diff --git a/index.html b/index.html index 62cc848..5b407de 100644 --- a/index.html +++ b/index.html @@ -46,8 +46,7 @@ width: calc(100vw - env(safe-area-inset-left, 0px) - env(safe-area-inset-right, 0px)); height: calc(100vh - env(safe-area-inset-top, 0px)); height: calc(100dvh - env(safe-area-inset-top, 0px)); } - /* desktop key hint — up in the empty top-right corner now that the rack owns the bottom edge */ - #hint { position: fixed; top: 6px; right: 10px; text-align: right; + #hint { position: fixed; bottom: 8px; width: 100%; text-align: center; font: 400 10px Silkscreen, monospace; color: #6b7688; } @media (pointer: coarse) { #hint, #intro .kb { display: none; } } #intro { position: fixed; inset: 0; z-index: 10; touch-action: none; display: grid; place-items: center; diff --git a/render.js b/render.js index ae8211b..d84a931 100644 --- a/render.js +++ b/render.js @@ -463,8 +463,7 @@ function drawMgRacket() { // horde: the player braces the racket forward and up- // the courtside weapon rack along the bottom: PLAIN + the four tins. Tap a tile (or 1–5) to // pick which one your next serve throws; empty tins dim out. Geometry is shared with input // via rackHit so a tap lands on the tile you see. -const RACK_BOT = 0; // px below the rack: none — it sits ON the bottom edge. SAFE.bottom still lifts - // it clear of the home indicator, which is the only gap that has to be there. +const RACK_BOT = 8; // px of breathing room below the rack (floats it up off the screen edge) const RACK_GRAB = 7; // px the TOUCH band extends above the drawn rack (below, it runs to the screen edge) export const METER_Y = () => H - TUNE.rackH - RACK_BOT - 17 - SAFE.bottom; // the draw meter's fixed bottom slot function rackGeom() {