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>
This commit is contained in:
@@ -47,6 +47,19 @@ pub const CARD_FACE_COLOUR: Color = Color::srgb(0.98, 0.98, 0.95);
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pub const RED_SUIT_COLOUR: Color = Color::srgb(0.78, 0.12, 0.15);
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pub const BLACK_SUIT_COLOUR: Color = Color::srgb(0.08, 0.08, 0.08);
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/// Pre-loaded [`Handle<Image>`]s for card face and back PNG textures.
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///
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/// Loaded once at startup by [`load_card_images`]. When this resource is
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/// present, card sprites use the PNG artwork; otherwise they fall back to
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/// solid-colour sprites (used in tests with `MinimalPlugins`).
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#[derive(Resource)]
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pub struct CardImageSet {
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/// Shared face image used for all face-up cards.
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pub face: Handle<Image>,
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/// One handle per unlockable card-back design (indices 0–4).
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pub backs: [Handle<Image>; 5],
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}
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/// Alternative face tint for red-suit cards in color-blind mode — a subtle
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/// blue wash that distinguishes them from black-suit cards without colour alone.
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const CARD_FACE_COLOUR_RED_CBM: Color = Color::srgba(0.85, 0.92, 1.0, 1.0);
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@@ -160,6 +173,7 @@ impl Plugin for CardPlugin {
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.add_message::<SettingsChangedEvent>()
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.add_message::<CardFlippedEvent>()
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.add_message::<CardFaceRevealedEvent>()
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.add_systems(Startup, load_card_images)
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.add_systems(PostStartup, (sync_cards_startup, update_stock_empty_indicator_startup))
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.add_systems(
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Update,
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@@ -180,6 +194,81 @@ impl Plugin for CardPlugin {
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}
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}
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/// Loads card face and back PNGs at startup and inserts [`CardImageSet`].
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///
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/// The PNGs are embedded at compile time via `include_bytes!()`. Missing
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/// files are compile errors, not runtime panics. Under `MinimalPlugins`
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/// (tests) this system is still registered but `Assets<Image>` is unavailable,
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/// so it does nothing and the plugin falls back to solid-colour sprites.
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fn load_card_images(images: Option<ResMut<Assets<Image>>>, mut commands: Commands) {
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let Some(mut images) = images else {
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// Assets<Image> is absent (e.g. MinimalPlugins in tests) — skip so
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// tests can still run. The plugin falls back to solid-colour sprites.
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return;
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};
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use bevy::asset::RenderAssetUsages;
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use bevy::image::{CompressedImageFormats, ImageSampler, ImageType};
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let load = |bytes: &[u8]| {
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Image::from_buffer(
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bytes,
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ImageType::Extension("png"),
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CompressedImageFormats::NONE,
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true,
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ImageSampler::default(),
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RenderAssetUsages::RENDER_WORLD,
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)
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.expect("valid card PNG")
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};
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let face = images.add(load(include_bytes!("../../assets/cards/faces/face.png")));
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let backs = [
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images.add(load(include_bytes!("../../assets/cards/backs/back_0.png"))),
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images.add(load(include_bytes!("../../assets/cards/backs/back_1.png"))),
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images.add(load(include_bytes!("../../assets/cards/backs/back_2.png"))),
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images.add(load(include_bytes!("../../assets/cards/backs/back_3.png"))),
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images.add(load(include_bytes!("../../assets/cards/backs/back_4.png"))),
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];
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commands.insert_resource(CardImageSet { face, backs });
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}
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/// Builds the [`Sprite`] for a card, using PNG artwork when [`CardImageSet`] is
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/// available and falling back to a solid-colour sprite in tests.
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fn card_sprite(
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card: &Card,
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card_size: Vec2,
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back_colour: Color,
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color_blind: bool,
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card_images: Option<&CardImageSet>,
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selected_back: usize,
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) -> Sprite {
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if let Some(set) = card_images {
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let image = if card.face_up {
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set.face.clone()
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} else {
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let idx = selected_back.min(set.backs.len() - 1);
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set.backs[idx].clone()
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};
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Sprite {
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image,
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color: Color::WHITE,
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custom_size: Some(card_size),
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..default()
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}
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} else {
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let body_colour = if card.face_up {
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face_colour(card, color_blind)
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} else {
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back_colour
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};
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Sprite {
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color: body_colour,
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custom_size: Some(card_size),
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..default()
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}
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}
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}
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/// When card-back selection changes in Settings, re-render all cards so the
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/// new back colour is applied immediately (without waiting for a state change).
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fn resync_cards_on_settings_change(
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@@ -201,14 +290,14 @@ fn sync_cards_startup(
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slide_dur: Option<Res<EffectiveSlideDuration>>,
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settings: Option<Res<SettingsResource>>,
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entities: Query<(Entity, &CardEntity, &Transform)>,
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card_images: Option<Res<CardImageSet>>,
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) {
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if let Some(layout) = layout {
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let slide_secs = slide_dur.map_or(0.15, |d| d.slide_secs);
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let back_colour = settings
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.as_ref()
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.map_or_else(|| card_back_colour(0), |s| card_back_colour(s.0.selected_card_back));
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let selected_back = settings.as_ref().map_or(0, |s| s.0.selected_card_back);
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let back_colour = card_back_colour(selected_back);
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let color_blind = settings.as_ref().is_some_and(|s| s.0.color_blind_mode);
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sync_cards(commands, &game.0, &layout.0, slide_secs, back_colour, color_blind, &entities);
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sync_cards(commands, &game.0, &layout.0, slide_secs, back_colour, color_blind, &entities, card_images.as_deref(), selected_back);
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}
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}
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@@ -220,17 +309,17 @@ fn sync_cards_on_change(
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slide_dur: Option<Res<EffectiveSlideDuration>>,
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settings: Option<Res<SettingsResource>>,
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entities: Query<(Entity, &CardEntity, &Transform)>,
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card_images: Option<Res<CardImageSet>>,
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) {
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if events.read().next().is_none() {
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return;
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}
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if let Some(layout) = layout {
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let slide_secs = slide_dur.map_or(0.15, |d| d.slide_secs);
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let back_colour = settings
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.as_ref()
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.map_or_else(|| card_back_colour(0), |s| card_back_colour(s.0.selected_card_back));
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let selected_back = settings.as_ref().map_or(0, |s| s.0.selected_card_back);
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let back_colour = card_back_colour(selected_back);
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let color_blind = settings.as_ref().is_some_and(|s| s.0.color_blind_mode);
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sync_cards(commands, &game.0, &layout.0, slide_secs, back_colour, color_blind, &entities);
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sync_cards(commands, &game.0, &layout.0, slide_secs, back_colour, color_blind, &entities, card_images.as_deref(), selected_back);
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}
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}
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@@ -242,6 +331,8 @@ fn sync_cards(
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back_colour: Color,
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color_blind: bool,
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entities: &Query<(Entity, &CardEntity, &Transform)>,
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card_images: Option<&CardImageSet>,
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selected_back: usize,
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) {
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let positions = card_positions(game, layout);
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@@ -266,10 +357,10 @@ fn sync_cards(
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Some(&(entity, cur)) => {
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update_card_entity(
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&mut commands, entity, card, position, z, layout,
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slide_secs, back_colour, color_blind, cur,
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slide_secs, back_colour, color_blind, cur, card_images, selected_back,
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)
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}
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None => spawn_card_entity(&mut commands, card, position, z, layout, back_colour, color_blind),
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None => spawn_card_entity(&mut commands, card, position, z, layout, back_colour, color_blind, card_images, selected_back),
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}
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}
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}
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@@ -358,21 +449,23 @@ fn face_colour(card: &Card, color_blind: bool) -> Color {
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}
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}
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fn spawn_card_entity(commands: &mut Commands, card: &Card, pos: Vec2, z: f32, layout: &Layout, back_colour: Color, color_blind: bool) {
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let body_colour = if card.face_up {
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face_colour(card, color_blind)
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} else {
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back_colour
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};
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fn spawn_card_entity(
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commands: &mut Commands,
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card: &Card,
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pos: Vec2,
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z: f32,
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layout: &Layout,
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back_colour: Color,
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color_blind: bool,
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card_images: Option<&CardImageSet>,
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selected_back: usize,
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) {
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let sprite = card_sprite(card, layout.card_size, back_colour, color_blind, card_images, selected_back);
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commands
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.spawn((
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CardEntity { card_id: card.id },
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Sprite {
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color: body_colour,
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custom_size: Some(layout.card_size),
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..default()
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},
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sprite,
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Transform::from_xyz(pos.x, pos.y, z),
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Visibility::default(),
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))
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@@ -405,21 +498,13 @@ fn update_card_entity(
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back_colour: Color,
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color_blind: bool,
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cur: Vec3,
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card_images: Option<&CardImageSet>,
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selected_back: usize,
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) {
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let body_colour = if card.face_up {
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face_colour(card, color_blind)
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} else {
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back_colour
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};
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let target = Vec3::new(pos.x, pos.y, z);
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// Always refresh the visual appearance.
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commands.entity(entity).insert(Sprite {
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color: body_colour,
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custom_size: Some(layout.card_size),
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..default()
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});
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commands.entity(entity).insert(card_sprite(card, layout.card_size, back_colour, color_blind, card_images, selected_back));
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// Slide to the new position when it differs meaningfully; snap otherwise.
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if (cur.truncate() - target.truncate()).length() > 1.0 && slide_secs > 0.0 {
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@@ -653,20 +738,24 @@ fn tick_hint_highlight(
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mut query: Query<(Entity, &mut HintHighlight, &mut Sprite, &CardEntity)>,
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game: Res<GameStateResource>,
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settings: Option<Res<SettingsResource>>,
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card_images: Option<Res<CardImageSet>>,
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) {
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let back_idx = settings.as_ref().map_or(0, |s| s.0.selected_card_back);
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let use_images = card_images.is_some();
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for (entity, mut hint, mut sprite, card_entity) in query.iter_mut() {
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hint.remaining -= time.delta_secs();
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if hint.remaining <= 0.0 {
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// Restore normal face-up colour.
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let is_face_up = game.0.piles.values()
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.flat_map(|p| p.cards.iter())
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.find(|c| c.id == card_entity.card_id)
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.is_some_and(|c| c.face_up);
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sprite.color = if is_face_up {
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CARD_FACE_COLOUR
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// Restore the normal sprite colour.
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// When image-based rendering is active, WHITE is the neutral tint;
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// otherwise restore the solid colour appropriate to the card state.
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sprite.color = if use_images {
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Color::WHITE
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} else {
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card_back_colour(back_idx)
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let is_face_up = game.0.piles.values()
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.flat_map(|p| p.cards.iter())
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.find(|c| c.id == card_entity.card_id)
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.is_some_and(|c| c.face_up);
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if is_face_up { CARD_FACE_COLOUR } else { card_back_colour(back_idx) }
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};
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commands
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.entity(entity)
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