrow phone the
  largest grid gently scales to fit (the standard word-search compromise).
* Themes now gather ~28 words (LLM asked for 28; curated fallbacks ~22 each), and
  each size samples its OWN subset — so every tier is a distinct puzzle. Large is
  now reliably full (14 words on 14×14), fixing the "13 words / 11 listed" mismatch.
* Tiers: small 8×8/6, med 11×11/10, large 14×14/14.
* Word list is now a framed "Find these · n/total" palette panel (pill chips that
  take on each found word's colour) instead of loose text under the grid.
* Size chips use qualitative labels (cosy / balanced / a longer sit) so no count
  can ever contradict the actual puzzle.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-10 20:57:44 -04:00
thejayman77 f43f645d69 Games batch: neutral words/themes, Word Search sizes + per-word colours
From playtesting findings:
* Pools nearly doubled (115/104 → 228/201) with calm/neutral everyday words
  (claps, dance, drench, beach…), not just strictly-upbeat ones — more variety,
  ~7-month runway. The post-solve "why" prompt reworded to fit neutral words.
* Word Search now stores one theme + word list per day; the grid is built per
  request for three SIZE tiers — Small (8×8, 6 words), Medium (11×11, 9),
  Large (14×14, 13). Large packs more words = a longer sit ("too fast" fix).
  All sizes share the day's theme; every size still code-placed + solvable.
* Word Search themes can now be neutral everyday scenes ("Around the house",
  "At the beach", "In the kitchen", "A walk outdoors", "Making music"…), not
  only hopeful — same shape as the articles.
* Each found word gets its own colour from a calm palette, in the grid and its
  word-list chip. Per-size local progress + best time.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-10 20:32:53 -04:00
thejayman77 33d5d55c33 Word Search: extract pure selection/match logic + pin with vitest
Per Codex's Phase 2 audit notes. Moved the drag-snap (lineFrom) and find-match
(matchWord) logic into $lib/wordsearch.js and added vitest coverage:
- lineFrom always yields a straight, in-bounds path — a non-straight drag snaps,
  never returns bent; single cell and edge-clamping covered.
- matchWord matches forward + reversed selections, is a harmless no-op on an
  already-found word (so completion/best-time can't double-record), and returns
  null for non-words / too-short selections.

Restore behaviour audited: finish() (which records best-time) only runs when the
final word is found mid-play; on refresh, restore() repopulates found cells +
time and the derived status flips to done WITHOUT calling finish(), so best-time
never re-records. First JS test runner for the frontend (npm test → vitest run).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-10 20:23:13 -04:00
thejayman77 90cd0291a3 Play hub Phase 2: Word Search (LLM theme/words, code places the grid)
A calm second daily game, same philosophy as Daily Word — LLM proposes, code
disposes.

* LLM proposes a hopeful theme + ~8 words; code validates (alpha/length/dedup)
  and PLACES every word in a date-seeded grid, so the puzzle is always solvable.
  Curated fallback themes if the LLM is thin. Only placed words are returned;
  the solution cells (placements) are never sent to the client.
* GET /api/puzzle/wordsearch → {theme, words, grid, size}. No answer to hide:
  the grid and word list are meant to be seen — the play is finding them, which
  the client validates by reading the selected line off the grid.
* WordSearchGame.svelte: pointer-drag selection snapped to the 8 straight
  directions (mouse + touch), found-word highlighting, no-fail, no pressure
  timer — time is recorded quietly and shown at the end with a personal best.
  Spoiler-free share. localStorage progress (restores found cells + timer).
* Hub's Word Search card is now live with today's status; cycle pre-generates
  both games with the LLM.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-10 20:15:19 -04:00