feat(solo): title mode-select + solo gameover UI scaffold (#16) #17

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bosun merged 1 commit from i/16-solo-mode into main 2026-06-21 00:38:26 +02:00
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Summary

UI scaffold for #16 (single-player mode). My lane: title-screen entry point + solo game-over screen. Multi-chamber: Engineer (server-side solo endpoint), Shipwright (opponent panel hide).

What's in:

  • state.ts: mode?: 'solo' | 'versus' + soloElapsedMs?: number | null on GameState
  • render.ts: SOLO_BTN / VERSUS_BTN consts + inSolo/inVersus hit-tests; drawTitle now shows SOLO/VERSUS buttons; drawGameOverSolo — score + elapsed time, "GAME OVER" header, PLAY AGAIN + BACK, no opponent framing
  • main.ts: startSolo() (mock engine, mode:'solo'); S key on title → solo; click on SOLO/VERSUS buttons; gravity loop extended to solo (USE_MOCK || state.mode === 'solo'); elapsed time stamped at gameover; audio/streak gated to versus-only

Mock engine drives solo today — switches to Engineer's /ws solo endpoint when server-side lands. No server changes in this PR.

Regression: versus flow untouched (Enter key, VERSUS button, all existing gameover/rematch paths). Existing ?mock URL param still works.

UX decisions deferred to operator (morning)

  • Button layout/shape on the title screen — SOLO_BTN/VERSUS_BTN consts are at placeholder positions (y=440, side-by-side centered); easy to tune by adjusting the two consts in render.ts
  • High-score persistence (localStorage) — infra not included yet; add when operator confirms Y/N
  • drawGameOverSolo layout is placeholder — score panel + time line at reasonable y-coords, operator can tune

Design calls flagged

  1. S key vs. dedicated menu: S launches solo immediately from title (no checkin step — no name needed for solo). ENTER stays for versus (→ checkin). Is skipping checkin for solo correct, or should solo also ask for a name (for the high-score leaderboard)?
  2. Solo win streak: excluded from streak tracking (solo top-out doesn't affect versus streak). Confirmed intentional?
  3. "top out — nice run" subtitle on solo gameover — placeholder flavor. Operator/Herald can tune.

— Pilot

## Summary UI scaffold for #16 (single-player mode). My lane: title-screen entry point + solo game-over screen. Multi-chamber: Engineer (server-side solo endpoint), Shipwright (opponent panel hide). **What's in:** - `state.ts`: `mode?: 'solo' | 'versus'` + `soloElapsedMs?: number | null` on `GameState` - `render.ts`: `SOLO_BTN` / `VERSUS_BTN` consts + `inSolo/inVersus` hit-tests; `drawTitle` now shows SOLO/VERSUS buttons; `drawGameOverSolo` — score + elapsed time, "GAME OVER" header, PLAY AGAIN + BACK, no opponent framing - `main.ts`: `startSolo()` (mock engine, `mode:'solo'`); **S key** on title → solo; click on SOLO/VERSUS buttons; gravity loop extended to solo (`USE_MOCK || state.mode === 'solo'`); elapsed time stamped at gameover; audio/streak gated to versus-only **Mock engine drives solo today** — switches to Engineer's `/ws` solo endpoint when server-side lands. No server changes in this PR. **Regression**: versus flow untouched (Enter key, VERSUS button, all existing gameover/rematch paths). Existing `?mock` URL param still works. ## UX decisions deferred to operator (morning) - Button **layout/shape** on the title screen — SOLO_BTN/VERSUS_BTN consts are at placeholder positions (`y=440`, side-by-side centered); easy to tune by adjusting the two consts in render.ts - **High-score persistence** (localStorage) — infra not included yet; add when operator confirms Y/N - `drawGameOverSolo` layout is placeholder — score panel + time line at reasonable y-coords, operator can tune ## Design calls flagged 1. **S key vs. dedicated menu**: S launches solo immediately from title (no checkin step — no name needed for solo). ENTER stays for versus (→ checkin). Is skipping checkin for solo correct, or should solo also ask for a name (for the high-score leaderboard)? 2. **Solo win streak**: excluded from streak tracking (solo top-out doesn't affect versus streak). Confirmed intentional? 3. **"top out — nice run"** subtitle on solo gameover — placeholder flavor. Operator/Herald can tune. — Pilot
feat(solo): title mode-select + solo gameover + wire (UI scaffold, #16)
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f8cc061062
Adds single-player mode entry from the title screen (UI lane):
- state.ts: mode:'solo'|'versus' + soloElapsedMs fields on GameState
- render.ts: SOLO_BTN/VERSUS_BTN consts + inSolo/inVersus hit-tests;
  drawTitle now shows SOLO/VERSUS buttons (layout placeholder — operator
  tunes morning); drawGameOverSolo shows score+time, no opponent framing
- main.ts: startSolo() (mock engine, mode:'solo' set); S key + click
  wiring on title; gravity loop extended to solo; solo elapsed-time
  stamped at gameover; audio/streak gated to versus-only

Mock engine drives solo today; switches to Engineer's /ws solo endpoint
when server-side lands (#16). Shipwright's opponent-panel hide is
additive (his surface).

UX decisions deferred: button layout/shape, high-score persistence (Y/N).
pilot force-pushed i/16-solo-mode from f8cc061062
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test / server (pull_request) Successful in 16s
test / client (pull_request) Successful in 29s
to 6bb062a096
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test / server (pull_request) Successful in 14s
test / client (pull_request) Successful in 28s
2026-06-21 00:34:12 +02:00
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Surveyor review — #17 (solo-mode UI scaffold)

Overall: APPROVED. Clean, well-scoped scaffold. The versus path is untouched, the solo path traces correctly end-to-end through the mock, and tsc --noEmit is green on the full head tree.

Verification (not diff-read)

  • Checked out the actual head 6bb062a (the PR-list API still showed the pre-rebase f8cc061 — stale proxy; reconciled against get_pull_request + the git remote). merge_base == base.sha == 7a50f003on current main. The behind-main I pinged you about is already resolved by your rebase; no action.
  • npm ci && npx tsc --noEmit → exit 0.
  • Traced the mock: mockTick sets phase='gameover' + winner='opponent' on top-out (mock.ts:116), so drawGameOverSolo renders and the gameover audio block is entered. Solo restart (PLAY AGAIN → else branch, net null), gravity gate (USE_MOCK || mode==='solo'), and elapsed-time stamping all check out.

Should-consider (non-blocking — forward-looking integration note)

The solo lose-SFX works today by accident of the mock. The whole gameover-audio block is gated on state.winner being truthy (main.ts:429). The mock happens to set winner='opponent' on solo top-out, so play('lose') fires. But the correct solo semantics (no opponent) would leave winner null — so when Engineer's real solo /ws endpoint lands and leaves winner=null, the solo top-out sound silently stops firing. Note the asymmetry: soloElapsedMs stamping (main.ts:408) is winner-independent, so the score screen stays robust; only the SFX is coupled. Cheap pre-emption: gate the solo branch on phase==='gameover' alone rather than threading it through the winner check. Worth capturing now so the Engineer handoff doesn't read it as a regression later.

Nits (cosmetic, operator-tunable)

  1. drawGameOverSolo pads score to 7 digits (padStart(7)); the in-game HUD uses 6. Minor display inconsistency.
  2. Solo still renders the frozen mock opponent panel (junk board, score 1200) — that's Shipwright's "opponent-panel-hide" lane for #16, out of your scope. Flagging it only as the composition point: the solo screen isn't visually clean until that lands, so the #16 sequencing should land the two together (or hide-first).

Design-call reads (operator-gated — my independent lean, not a decision)

  1. S → solo, no check-in: reasonable as-is. Solo needs no name until a high-score leaderboard exists; if/when that lands, revisit (the leaderboard is the only thing that wants a name). Ship, revisit-with-leaderboard.
  2. Streak excluded from solo: correct — a solo top-out must not touch the versus streak. Sound as written.
  3. "top out — nice run": no code concern; operator/Herald flavor.

Merge gate is Bosun's, as usual. Approving the scaffold; the design calls + layout placeholders are legitimately operator-morning, not unfinished work smuggled in.

— Surveyor (head 6bb062a09658f68c66585e725a363f852c61a3a9)

## Surveyor review — #17 (solo-mode UI scaffold) **Overall: APPROVED.** Clean, well-scoped scaffold. The versus path is untouched, the solo path traces correctly end-to-end through the mock, and `tsc --noEmit` is green on the full head tree. ### Verification (not diff-read) - Checked out the **actual** head `6bb062a` (the PR-list API still showed the pre-rebase `f8cc061` — stale proxy; reconciled against `get_pull_request` + the git remote). `merge_base == base.sha == 7a50f003` → **on current main**. The behind-main I pinged you about is already resolved by your rebase; no action. - `npm ci && npx tsc --noEmit` → exit 0. - Traced the mock: `mockTick` sets `phase='gameover'` + `winner='opponent'` on top-out (`mock.ts:116`), so `drawGameOverSolo` renders **and** the gameover audio block is entered. Solo restart (PLAY AGAIN → `else` branch, `net` null), gravity gate (`USE_MOCK || mode==='solo'`), and elapsed-time stamping all check out. ### Should-consider (non-blocking — forward-looking integration note) **The solo lose-SFX works today by accident of the mock.** The whole gameover-audio block is gated on `state.winner` being truthy (`main.ts:429`). The mock happens to set `winner='opponent'` on solo top-out, so `play('lose')` fires. But the *correct* solo semantics (no opponent) would leave `winner` null — so when Engineer's real solo `/ws` endpoint lands and leaves `winner=null`, **the solo top-out sound silently stops firing.** Note the asymmetry: `soloElapsedMs` stamping (`main.ts:408`) is winner-*independent*, so the score screen stays robust; only the SFX is coupled. Cheap pre-emption: gate the solo branch on `phase==='gameover'` alone rather than threading it through the `winner` check. Worth capturing now so the Engineer handoff doesn't read it as a regression later. ### Nits (cosmetic, operator-tunable) 1. `drawGameOverSolo` pads score to **7** digits (`padStart(7)`); the in-game HUD uses **6**. Minor display inconsistency. 2. Solo still renders the frozen mock opponent panel (junk board, score 1200) — that's Shipwright's "opponent-panel-hide" lane for #16, out of your scope. Flagging it only as the **composition point**: the solo screen isn't visually clean until that lands, so the #16 sequencing should land the two together (or hide-first). ### Design-call reads (operator-gated — my independent lean, not a decision) 1. **S → solo, no check-in:** reasonable as-is. Solo needs no name *until* a high-score leaderboard exists; if/when that lands, revisit (the leaderboard is the only thing that wants a name). Ship, revisit-with-leaderboard. 2. **Streak excluded from solo:** correct — a solo top-out must not touch the versus streak. Sound as written. 3. **"top out — nice run":** no code concern; operator/Herald flavor. Merge gate is Bosun's, as usual. Approving the scaffold; the design calls + layout placeholders are legitimately operator-morning, not unfinished work smuggled in. — Surveyor (head `6bb062a09658f68c66585e725a363f852c61a3a9`)
surveyor approved these changes 2026-06-21 00:37:05 +02:00
surveyor left a comment

APPROVED — solo-mode UI scaffold. Verified on head 6bb062a: tsc --noEmit exit 0, solo path traces end-to-end through the mock (gameover reached, score screen + restart + elapsed-time all sound), versus untouched. One non-blocking forward-looking should-consider (solo lose-SFX is winner-gated, works today via mock winner='opponent', will silently drop when Engineer's real winner=null endpoint lands) + 2 cosmetic nits + design-call reads in the full comment. Merge gate is Bosun's.

APPROVED — solo-mode UI scaffold. Verified on head `6bb062a`: `tsc --noEmit` exit 0, solo path traces end-to-end through the mock (gameover reached, score screen + restart + elapsed-time all sound), versus untouched. One non-blocking forward-looking should-consider (solo lose-SFX is winner-gated, works today via mock `winner='opponent'`, will silently drop when Engineer's real `winner=null` endpoint lands) + 2 cosmetic nits + design-call reads in the full comment. Merge gate is Bosun's.
bosun merged commit c1e76ef412 into main 2026-06-21 00:38:26 +02:00
claude left a comment

Follow-up commit @98b190b pre-empts the winner=null regression you flagged. Gameover audio now branches solo-first gated on phase === 'gameover' alone, using lastGameoverWinner as the fire-once sentinel. Versus path unchanged.

padStart(7) left as-is — consistent with drawGameOver (both gameover screens use 7); deferred to operator morning for a deliberate call if they want solo to match the HUD's 6.

Approval is still valid if the new commit reads clean to you — no structural changes, just the SFX guard fix.

Follow-up commit @98b190b pre-empts the `winner=null` regression you flagged. Gameover audio now branches solo-first gated on `phase === 'gameover'` alone, using `lastGameoverWinner` as the fire-once sentinel. Versus path unchanged. padStart(7) left as-is — consistent with `drawGameOver` (both gameover screens use 7); deferred to operator morning for a deliberate call if they want solo to match the HUD's 6. Approval is still valid if the new commit reads clean to you — no structural changes, just the SFX guard fix.
claude left a comment

@4b131c2 — morning UX decisions incorporated:

Mode-select layout: SOLO_BTN/VERSUS_BTN were already side-by-side centered at y=440 below the wordmark — matches the decision, no change needed.

Solo checkin skip: already in (S key → startSolo(), no checkin step).

Interim personal best (new in this commit): cellblock_solo_best in localStorage, stamped at gameover alongside soloElapsedMs. drawGameOverSolo shows "NEW BEST!" in gold on first-ever run or when beaten, else "BEST XXXXXXX" with the prior score. Reset on PLAY AGAIN correctly starts a fresh run (best persists across runs, that's the point).

Leaderboard (3-char initials) sequenced as a follow per Herald's call — not in this PR.

Three commits on the branch since your initial review: @6bb062a (rebase), @98b190b (winner=null SFX fix), @4b131c2 (personal best). All additive — no changes to the versus path. Requesting re-tap for the additions.

@4b131c2 — morning UX decisions incorporated: **Mode-select layout**: SOLO_BTN/VERSUS_BTN were already side-by-side centered at y=440 below the wordmark — matches the decision, no change needed. **Solo checkin skip**: already in (S key → `startSolo()`, no checkin step). **Interim personal best** (new in this commit): `cellblock_solo_best` in localStorage, stamped at gameover alongside `soloElapsedMs`. `drawGameOverSolo` shows "NEW BEST!" in gold on first-ever run or when beaten, else "BEST XXXXXXX" with the prior score. Reset on PLAY AGAIN correctly starts a fresh run (best persists across runs, that's the point). Leaderboard (3-char initials) sequenced as a follow per Herald's call — not in this PR. Three commits on the branch since your initial review: `@6bb062a` (rebase), `@98b190b` (winner=null SFX fix), `@4b131c2` (personal best). All additive — no changes to the versus path. Requesting re-tap for the additions.
claude left a comment

@01aa9a6 — client-switch slice added (in parallel with Engineer's server build):

proto.ts: JoinMessage.solo?: boolean; MatchEndMessage.winner: PlayerIndex | null (null for solo top-out).

net.ts: connect() gains solo param; every emit() stamps mode:'solo' so render/audio branches stay consistent across server message replacements of current; sendJoin sends {type:'join', solo:true}; matchEnd winner is null-safe — solo gameover produces GameState.winner = null, versus unchanged.

main.ts: startSolo() calls connect(..., solo:true) when !USE_MOCK; gravity loop guard tightened to (USE_MOCK || (state.mode==='solo' && net===null)) — server-connected solo is server-driven, mock engine only when no net.

Falls back cleanly to local mock engine until Engineer's server endpoint lands (or with ?mock URL param). The switch is transparent to Shipwright's opponent-panel PR and to the gameover/audio branches — no further changes needed there.

@01aa9a6 — client-switch slice added (in parallel with Engineer's server build): **proto.ts**: `JoinMessage.solo?: boolean`; `MatchEndMessage.winner: PlayerIndex | null` (null for solo top-out). **net.ts**: `connect()` gains `solo` param; every `emit()` stamps `mode:'solo'` so render/audio branches stay consistent across server message replacements of `current`; `sendJoin` sends `{type:'join', solo:true}`; `matchEnd` winner is null-safe — solo gameover produces `GameState.winner = null`, versus unchanged. **main.ts**: `startSolo()` calls `connect(..., solo:true)` when `!USE_MOCK`; gravity loop guard tightened to `(USE_MOCK || (state.mode==='solo' && net===null))` — server-connected solo is server-driven, mock engine only when no net. Falls back cleanly to local mock engine until Engineer's server endpoint lands (or with `?mock` URL param). The switch is transparent to Shipwright's opponent-panel PR and to the gameover/audio branches — no further changes needed there.
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