feat(engine): Android polish sweep + hint button + watch replay
Draw-Three waste fan: slot.saturating_sub(1) was a constant shift that
hid slot-0 even when the pile had fewer cards than visible. Fixed to
slot.saturating_sub(rendered_len.saturating_sub(visible)) so small piles
fan correctly and only a genuine buffer card gets hidden. New regression
test covers the small-pile case.
Android toast: game-over "press D / N" message now shows touch-friendly
copy ("Tap the stock...") on Android via cfg gate.
Onboarding: SLIDE_COUNT drops from 3 to 2 on Android so first-time
users skip the keyboard-shortcuts slide (irrelevant on touchscreen).
spawn_slide dispatch is gated identically.
Hint button: added HintButton to the HUD action bar (order 4, between
Help and Modes). Clicking it triggers the async solver hint — same path
as the H key — via optional resources so headless tests stay clean.
All button-order and tooltip tests updated for the new 7-button bar.
Watch Replay: win-summary modal now shows a "Watch Replay" secondary
button alongside "Play Again". It loads the most recent entry from
ReplayHistoryResource and hands it to start_replay_playback, dismissing
the modal. Falls back to an info toast when the replay or playback
plugin is unavailable.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
This commit is contained in:
@@ -167,10 +167,11 @@ pub struct SessionAchievements {
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#[derive(Component, Debug)]
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pub struct WinSummaryOverlay;
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/// Marker on the "Play Again" button inside the win-summary modal.
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/// Marker on the "Play Again" / "Watch Replay" buttons inside the win-summary modal.
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#[derive(Component, Debug)]
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enum WinSummaryButton {
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PlayAgain,
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WatchReplay,
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}
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/// Marker for one row of the win-modal score-breakdown reveal.
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@@ -602,26 +603,58 @@ fn spawn_win_summary_after_delay(
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}
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}
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/// Despawns the win-summary modal and fires `NewGameRequestEvent` when
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/// the player presses "Play Again".
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/// Handles "Play Again" and "Watch Replay" in the win-summary modal.
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/// Handles "Play Again" and "Watch Replay" in the win-summary modal.
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fn handle_win_summary_buttons(
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interaction_query: Query<(&Interaction, &WinSummaryButton), Changed<Interaction>>,
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overlays: Query<Entity, With<WinSummaryOverlay>>,
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mut commands: Commands,
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mut new_game: MessageWriter<NewGameRequestEvent>,
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mut toast: MessageWriter<InfoToastEvent>,
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history: Option<Res<crate::stats_plugin::ReplayHistoryResource>>,
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mut playback: Option<ResMut<crate::replay_playback::ReplayPlaybackState>>,
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) {
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for (interaction, button) in &interaction_query {
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if *interaction != Interaction::Pressed {
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continue;
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}
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// Collect all pressed buttons first to avoid moving `playback` inside the loop.
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let pressed: Vec<&WinSummaryButton> = interaction_query
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.iter()
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.filter(|(i, _)| **i == Interaction::Pressed)
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.map(|(_, b)| b)
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.collect();
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for button in pressed {
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match button {
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WinSummaryButton::PlayAgain => {
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// Despawn the modal.
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for entity in &overlays {
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commands.entity(entity).despawn();
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}
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new_game.write(NewGameRequestEvent::default());
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}
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WinSummaryButton::WatchReplay => {
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let latest = history
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.as_ref()
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.and_then(|h| h.0.replays.last())
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.cloned();
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match (latest, playback.as_mut()) {
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(Some(replay), Some(pb)) => {
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for entity in &overlays {
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commands.entity(entity).despawn();
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}
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crate::replay_playback::start_replay_playback(
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&mut commands,
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pb,
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replay,
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);
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}
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(Some(_), None) => {
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toast.write(InfoToastEvent(
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"Replay playback not available".to_string(),
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));
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}
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(None, _) => {
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toast.write(InfoToastEvent("No replay saved yet".to_string()));
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}
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}
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}
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}
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}
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}
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@@ -811,28 +844,56 @@ fn spawn_overlay(
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spawn_achievements_section(card, &session.names);
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}
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// Play Again button
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card.spawn((
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WinSummaryButton::PlayAgain,
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Button,
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Node {
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padding: UiRect::axes(Val::Px(28.0), VAL_SPACE_3),
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justify_content: JustifyContent::Center,
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margin: UiRect::top(VAL_SPACE_2),
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border_radius: BorderRadius::all(Val::Px(RADIUS_MD)),
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..default()
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},
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BackgroundColor(ACCENT_PRIMARY),
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))
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.with_children(|b| {
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// Append the Enter / Return glyph so keyboard players see
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// the accelerator on the button itself — mirrors the
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// chip-style hints on every modal button helper.
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b.spawn((
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Text::new("Play Again \u{21B5}"),
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TextFont { font_size: TYPE_BODY_LG, ..default() },
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TextColor(BG_BASE),
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));
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// Button row: Watch Replay + Play Again side by side.
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card.spawn(Node {
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flex_direction: FlexDirection::Row,
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justify_content: JustifyContent::Center,
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column_gap: VAL_SPACE_3,
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margin: UiRect::top(VAL_SPACE_2),
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..default()
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})
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.with_children(|row| {
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// Watch Replay (secondary style)
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row.spawn((
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WinSummaryButton::WatchReplay,
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Button,
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Node {
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padding: UiRect::axes(Val::Px(20.0), VAL_SPACE_3),
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justify_content: JustifyContent::Center,
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border_radius: BorderRadius::all(Val::Px(RADIUS_MD)),
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border: UiRect::all(Val::Px(1.0)),
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..default()
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},
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BackgroundColor(Color::NONE),
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BorderColor::all(ACCENT_PRIMARY),
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))
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.with_children(|b| {
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b.spawn((
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Text::new("Watch Replay"),
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TextFont { font_size: TYPE_BODY_LG, ..default() },
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TextColor(ACCENT_PRIMARY),
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));
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});
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// Play Again (primary style)
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row.spawn((
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WinSummaryButton::PlayAgain,
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Button,
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Node {
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padding: UiRect::axes(Val::Px(20.0), VAL_SPACE_3),
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justify_content: JustifyContent::Center,
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border_radius: BorderRadius::all(Val::Px(RADIUS_MD)),
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..default()
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},
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BackgroundColor(ACCENT_PRIMARY),
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))
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.with_children(|b| {
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b.spawn((
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Text::new("Play Again \u{21B5}"),
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TextFont { font_size: TYPE_BODY_LG, ..default() },
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TextColor(BG_BASE),
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));
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});
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});
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});
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});
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