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Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
…its title Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
…the room Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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…ves the corner name Answers the review: the title store waits for any changed room (or a fresh stage) until its picture is up, so a load and a quick walk back are greeted; the corner name steps away only for an arrival that tells a room; the sideways 2 px trim is the news head's alone; e2e presses the priest through the title and pages quest news by waiting on the page change. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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Bead: rq-b9zi — The room's name greets the player over the picture, then settles in its corner. Mockup:
docs/ui/rq-room-name-title.html.Summary
The "You are in" card and its chips of who and what is here are gone; the picture marks them. Entering a room (or loading a game) tells the room's name over the middle of the picture, which then settles as the name alone in the top-left corner. A first visit's arrival carries the name as its heading instead.
<LanternLayout> <main .lq-main .lq-titled?> <div .lq-stage> <ArrivalOnPicture> + head on a description part: "You are in" + room (ArrivalPart.room, lit by the read-along) - <RoomPlate> "You are in", name, chips (buttons), folded/compact rows + <RoomPlate :away :bare> name only, written on the picture; pointer-events none </div> + <RoomTitle> "You are in" + name + rule, above the words (z 3), aria-hidden <RoomPlate phone> name + "⟲ Story so far"Removed: the phone plate's fold logic (
plateFolded,MIN_SPEECH_ROOM) — with no chips the plate is always one row.Evidence
RoomPlate.test.ts(name alone, no chips, away),useRoomTitleStore.test.ts(revisit greets, first visit lets pass, settles after its time / at once, once per room, load greets, waits for the scene and the chapter page, no title on the text page),LanternLayout.title.test.ts(title up, plate away,lq-titled, key and press settle, arrival keeps the plate away),ArrivalOnPicture.test.ts+stageArrival.test.ts(the heading).e2e/roomTitle.spec.ts(walk back into a room: title, then the corner; any key settles).lantern.spec.ts(no "You are in" in the plate),phoneSideways.spec.ts(long name stays one row before the buttons, replaces the chips-share test),dreamEnding.spec.ts(the engine's "You are in …" line checked in the arrival's text, not its new heading),questNews.spec.ts(viewports 850×740 / 390×620 so the checklist still splits under the shorter plate — found by scanning heights; paging by Enter, since a click at the card's corner now reaches the picture's press areas),LanternLayout.scene.test.ts(a held-panel press no longer uses a plate chip).Validation (from the plan): all commands above pass; the human check (walk, load, watch title and corner on laptop and narrow window) is for verification.
Deviations from the plan: no
lantern/roomTitle.ts(the rule lives in the store); the title is rendered beside the stage, not inside it (the stage isolates its layers, so the narrator's card covered it); the plate lets presses through; load is covered at store level, not e2e.Formatting constraints verified.
Merge Danger
Door: two-way
Pure UI; nothing saved changes shape.
Blast Radius: stage-wide
Every room entry on the laptop, sideways-phone and tall-screen stages; the arrival card's page cut (its head now takes room on description parts); presses near the top-left corner now reach the picture. In Acts 2–4 (no placed areas yet) room things are reachable only by story names, the drawer and the actions sheet — agreed with the navigator.
🤖 Generated with Claude Code