docs(engine): update card_plugin module comment for PNG-based rendering
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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@@ -1,15 +1,14 @@
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//! Procedural card rendering.
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//! PNG-based card rendering.
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//!
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//!
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//! Each card is a parent entity with a coloured body `Sprite` and a child
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//! Card entities are synced with [`GameStateResource`] on every
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//! `Text2d` showing rank+suit. Entities are synced with `GameStateResource`
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//! [`StateChangedEvent`]: missing cards are spawned, present cards are
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//! on every `StateChangedEvent`: missing cards are spawned, present cards
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//! repositioned/updated in place, and stale cards are despawned.
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//! are repositioned/updated in place, and stale cards are despawned.
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//!
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//!
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//! Phase 3 uses ASCII rank letters ("A", "2"…"10", "J", "Q", "K") and ASCII
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//! When [`CardImageSet`] is available, each face-up card renders its own
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//! suit letters ("C", "D", "H", "S") so rendering does not depend on the
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//! 120×168 px `Handle<Image>` chosen from the 52 per-card PNGs loaded from
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//! bundled font carrying Unicode suit glyphs. When real card art lands in a
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//! `assets/cards/faces/{rank}_{suit}.png`. A solid-colour `Sprite` with a
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//! later phase, this plugin is replaced — the `CardEntity` marker and the
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//! `Text2d` rank+suit overlay is used as a fallback when `CardImageSet` is
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//! "sync on StateChangedEvent" contract stay the same.
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//! absent (e.g. in tests running under `MinimalPlugins`).
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use std::collections::{HashMap, HashSet};
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use std::collections::{HashMap, HashSet};
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