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wordle-kt's Issues

Implement the share button when finishing the game

This is a bit tedious to achieve given that it's dependent on underlying platform internals.

  • Compose desktop should rely on AWT clipboard
  • #28
  • Add toast message "Copied results to clipboard"
  • For Mosaic version, we could automatically put to clipboard without user action, maybe we could rely on pbcopy call system?

In this SO answer, it is suggested to use a CompositionLocalProvider to delegate the impl: https://stackoverflow.com/a/68389985/2551689

Finalize Mosaic version

  • need to press enter twice to update screen
  • replace println game instructions with Text() Composable
  • determine if Mosaic provides the equivalent of EditText() to replace readLine()
  • #17

Review victory sequence

  1. Grid animation
  2. Victory message toast
  3. Once toast is dismissed, show victory dialog
  4. Once victory dialog is dismissed, show restart and answer placeholder

Will also fix

Replace Key event by text field

Either find a way to make the active row a full text field properly displaying characters or define it as focusable/focused but invisible /hidden.

At each input pushing word to view model would automatically update grid.

This would allow writing accented characters (out any diacritic) for french, Spanish, ...

Allow fetching user defined dictionaries

  • Drop any words_[a-z]{2}_[\d]+.txt in app's data dir (esp. for Desktop)
  • Add a button to open a file picker in DictionaryPicker (would need CompositionLocalProvider for Desktop & Android)
  • Define a builtIn attribute in Dictionary
  • Add special indicator (user icon vs system icon?) in dictionary list
  • Handle invalid data

Let user choose language and word size

  • Smart user default (device locale + 5 letters).
  • persistence
  • initial choice at first launch
  • option on settings
  • add source dictionary buckets in records to avoid melding results for different setup

Move replay button in stats dialog

In official game, at the left of the Share button, there is a counter for the next word, we could use this place holder for our restart button and stay closed to original game design.

Consider resizable window and responsive layout

  • Allow resizing window
  • Restrict to min size (500x700?)
  • Adjust components to make them more responsive (especially Alphabet & WordleGrid)
  • Adjust dialog & panel to take current window width into account for their max size

Lost game can also lead to share state

Wordle 212 X/6

🟨 🟨 ⬜ ⬜ ⬜
🟨 🟨 ⬜ ⬜ ⬜
🟨 🟨 ⬜ ⬜ ⬜
🟨 🟨 ⬜ ⬜ ⬜
🟨 🟨 ⬜ ⬜ ⬜
🟨 🟨 ⬜ ⬜ ⬜ 

Add a solver

  • add solver
  • add a auto solve button in Compose version
  • determine if a hint couldn't be provided by a way or another

Check dlew/wordle-solver for details.

Screen abstraction/navigation might be needed to clean `WordleApp()` Composable

Currently, the transition from dictionary picker to loading to game screen is a bit ad hoc and might be improved thanks to a screen abstraction.

Here is what was done for another POC game.

sealed class Screen {
    object Home : Screen()
    data class Progress(val maxRank: Int) : Screen()
    data class Settings(val player: PlayerInfo) : Screen()
    data class Scores(val player: PlayerInfo) : Screen()
    object Inventory : Screen()
    data class InGame(val mode: GameRules.Mode) : Screen() {
        val rules = GameRules(mode)
    }

    data class Statistics(val player: PlayerInfo, val viewModel: GameRulesViewModel) : Screen()
}

@Composable
fun HuesApp() {
    CheapHuesComposeTheme {
        var screenState by remember { mutableStateOf<Screen>(Screen.Home) }
        val player by remember { mutableStateOf(PlayerInfo.DEFAULT_PLAYER) }

        val backToHome = { screenState = Screen.Home }

        screenState.let { screen ->
            when (screen) {
                Screen.Home -> HomeScreen(player) { screenState = it }
                is Screen.Inventory -> InventoryScreen(player, backToHome)
                is Screen.Settings -> SettingsScreen(player, backToHome)
                is Screen.Scores -> ScoresScreen(player, backToHome)
                is Screen.Progress -> ProgressionScreen(3, backToHome)
                is Screen.InGame -> {
                    val viewModel = GameRulesViewModel(player, screen.rules)
                    val status = rememberUpdatedState(viewModel.status)

                    when (status.value) {
                        GameRules.GameStatus.PLAYING -> GameScreen(viewModel, backToHome)
                        else -> EndOfGameScreen(viewModel) {
                            screenState = Screen.Statistics(player, viewModel)
                        }
                    }
                }
                is Screen.Statistics -> StatisticsScreen(
                    screen.player,
                    screen.viewModel,
                    onRestart = {
                        screen.viewModel.restart()
                        screenState = Screen.InGame(screen.viewModel.mode)
                    },
                    onQuit = backToHome
                )
            }
        }
    }
}

Use an enum for all available dialog type

Instead of having as many booleans as dialogs types, given that only one of them can be displayed at once, define a (nullable or having a none case) visible dialog state.

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