burger Sea sub-btn: first-draw --priYl glow handoff (phase 3/3) — TDD
Final slice of the Sea sub-btn rollout (phase 1 = .active wiring 3ae85b9; phase 2 = modal extraction + CONT DRAW 6fbeed7). Adds a --priYl + --ninUser glow that rides the affordance chain to teach the user where to click pre-first-draw.
## The handoff chain
burger → click → sea_btn → click → .sea-select → click → end
- Modal close (Esc / backdrop / DEL guard-OK) restarts the cycle on the burger.
- Burger fan close w/o sea_btn click ALSO restarts on the burger.
- AUTO DRAW guard-OK ends the cycle permanently (user found the path).
- `#id_sea_action_btn` data-state → 'gate-view' (last card landed via ANY path — AUTO DRAW or manual FLIP) ALSO ends permanently.
## SCSS
`static_src/scss/_burger.scss` — `.glow-handoff` on burger / sea_btn = --priYl color + border + --ninUser glow.
`static_src/scss/_gameboard.scss` — `.glow-handoff` on .sea-select = --terUser border + --ninUser glow (no font-color change per spec).
## Server side
`apps/gameboard/views.py` — new `sea_first_draw_pending = show_picker and not hand_non_empty`. True when picker is active w. an empty hand (paid-draw entry, or page reload of a freshly-entered picker). The FREE-DRAW → picker transition fires client-side w. show_picker=False on the rendered template, so the FREE DRAW JS handler seeds the burger glow itself in that path.
`templates/apps/gameboard/_partials/_burger.html` — `#id_burger_btn` conditionally renders `class="glow-handoff"` when `sea_first_draw_pending`.
`templates/apps/gameboard/my_sea.html` — FREE DRAW transition handler adds `.glow-handoff` to burger at the same SEAT_ANIM_MS moment data-phase swaps to 'picker' (covers the client-side path).
## JS state machine
`templates/apps/gameboard/my_sea.html` — new inline IIFE owns the .glow-handoff transitions:
- `burger.click` → if .glow-handoff on burger, transfer to sea_btn.
- `sea_btn.click` → if .glow-handoff on sea_btn, transfer to .sea-select.
- `.sea-select.click` → end this cycle (just clear the glow; cycle restarts on next modal open).
- AUTO DRAW guard-OK (via doc-level click listener) → sets `autoDrawConfirmed`.
- Modal `hidden`-attr observer: AUTO DRAW path → endPermanently; any other close (Esc / backdrop / DEL) → startOnBurger (skip if glow already permanently ended).
- Burger `class`-attr observer: fan closes (`.active` removed) while glow on sea_btn → restart on burger.
- `#id_sea_action_btn` `data-state`-attr observer: flips to 'gate-view' (last card landed via ANY path — AUTO DRAW finishing OR manual FLIP filling the final slot) → endPermanently.
The data-state observer makes the "stop glowing when all slots filled" guarantee async + decoupled from how the cards arrived.
## CONT DRAW polish (drag-in from prior commit's spec gap)
`apps/gameboard/views.py` — `show_cont_draw` now additionally requires `bool(active_draw.hand)` (at least one card drawn). Pre-draw NVM-to-landing falls through to the existing 3-way state machine (PAID DRAW / GATE VIEW / FREE DRAW) instead of misleading w. CONT DRAW that lands back on an empty picker.
## Tests (4 new ITs)
`apps/gameboard/tests/integrated/test_views.py::MySeaViewTest`:
- `test_burger_renders_glow_handoff_class_when_sea_first_draw_pending` — paid-draw entry to picker w. empty hand → burger has .glow-handoff.
- `test_burger_omits_glow_handoff_when_hand_non_empty` — mid-draw → no .glow-handoff.
- `test_burger_omits_glow_handoff_on_landing` — landing → no .glow-handoff (FREE DRAW handler seeds client-side instead).
- `test_force_landing_hides_cont_draw_when_hand_empty` — pre-first-draw NVM → no CONT DRAW.
(JS state-machine behaviour is verified visually; not Jasmine-tested since the IIFE lives inline on my_sea.html, not as a separate module.)
## Verification
All 1374 IT+UT green (+4 from Phase 3). Visual verification of glow handoff + hand-complete auto-end confirmed.
Code architected by Disco DeDisco <discodedisco@outlook.com>
Git commit message Co-Authored-By:
Claude Sonnet 4.6 <noreply@anthropic.com>
This commit is contained in:
@@ -164,6 +164,25 @@
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.burger-fan-icon--off { display: inline-block; }
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}
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// ── First-draw glow handoff (phase 3 of the Sea sub-btn rollout) ─────
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//
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// Pre-first-draw nudge for the my-sea picker: a --priYl + --ninUser glow
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// rides the affordance chain to teach the user where to click.
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//
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// burger → click → sea_btn → click → .sea-select → click → end
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//
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// Modal close (Esc / backdrop / DEL) w/o AUTO DRAW restarts the cycle on
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// the burger. AUTO DRAW's guard-OK ends the cycle permanently (the user
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// has actually drawn — they've found the path). Owner: my_sea.html JS.
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#id_burger_btn.glow-handoff,
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#id_sea_btn.glow-handoff {
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color: rgba(var(--priYl), 1);
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border-color: rgba(var(--priYl), 1);
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box-shadow:
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0 0 0.5rem 0.1rem rgba(var(--ninUser), 0.75),
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0 0 1.2rem 0.3rem rgba(var(--ninUser), 0.35);
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}
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// Burger hides when bud_panel is open — LANDSCAPE only. In portrait the
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// burger sits ABOVE the bud panel (bottom:4.2rem vs panel at bottom:0.5
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// + height:3rem); no visual conflict. In landscape they share the
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