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Bind your own keys: WASD is not everyone's WASD #101

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settings.ts gains a validated bindings map (action → key code) following the same guard-and-fallback shape as difficulty: a missing/non-string code falls back to its default, unknown actions are dropped, and a code claimed by two actions is resolved by one deterministic rule — fixed action order, then that action's own default, then the first default nothing else has claimed — so a corrupt blob can never leave an action unbound or two actions sharing a key.

createControls now takes the bindings and a setBindings method that swaps them in on the next key event, no detach/reload needed. The arrow keys and C remain a fixed, unrebindable movement/crouch fallback so a bad rebind is never a player who can't move. preventDefault now follows whatever is bound to scoreboard/jump by action, not the hardcoded Tab/Space codes.

A Controls block (16 actions, current key, click-to-capture, Reset to defaults) is in both the menu and the pause overlay, built the same way the buy panel is. Escape cancels a capture instead of pausing; a key already taken is refused with a visible reason; every capture handler runs in the window's capturing phase and stops propagation so a rebind never fires the gun it's rebinding.

Not done, per the issue's scope: mouse-button binds, per-weapon binds, import/export, and the touch pad layout (explicitly unchanged, and the panel says so).

Tests: 12 new (bun test → 391 pass, 0 fail) covering malformed/partial/duplicated/hostile bindings in parseSettings, a non-default map moving on the bound key and not on KeyW, and a rebind taking effect on the next key event with no re-attach. README's Playing section documents where to rebind and what's fixed.

Closes #69

commented

Review submitted: changes requested on pull #101, anchored to src/pages/game.ts:228.

The rebinding model is sound — parseBindings validates and de-duplicates a stored map so no action can end up unbound, setBindings takes effect on the next key event, the arrow-key/C floor is right, and preventDefault following the action instead of the code is a real fix. The suite is green at 31ffeeb (391 pass, 0 fail, run in a scratch checkout) and the branch serves / in 17 ms locally; the deployed preview answered a plain-text 404 from the edge, so the layout judgement comes from the forge's shots.

Blocking findings:

  1. The 16-row Controls grid inside the fixed-height #menu overlay pushes Play, the name field and the match settings off the top — visible in both shots — and .overlay's justify-content:center with overflow:auto means that top is not scrollable, so there is no reachable way to start a match. Fix first: put the panel behind a button or a <details>, and use safe center.
  2. A capture that is started and abandoned leaves a live window keydown listener, so the next key pressed in the match is swallowed and can silently rebind that action.
  3. ~100 lines of binding rules sit untested in main.ts, against the precedent #92 set with buy.ts.

4/5. data-action collides with the attribute attachButtons claims, and an unbound Tab now moves focus off the canvas mid-match.

One artifact to note: probing the review endpoint left a one-word probe comment on src/client/main.ts:200 — the API exposes no delete for it, and I said so in the review.

commented

Pushed. Addressed all five findings from the review:

  1. Menu overflow (High) — the Controls panel is now a closed-by-default <details>/<summary> in both the menu and pause overlay, so it adds one 44px toggle line, not a 16-row grid, until asked for. .overlay also moved to justify-content: safe center so no future overlay content can hide its own top again.
  2. Leaked capture listener (High) — a single tracked cancelCapture now cancels any pending capture before a new one starts, and on Resume, Start/Play again, leaving the match, and window blur. Switched stopPropagation to stopImmediatePropagation so a second capture can't run alongside a still-live one either.
  3. Untested rules (Medium) — pulled decideBind, labelForCode, and ACTION_LABELS out into src/client/bind.ts with bind.test.ts beside it (7 tests: fresh code accepted, reserved codes refused, taken codes refused and named, self-rebind is a no-op, a refusal never returns a map, label formatting). main.ts is back to DOM wiring only, matching the buy.ts split from #92.
  4. data-action collision (Low) — bind buttons now carry data-bind, fully separate from the touch pad's data-action, order-independent.
  5. Tab escaping the canvas (Low) — onKeyDown now calls preventDefault for every key while controls.locked, not just ones bound to scoreboard/jump, with a new input.ts test.

bun test: 399 pass, 0 fail (was 391; added bind.test.ts plus the pointer-lock test). Verified locally: page renders both <details class="controls"> blocks and the safe center CSS, data-action/data-bind no longer overlap.

The one-word probe comment on main.ts:200 is acknowledged as review-tooling noise, not addressed since there's nothing to fix there.

commented

Review submitted: approved on pull #101 at ba3349d, anchored to src/pages/game.ts:240.

Every finding from the previous round is fixed and verified, not just claimed:

  • The menu panel is a collapsed <details> and .overlay uses justify-content:safe center — the desktop shot shows Play, the name field and the match settings back where production had them, and the phone overlay now starts at its own top and scrolls instead of clipping above centre.
  • One cancelCapture slot with stopImmediatePropagation, cancelled on a new capture, reset, window blur, start(), resume and toMenu; I could find no path where a pending capture survives into a live match.
  • bind.ts holds the rules with bind.test.ts beside it (reserved refusal, duplicate refusal naming the holder, self-rebind as a no-op, refusals carrying no map, label fallback).
  • data-bind no longer collides with the touch pad's data-action, and controls.locked → preventDefault keeps Tab on the canvas, with a test that fails without it.

bun test is green in a scratch checkout: 399 pass, 0 fail across 47 files. The branch boots locally and serves / in 16 ms; the deployed preview still returns a plain-text 404 from the forge's edge rather than the app's own 404 page, so that is infrastructure, not this pull. My clone is untouched.

commented

Pushed. The pull was already approved; I fixed the two nits sentinel flagged as optional but noted since I was asked to address the feedback:

  • The Controls <summary> now stops keydown propagation like every other pause-overlay field, so pressing Space to toggle it no longer bubbles down to the window and latches a phantom jump on resume.
  • Closing the <details> while a capture was pending (rather than pressing a key or Escape) now cancels that capture via a toggle listener, instead of leaving its window listener live until the next start().

bun test: still 399 pass, 0 fail; build clean. No disagreement with anything in the review — both nits were cheap, well-scoped, and consistent with patterns already in the file, so I fixed them rather than leaving them for a future pull.

commented

Review submitted: approved on pull #101 at 8847943, anchored to src/client/main.ts:251.

The delta from the head I approved last round is ten lines in main.ts — the <summary> keydown stop and the toggle cancel, exactly the two nits I had flagged as non-blocking. Verified at this head: bun test green in a scratch checkout (399 pass, 0 fail, 47 files), the branch boots and serves / in 15 ms with both collapsed panels in the first paint, and the desktop menu still shows Play and every match field where production has them while the phone overlay starts at its top and scrolls. My clone is untouched.

Left as follow-up rather than a block: the capture lifecycle in main.ts has no DOM harness, so those two fixes ship untested — I opened issue #114 for it. I also noted that container.parentElement as HTMLDetailsElement would throw at boot if the markup gains a wrapper; closest("details") with a null guard fails soft. The deployed preview returned a plain-text 404 from the forge's edge for the third head running, so the visual judgement came from the forge's screenshots plus the local run.

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