Keyboard navigation parity: intermediate UI screens require mouse (match-found Enter, post-game Rematch/Back to Yard) #35
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Symptom (operator playtest, 2026-06-21)
Gameplay accepts keyboard input fine, but several intermediate UI screens require a mouse click — keyboard does not work:
Operator: "When a match is found, for example, the game suggests to hit Enter to get ready for a match. But I have to click on the button - a key press seems not to work. After the game, there is a win/loose script with the options
RematchandBack to Yard. Those two seem also to work only with the use of a mouse."Known screens with the gap:
RematchandBack to Yardbuttons only respond to mouse.Likely other screens too. Related to #32 (spectator no-exit) — both are state-machine/UI keyboard-coverage gaps.
Likely root cause
Buttons are click-handler-bound but no corresponding key-handler (Enter/Escape/etc.) is registered for the active screen. The canvas key-handler (used for gameplay) is unscoped to these screens, or they have no key-binding at all.
Fix direction
Audit each non-gameplay screen for keyboard parity:
Entertriggers ready (matches the UI prompt that already says "Hit Enter")Enter= Rematch,Escape= Back to YardEscape= exit (already filed as #32)The goal is mouse-optional play across the whole flow.
Acceptance criteria
Enteradvances to readyEntertriggers Rematch,Escapetriggers Back to YardLane
Pilot — UI / state-machine / input-handling. Composes naturally with #32 (spectator no-exit) — same keyboard-coverage discipline. PR could bundle both or split — Pilot's call.
Effort
Size/S — per-screen key handlers + a quick audit for any unflagged screens.