Chore/cleanup save trim css ux#19
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- Delete SaveSlot interface (types.ts) — was never imported or used - Remove Ctrl+S autosave-reminder handler (App.tsx) and its shortcut entry (SettingsDialog) - Fix stale SettingsDialog copy referencing non-existent '.json saved game files' - Correct docs (CLAUDE.md, CONTEXT.md, ARCHITECTURE.md) to remove labyrinth_saved_slots_list / named-slots claims; describe actual single-slot autosave - Remove unused _atlasUrl param from scanBoard() (boardScanner.ts) and update call site (BoardScanModal.tsx) - Replace undefined stone-850/stone-750 shades with valid stone-700/stone-800; drop inconsistent dark: variant prefixes (app uses [data-theme], not Tailwind dark:) Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
…rn-model guide - AppHeader: lower desktop action toolbar breakpoint from lg: to md: so tablets (iPad, small laptops) no longer lose undo/redo/rotate/mute controls - AppHeader: Stats is now reachable on desktop — adds a BarChart2 button in the game-mode toolbar wired to onToggleStats (was previously aliased unused _onToggleStats; the only working open path was the mobile compact panel Gauge button) - AppHeader: split timer control out of the overloaded Play/pause/resume step-nav button — Play Game now only starts/ends the game; timer shows as a separate pill with its own pause/resume toggle and Pause/Clock icon - AppHeader: activate showStats prop to highlight the Stats button when open - SetupPanel: swap RotateCw → RefreshCcw for Reset Layout to disambiguate from the Rotate Board button in the header (RotateCw now unambiguously means board rotation) - WelcomeGuide: add step 4 explaining the 2-phase slide→move turn model and how to set a custom target by tapping any board tile Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
…lt, full sequence display - Default showOneMoveTargets to true so reachable-in-one-move targets are visible immediately without needing to toggle them on - Replace hardcoded SOLVER_MAX_TURNS=3 constant with state (solverDepth) initialized from localStorage (labyrinth_solver_depth); defaults to 3 and re-triggers the solver effect when changed so results update instantly - Add solver depth selector (1–5) in SettingsDialog Experimental section, wired through AppHeaderProps → AppHeader → SettingsDialog; shows (default)/(faster)/(slower) hint - Remove multi-card sequence truncation in SolverPanel: show full card order with → arrows instead of slicing at 3 with an ellipsis Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Re-integrates the stopwatch display and pause/resume behavior back into the step-nav button (matching the original design). Clicking the active Game button toggles the timer; clicking when the game hasn't started begins the game. Also renames the button label from "Play Game" to "Game" for brevity. Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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refactor: remove dead save-session concept and dead-code cleanup
a2e3240
feat: UX improvements — Stats button, tablet toolbar, split timer, tu…
4f11c61
…rn-model guide
(iPad, small laptops) no longer lose undo/redo/rotate/mute controls
game-mode toolbar wired to onToggleStats (was previously aliased unused _onToggleStats;
the only working open path was the mobile compact panel Gauge button)
button — Play Game now only starts/ends the game; timer shows as a separate pill
with its own pause/resume toggle and Pause/Clock icon
Rotate Board button in the header (RotateCw now unambiguously means board rotation)
set a custom target by tapping any board tile
feat: solver improvements — depth control, 1-move targets on by defau…
13634de
…lt, full sequence display
immediately without needing to toggle them on
from localStorage (labyrinth_solver_depth); defaults to 3 and re-triggers the solver
effect when changed so results update instantly
AppHeaderProps → AppHeader → SettingsDialog; shows (default)/(faster)/(slower) hint
instead of slicing at 3 with an ellipsis
fix: restore timer inside Game button, rename Play Game -> Game
4bcf0d3
Re-integrates the stopwatch display and pause/resume behavior back into
the step-nav button (matching the original design). Clicking the active
Game button toggles the timer; clicking when the game hasn't started
begins the game. Also renames the button label from "Play Game" to
"Game" for brevity.