scale by whole pixels, and make the stage small enough to matter

Two halves of the same problem: the picture was sharp everywhere and wrong
overall.

── whole-number scaling ──

The canvas is now sized to the largest WHOLE number of device pixels per
source pixel that fits the panel, measured with a ResizeObserver and the
device pixel ratio. Below 1x it takes a unit fraction instead, so the rows
that survive are evenly spaced rather than dropped in clumps.

This is a 16px-per-cell bitmap from 1995. At a fractional scale one cell gets
three screen pixels and its neighbour gets two, the grid goes uneven and the
digits wobble — which reads as "not quite right" rather than as blur, and
`image-rendering: pixelated` does not help because unevenness is not blur.
A fractional devicePixelRatio produces exactly this at what looks like 1:1.

It is also allowed to scale UP past the framebuffer's own size, which was the
other half of it: `max-w-full` only ever shrinks, so on a wide panel the
canvas sat at its intrinsic size using a fraction of the pixels available.

── a smaller stage ──

800x600 down to 560x400. The stage is what gets scaled to fill the panel, so
every pixel of empty surround is panel the game does not get, and the whole-
number steps are far apart: in an 1866-device-pixel panel, 800 wide lands on
2x and 560 wide lands on 3x. Same panel, half again as much game.

560x400 is expert (504x342, measured on this machine) plus a margin. A custom
board bigger than the stage is now clipped at the right and bottom rather than
shrunk; `centre` clamps at zero so the menu bar stays reachable. Widen the two
constants if that turns out to be the wrong trade.

Verified: beginner centres at 204,93 on the new stage, which is exact.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Officer-Session: de3ed4e6-f88a-429c-94e6-a760336ba83b
This commit is contained in:
2026-08-23 21:26:10 +00:00
co-authored by Claude Opus 5
parent ad2aa632a5
commit 26c8dd3e1a
3 changed files with 76 additions and 15 deletions
+14 -4
View File
@@ -47,11 +47,21 @@ export type SessionStatus = {
* player mid-game, and it was wrong by the 3x29 wine puts between the root origin and the window, which
* showed as a black strip on top and a row of cut-off cells at the bottom.
*
* 800x600 is generous on beginner and that is deliberate: it holds the largest board Minesweeper X can
* make (30x24 custom, 504x470) with room to spare, so no difficulty ever reaches an edge.
* ── Why it is this small ──
*
* The stage is what gets scaled to fill the panel, so every pixel of empty surround is panel the game
* does not get. The client scales by whole numbers only — fractional scaling makes a 16px grid uneven —
* so the size here decides which step it lands on, and the steps are far apart. In a 1866-device-pixel
* panel: 800 wide gives 2x, 560 wide gives 3x. Same panel, half again as much game.
*
* 560x400 is expert (504x342) plus a margin, which is what the three standard difficulties need. A
* CUSTOM board larger than this is clipped at the right and bottom edges rather than shrunk — `centre`
* clamps at zero so the menu bar stays reachable. That is the trade: the sizes people actually play are
* as large as they can be, and the one that is not is still playable. Widen these two numbers if that
* turns out to be the wrong way round.
*/
const SCREEN_W = 800;
const SCREEN_H = 600;
const SCREEN_W = 560;
const SCREEN_H = 400;
/**
* How often to check whether the board changed size.