fix(engine): hide previous-game positions during new-game deal

Reported leak: when a new game starts, every card sprite tweens from
its previous-game Transform to its new dealt position. A careful
observer can track those origin points and deduce face-down cards in
the new layout — the tween's start frame literally renders the prior
game's geometry.

Fix: in handle_new_game, after replacing the GameState, snap every
existing card Transform to the stock pile's position before writing
StateChangedEvent. The downstream slide tween in card_plugin then
reads the stock position as its source, so all 52 cards animate out
from a single point — reads as "dealing from the deck" with no
information leak.

No layout reach in headless test contexts so the snap is gated on
Option<Res<LayoutResource>>.

Reported by Quat.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
funman300
2026-05-05 17:26:14 +00:00
parent f1aeb24157
commit 3eabc149a8
+20
View File
@@ -168,6 +168,8 @@ fn handle_new_game(
font_res: Option<Res<FontResource>>,
confirm_screens: Query<Entity, With<ConfirmNewGameScreen>>,
game_over_screens: Query<Entity, With<GameOverScreen>>,
layout: Option<Res<crate::layout::LayoutResource>>,
mut card_transforms: Query<&mut Transform, With<crate::card_plugin::CardEntity>>,
) {
for ev in new_game.read() {
// If an active game is in progress, intercept and show a confirm dialog.
@@ -209,6 +211,24 @@ fn handle_new_game(
&& let Err(e) = delete_game_state_at(p) {
warn!("game_state: failed to delete saved game: {e}");
}
// Snap every existing card sprite to the stock position before the
// deal animation starts. Without this the per-card slide tween reads
// each card's previous-game Transform as its source, which lets a
// careful observer track origin points to deduce where face-down
// cards came from. Funnelling all sprites through the deck position
// hides that information and reads naturally as "dealt from the
// deck." Skipped when LayoutResource isn't present (headless tests).
if let Some(layout) = layout.as_ref()
&& let Some(stock) = layout
.0
.pile_positions
.get(&solitaire_core::pile::PileType::Stock)
{
for mut tx in &mut card_transforms {
tx.translation.x = stock.x;
tx.translation.y = stock.y;
}
}
changed.write(StateChangedEvent);
}
}