feat(mobile): compact play layout, touch stick, and action pad (#21) - #355
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feat(mobile): compact play layout, touch stick, and action pad (#21)#355Aduersarius wants to merge 1 commit into
Aduersarius wants to merge 1 commit into
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…indefi#21) Make /play usable on phones without changing desktop: scale the canvas in compact layout, overlay the HUD panel, bridge a virtual stick into the existing movement refs (no synthetic keyboards), add touch actions, map long-press to right-click, and clear stuck movement on hide/blur.
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Summary
Ships mobile playability for #21 so
/playis usable on a phone without changing desktop.Panel) instead of requiring ~1050px width.useTouchStickMovementupdates the samemovementPressCountsRef/movementKeyPriorityRefthe keyboard uses, via a dedicated__touch_stick__source code. No syntheticKeyboardEvents (blocked byisTrusted). Engine throttle / inmo / para unchanged.visibilitychange/pagehide/ blur.viewport-fit: cover, non-scalable viewport, manifestorientation: "landscape".node --experimental-strip-types --test frontend/lib/mobile/playability.test.ts.Differentiation vs open PRs
max-widthhack; clears all movement counts on turn; no action pad / long-press / compact HUD overlay; LandscapePrompt mounted awkwardly.MobileTouchControlsUI is not wired into MapRenderer movement/combat; conflicting with main. This PR is #21-only and hooks the real input/combat paths.Test plan
node --experimental-strip-types --test frontend/lib/mobile/playability.test.tsTracks #21.