feat(engine): playability improvements — rounds 7–9 (#40–#64)

Round 7 — Input & feedback
- H key cycles hints; F1 opens help (conflict resolved)
- N key cancels active Time Attack session
- Hint text distinguishes "draw from stock" vs "recycle waste"
- Forfeit (G) clears AutoCompleteState so chime does not bleed into new deal
- Zen mode timer clears immediately on Z press
- HUD shows recycle count in both draw modes
- Settings scroll position persisted across open/close

Round 8 — Polish & clarity
- Undo unavailable fires "Nothing to undo" toast
- Streak-break toast on forfeit/abandon when streak > 1
- F11 fullscreen toggle with toast; documented in help and home screens
- H-after-win, new-game countdown expiry, Tab-no-cards toasts
- Win cascade duration/stagger scales with animation speed setting
- Draw-Three cycle counter HUD ("Cycle: N/3")
- Forfeit requires G×2 confirmation within 3 s (mirrors N key)

Round 9 — Game feel & information
- Escape dismisses game-over/stuck overlay (PausePlugin skips Escape when overlay visible)
- Shake animation on rejected drag before snap-back
- Forfeit countdown cancels when any other key is pressed (U/H/D/Z/Space)
- Tab wrap-around fires "Back to first card" toast
- HUD selection indicator shows active Tab-selected pile in yellow
- Challenge time-limit HUD turns orange < 60s, red < 30s
- Win summary shows XP breakdown (+50 base, +25 no-undo, +N speed)
- Game-over overlay: "No more moves available" with clear N/Escape/G instructions

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
This commit is contained in:
funman300
2026-04-28 02:35:15 +00:00
parent d387ee68d7
commit 03227f8c77
26 changed files with 3278 additions and 264 deletions
+29 -4
View File
@@ -9,14 +9,20 @@
//! input (drag, keyboard hotkeys) is **not** blocked — pause is purely a
//! "stop the clock" screen for now. A future polish slice can layer
//! input-blocking on top if desired.
//!
//! **Drag cancellation:** when Esc is pressed while a mouse drag is in
//! progress, the drag is cancelled (cards snap back to their origin) and
//! the pause overlay is **not** opened. Pressing Esc again with no drag
//! active opens the overlay as normal.
use bevy::prelude::*;
use solitaire_core::game_state::DrawMode;
use solitaire_data::save_game_state_to;
use crate::game_plugin::GameStatePath;
use crate::events::StateChangedEvent;
use crate::game_plugin::{GameOverScreen, GameStatePath};
use crate::progress_plugin::ProgressResource;
use crate::resources::GameStateResource;
use crate::resources::{DragState, GameStateResource};
use crate::settings_plugin::{SettingsChangedEvent, SettingsResource, SettingsStoragePath};
use crate::stats_plugin::StatsResource;
@@ -46,9 +52,10 @@ pub struct PausePlugin;
impl Plugin for PausePlugin {
fn build(&self, app: &mut App) {
// SettingsChangedEvent may already be registered by SettingsPlugin;
// add_event is idempotent so this is safe in either order.
// Both add_event calls are idempotent — other plugins may register these
// events first, but calling add_event again is always safe.
app.add_event::<SettingsChangedEvent>()
.add_event::<StateChangedEvent>()
.init_resource::<PausedResource>()
.add_systems(Update, (toggle_pause, handle_pause_draw_toggle));
}
@@ -60,15 +67,33 @@ fn toggle_pause(
keys: Res<ButtonInput<KeyCode>>,
mut paused: ResMut<PausedResource>,
screens: Query<Entity, With<PauseScreen>>,
game_over_screens: Query<Entity, With<GameOverScreen>>,
game: Option<Res<GameStateResource>>,
path: Option<Res<GameStatePath>>,
progress: Option<Res<ProgressResource>>,
stats: Option<Res<StatsResource>>,
settings: Option<Res<SettingsResource>>,
mut drag: Option<ResMut<DragState>>,
mut changed: EventWriter<StateChangedEvent>,
) {
if !keys.just_pressed(KeyCode::Escape) {
return;
}
// If the game-over overlay is visible, let handle_game_over_input consume
// the Escape key (to start a new game). Do not open the pause overlay.
if !game_over_screens.is_empty() {
return;
}
// If a drag is in progress, cancel it instead of opening the pause overlay.
// Clearing DragState and emitting StateChangedEvent snaps the dragged cards
// back to their resting positions exactly as a rejected drop does.
if let Some(ref mut d) = drag {
if !d.is_idle() {
d.clear();
changed.send(StateChangedEvent);
return;
}
}
if let Ok(entity) = screens.get_single() {
commands.entity(entity).despawn_recursive();
paused.0 = false;