feat(engine): art pass — PNG assets, custom font, and keyring v4 upgrade
Art pass (Phase 4): - Generate placeholder PNG assets: face.png, back_0–4.png, bg_0–4.png via solitaire_assetgen gen_art binary (16×16 RGBA, embedded via include_bytes!) - Add FiraMono-Medium font (assets/fonts/main.ttf) embedded at compile time - Add FontPlugin: loads font at startup, exposes FontResource; gracefully falls back to default handle when Assets<Font> absent (MinimalPlugins tests) - Wire CardImageSet into card_plugin: face/back PNGs replace solid-colour sprites when available; tests continue using colour fallback via MinimalPlugins - Wire BackgroundImageSet into table_plugin: bg PNGs replace solid-colour background; empty set inserted when Assets<Image> absent in tests - Fix hint highlight system (input_plugin): tint sprite.color directly instead of replacing the whole Sprite (which would discard the image handle) - Export FontPlugin, FontResource, CardImageSet from solitaire_engine::lib - Register FontPlugin in solitaire_app before other plugins Dependency upgrades (latest releases): - keyring "2" → keyring "4" + keyring-core "1" (v4 split architecture into separate core library crate) - auth_tokens.rs: Entry::new now returns Result; delete_password → delete_credential; NoDefaultStore error variant handled - solitaire_app: add keyring::use_native_store(true) at startup for Linux Secret Service / macOS Keychain / Windows Credential Store selection ARCHITECTURE.md: fix Edition 2025→2021, update asset pipeline section, add FontPlugin/CardImageSet/BackgroundImageSet to plugin and resource tables, update Section 14 to reflect actual include_bytes!() rendering approach, add Decision Log entries for embedded PNG and font decisions Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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@@ -3,7 +3,7 @@
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> **Version:** 1.1
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> **Language:** Rust (Edition 2021)
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> **Engine:** Bevy (latest stable)
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> **Last Updated:** 2026-04-20
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> **Last Updated:** 2026-04-29
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---
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@@ -67,18 +67,19 @@ solitaire_quest/
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├── Dockerfile # Multi-stage server build
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├── docker-compose.yml # Server + Caddy reverse proxy
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│
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├── assets/ # Audio embedded at compile time via include_bytes!()
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│ ├── cards/ # Reserved for future art pass (currently unused)
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│ │ ├── faces/
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│ │ └── backs/
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│ ├── backgrounds/ # Reserved for future art pass (currently unused)
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│ ├── fonts/ # Reserved for future art pass (currently unused)
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├── assets/ # Assets embedded at compile time via include_bytes!()
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│ ├── cards/
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│ │ ├── faces/face.png # placeholder (16×16 cream/ivory)
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│ │ └── backs/back_0.png – back_4.png # placeholder patterns
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│ ├── backgrounds/bg_0.png – bg_4.png # placeholder textures
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│ ├── fonts/main.ttf # FiraMono-Medium (170K, OFL)
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│ └── audio/
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│ ├── card_deal.wav
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│ ├── card_flip.wav
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│ ├── card_place.wav
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│ ├── card_invalid.wav
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│ └── win_fanfare.wav
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│ ├── win_fanfare.wav
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│ └── ambient_loop.wav
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│
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├── solitaire_core/ # Pure Rust game logic — zero external deps beyond rand/serde
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├── solitaire_sync/ # Shared API types — used by client and server
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@@ -143,6 +144,7 @@ Owns:
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- All Bevy UI screens (Home, Stats, Achievements, Settings, Profile)
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- Audio playback systems
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- Sync status display
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- Card, background, and font asset loading (embedded via `include_bytes!()` — no `AssetServer` dependency)
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### `solitaire_server`
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**Dependencies:** `solitaire_sync`, `axum`, `sqlx`, `jsonwebtoken`, `bcrypt`, `tower-governor`, `tracing`, `tokio`, `dotenvy`.
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@@ -237,6 +239,7 @@ Done
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|---|---|---|
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| `CardPlugin` | — | Card entity spawning, sprite management, drag-and-drop |
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| `TablePlugin` | — | Pile markers, background, layout calculation |
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| `FontPlugin` | — | Embeds FiraMono-Medium font at compile time; exposes `FontResource` handle |
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| `AnimationPlugin` | — | Slide, flip, win cascade, toast animations |
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| `FeedbackAnimPlugin` | — | Shake, settle, and deal-stagger animations |
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| `AutoCompletePlugin` | Enter | Executes auto-complete when the HUD badge is lit |
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@@ -286,6 +289,20 @@ struct StatsResource(StatsSnapshot);
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struct ProgressResource(PlayerProgress);
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struct AchievementsResource(Vec<AchievementRecord>);
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struct SettingsResource(Settings);
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// Pre-loaded card face and back PNG handles
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struct CardImageSet {
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face: Handle<Image>, // shared face image for all face-up cards
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backs: [Handle<Image>; 5], // indexed by selected_card_back setting
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}
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// Project-wide font handle (FiraMono-Medium embedded at compile time)
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struct FontResource(Handle<Font>);
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// Pre-loaded background PNG handles
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struct BackgroundImageSet {
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handles: Vec<Handle<Image>>, // indices 0–4 match selected_background setting
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}
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```
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### Key Bevy Events
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@@ -743,7 +760,7 @@ Audio uses `bevy_kira_audio`. All sound files are `.wav`.
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| `card_place.wav` | Valid card placement |
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| `card_invalid.wav` | Invalid move attempt |
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| `win_fanfare.wav` | Game won |
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| `ambient_loop` | Looping background music — uses `card_flip.wav` looped at very low volume as a placeholder until a dedicated track is added |
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| `ambient_loop.wav` | Looping background music |
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Volume is controlled by two independent sliders in Settings (`sfx_volume`, `music_volume`), each stored in `Settings` and applied as `bevy_kira_audio` channel volumes.
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@@ -755,30 +772,49 @@ Audio systems listen for Bevy events and never block the game thread.
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### Rendering approach
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Cards, backgrounds, and UI are rendered **procedurally** — no image files are used. Cards are Bevy `Sprite` entities (colored rectangles) with `Text` children showing rank and suit symbols. Card back colors and background colors are selected by index from compile-time color tables in `card_plugin.rs` and `table_plugin.rs`. All UI text uses Bevy's built-in default font.
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Cards are Bevy `Sprite` entities with `Handle<Image>` from `CardImageSet`. Face-up cards use `face.png` (a single shared image). Face-down cards use `backs/back_N.png` indexed by `settings.selected_card_back`. `Text2d` labels are still overlaid for rank and suit symbols. `CardImageSet` is populated at startup from `include_bytes!()` — no `AssetServer`.
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This means the `assets/cards/`, `assets/backgrounds/`, and `assets/fonts/` directories are reserved for a future art pass and are currently empty (`.gitkeep` only).
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Backgrounds are Bevy `Sprite` entities with `Handle<Image>` from `BackgroundImageSet`. `BackgroundImageSet` is populated at startup from `include_bytes!()`.
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The font `FiraMono-Medium` is embedded via `include_bytes!()` at startup by `FontPlugin` and exposed as `FontResource` for use by all UI and text systems.
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The `assets/` directory layout:
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```
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assets/
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├── cards/
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│ ├── faces/face.png # placeholder (16×16 cream/ivory)
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│ └── backs/back_0.png – back_4.png # placeholder patterns
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├── backgrounds/bg_0.png – bg_4.png # placeholder textures
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├── fonts/main.ttf # FiraMono-Medium (170K, OFL)
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└── audio/
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├── card_deal.wav
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├── card_flip.wav
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├── card_place.wav
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├── card_invalid.wav
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├── win_fanfare.wav
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└── ambient_loop.wav
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```
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### Audio
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All five sound effect WAV files are embedded at compile time via `include_bytes!()` in `audio_plugin.rs`. There is no runtime asset loading — the binary is fully self-contained.
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All sound effect WAV files are embedded at compile time via `include_bytes!()` in `audio_plugin.rs`. There is no runtime asset loading — the binary is fully self-contained.
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| File | Size |
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| File | Trigger |
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|---|---|
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| `card_deal.wav` | SFX |
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| `card_flip.wav` | SFX |
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| `card_place.wav` | SFX |
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| `card_invalid.wav` | SFX |
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| `win_fanfare.wav` | SFX |
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The ambient music loop reuses `card_flip.wav` at very low volume as a placeholder; a dedicated `ambient_loop.wav` can be dropped into `assets/audio/` and wired into `audio_plugin.rs` when ready.
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| `card_deal.wav` | New game deal animation |
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| `card_flip.wav` | Card flips face-up |
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| `card_place.wav` | Valid card placement |
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| `card_invalid.wav` | Invalid move attempt |
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| `win_fanfare.wav` | Game won |
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| `ambient_loop.wav` | Looping background music |
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### Future art pass
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When image-based card art is added, the recommended approach is:
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- Embed assets via `bevy::asset::embedded_asset!()` macro (keeps the binary self-contained)
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The placeholder PNG files can be replaced with real artwork without any code changes — just drop in new PNGs and rebuild. The texture atlas approach described below is still the recommended upgrade path for card faces:
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- Use a texture atlas (`assets/cards/atlas.png` + layout descriptor) for card faces
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- Individual PNGs for card backs and backgrounds (5 each)
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- All assets remain embedded via `include_bytes!()` to keep the binary self-contained
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---
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@@ -975,3 +1011,5 @@ Using `axum::test` and an in-memory SQLite database:
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| `SyncProvider` trait, not `SyncBackend` match arms | `SyncPlugin` stays backend-agnostic and testable; new backends can be added without touching the plugin | 2026-04-20 |
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| Dropped WebDAV backend | Redundant once the self-hosted server exists; removing it reduces surface area and simplifies settings UI | 2026-04-20 |
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| Dropped GPGS backend | Redundant with the self-hosted server; adds JNI complexity for no user-visible benefit on the target platforms | 2026-04-28 |
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| PNG assets embedded via `include_bytes!()` | Using `Image::from_buffer()` in startup systems rather than `AssetServer::load()` keeps the binary self-contained and eliminates runtime file-not-found errors | 2026-04-29 |
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| FiraMono-Medium font embedded via `include_bytes!()` | Exposed through `FontResource`; avoids runtime font loading errors on headless systems and ensures consistent text rendering across all platforms | 2026-04-29 |
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