diff --git a/SESSION_HANDOFF.md b/SESSION_HANDOFF.md index 71fd799..5864102 100644 --- a/SESSION_HANDOFF.md +++ b/SESSION_HANDOFF.md @@ -1,284 +1,142 @@ # Solitaire Quest — UX Overhaul Session Handoff -**Last updated:** 2026-04-30 — Phase 3 complete + Phase 4 in progress (Track B landed on disk, Track G subset in flight via background agent). +**Last updated:** 2026-04-30 — Phase 3 complete + Phase 4 polish landed. v1 release-readiness scope is largely done; remaining work is final smoke test, push, and tag. -## ⚠️ In-progress work at pause time +## Status at pause -Smoke-test passed; Phase 4 was started. Pushed HEAD is `534870a`. The working tree has **uncommitted** work that is NOT pushed: +- **HEAD:** `5d57b67` — local master is **16 commits ahead of `origin/master`** (unpushed). +- **Working tree:** modified but uncommitted edits in `solitaire_engine/src/hud_plugin.rs` and `solitaire_engine/src/settings_plugin.rs` — an in-flight tooltip-popover extension threaded onto the Settings sliders/togglers/pickers. Not staged, not built against; review and finish-or-revert before resuming new work. +- **Build:** `cargo build --workspace` and `cargo clippy --workspace -- -D warnings` clean as of last commit. +- **Tests:** **872 passed / 0 failed / 9 ignored** across the workspace. -### Track B — window polish (on disk, ready to commit) +## Where we are -- **File:** `solitaire_app/src/main.rs` (+44 lines) -- **What landed:** - - X11/Wayland WM_CLASS via `Window::name = Some("solitaire-quest".into())` - - Default position `WindowPosition::Centered(MonitorSelection::Primary)` - - `install_crash_log_hook()` wraps the default panic hook to also append a `crash.log` next to `settings.json`. Uses `std::time::SystemTime` (no new chrono dep). Falls through silently if the data dir is unavailable. -- **Skipped this round (deferred):** - - App icon hookup — no artwork asset exists yet; add the loader path when art lands. - - Persisted window geometry — needs a `Settings` schema migration. - - F11 fullscreen toggle — already wired in `input_plugin.rs:114`, no change needed. -- **Build status:** `cargo build -p solitaire_app` clean; `cargo clippy -p solitaire_app -- -D warnings` clean. -- **Suggested commit subject:** `feat(app): window polish — class name, centered position, crash-log hook` +Phase 3 of the UX overhaul (design tokens, modal scaffold, animation curves) shipped earlier in the session and is unchanged. Phase 4 (release-grade polish) layered another 22 commits on top: window polish, modal animation, score feedback, three phases of focus rings, Home repurposed as a mode launcher, tooltip infrastructure + HUD wiring, branded splash screen, achievement integration tests, microcopy unification, leaderboard error/idle states, first-launch empty-state polish, hit-target accessibility fix, CREDITS.md, ARCHITECTURE doc-rot fix. -### Track G subset — modal open animation + score-change feedback (in flight) - -- A **background agent** (`general-purpose`, no worktree) was launched against this turn's tree to: - - Extend `spawn_modal` in `solitaire_engine/src/ui_modal.rs` with a `ModalEntering` component + `advance_modal_enter` system that animates scrim alpha 0 → `SCRIM` and card scale 0.96 → 1.0 over `MOTION_MODAL_SECS`. Respects `AnimSpeed::Instant` via `scaled_duration`. Animate-OUT path is intentionally out of scope. - - In `solitaire_engine/src/hud_plugin.rs`, add a `ScorePulse` 1.0→1.1→1.0 readout pulse over `MOTION_SCORE_PULSE_SECS` and a floating "+N" Text2d (only for ≥ +50 jumps) that drifts up ~40 px and fades over `MOTION_SCORE_PULSE_SECS * 2`. - - Tests for both behaviours. -- **State at pause:** the agent had partial edits in `solitaire_engine/src/ui_modal.rs` (visible via `git status`) — at least one unused-import warning was already surfacing. It had not reported back when this snapshot was taken. -- **Resume options for the next session:** - 1. **Wait for the notification.** The agent runs in background; if Claude Code is still alive, the completion notification will fire. - 2. **Inspect and finish manually.** `git diff solitaire_engine/src/ui_modal.rs solitaire_engine/src/hud_plugin.rs` to see what landed; finish or revert and restart with a tighter prompt. - 3. **Discard and restart.** `git restore solitaire_engine/src/ui_modal.rs solitaire_engine/src/hud_plugin.rs` then relaunch the agent with the prompt below. - -### Next-session workflow at pause - -1. Verify the workspace builds cleanly with **all** in-flight changes: `cargo build --workspace && cargo clippy --workspace -- -D warnings && cargo test --workspace`. The Track B `main.rs` change is independent — even if Track G is reverted, B compiles on its own. -2. If Track B is clean and Track G is incomplete or broken: commit Track B first using the subject above, then deal with Track G. -3. If both are clean: commit each as a separate landing — one feature per commit per project convention. -4. Use: - ``` - git -c user.name=funman300 -c user.email=root@vscode.infinity commit -m "" - ``` -5. Push with `git push origin master` (requires interactive credentials on `git.aleshym.co`). - -### Original Track G subset prompt (for relaunch if needed) - -The agent's full brief is preserved here verbatim — paste into a fresh agent if the current one is unrecoverable: - -``` -Two UI/UX polish items from track G. Tree clean at HEAD `534870a`. -Sub-agents CANNOT git commit — stage your work; orchestrator commits. - -G1. Modal open animation: extend spawn_modal in ui_modal.rs with a -ModalEntering component + advance_modal_enter system that animates -scrim alpha 0 → SCRIM and card scale 0.96 → 1.0 over MOTION_MODAL_SECS. -Use scaled_duration for AnimSpeed respect; ease-out curve t*(2-t). -Register the system in UiModalPlugin::build. Animate-OUT is OUT of -scope. Add ≥2 tests covering ModalEntering presence on spawn and -removal after duration elapses. - -G2. Score-change feedback in hud_plugin.rs: ScorePulse component that -scales the score Text 1.0→1.1→1.0 over MOTION_SCORE_PULSE_SECS using -triangular curve. Plus a floating "+N" Text2d (only for ≥ +50 jumps) -in ACCENT_PRIMARY that drifts up 40 px and fades over -MOTION_SCORE_PULSE_SECS * 2. Add ≥2 tests for floater spawn on +50 -and despawn after lifetime, plus ≥1 test that +5 does NOT spawn. - -Hard requirements: workspace build + clippy --workspace -- -D warnings -+ test --workspace all green. Touch ONLY ui_modal.rs, hud_plugin.rs, -optionally ui_theme.rs for new tokens (don't think you'll need any). -DO NOT touch solitaire_app/src/main.rs (parallel work). -``` - ---- - -## Where we are (Phase 3) - -Phase 3 of the UX overhaul brief is **done**. The whole engine has been migrated to the `ui_theme` design-token system + `ui_modal` scaffold. Animation system upgraded. Final literal sweep landed. The work spans 17 commits this session, from the foundation (`e14852c`) through to the final sweep (`54e024c`). - -### Design direction (already saved as project memory) +### Design direction (unchanged) - **Tone:** Balatro — chunky readable type, theatrical hierarchy, satisfying micro-interactions. -- **Palette:** Midnight Purple base (`BG_BASE` `#1A0F2E` → `BG_ELEVATED` `#2D1B69` → `BG_ELEVATED_HI` `#3A2580` → `BG_ELEVATED_TOP` `#482F97`) + Balatro yellow primary accent (`ACCENT_PRIMARY` `#FFD23F`) + warm magenta secondary (`ACCENT_SECONDARY` `#FF6B9D`). -- See [memory/project_ux_overhaul_2026-04.md](.claude/projects/-home-manage-Rusty-Solitare/memory/project_ux_overhaul_2026-04.md) for the full direction. +- **Palette:** Midnight Purple base + Balatro yellow primary + warm magenta secondary. +- See [memory/project_ux_overhaul_2026-04.md](.claude/projects/-home-manage-Rusty-Solitare/memory/project_ux_overhaul_2026-04.md) for full direction. -### Top complaints from the original smoke test — all closed +## Phase 3 (shipped) -1. **HUD too cluttered.** ✅ Closed by `73cad7e` — readouts now sit in a 4-tier vertical stack with progressive disclosure of penalty/bonus tiers. -2. **Y/N keyboard prompts feel like debug panels.** ✅ Closed across Confirm, GameOver, Pause, Forfeit, and Settings modals — every prompt now has real Primary/Secondary/Tertiary buttons with hover/press feedback. +- `solitaire_engine/src/ui_theme.rs` — every design token: colours, type scale, spacing scale, radius rungs, z-index hierarchy, motion durations. +- `solitaire_engine/src/ui_modal.rs` — `spawn_modal` scaffold + button-variant helpers + `paint_modal_buttons` system. +- All 12 overlays migrated to the modal scaffold with real Primary/Secondary/Tertiary buttons (no more Y/N debug prompts). +- HUD restructured into a 4-tier vertical stack with progressive disclosure. +- Animation upgrades: `SmoothSnap` slide curves, scoped settle bounce, deal jitter, win-cascade rotation. -## Foundation (done) +## Phase 4 (shipped this session) -- **`solitaire_engine/src/ui_theme.rs`** — every design token: colours, 5-rung typography scale, 4-multiple spacing scale, three radius rungs, monotonically-ordered z-index hierarchy, motion durations with `scaled_duration(speed)` helper. -- **`solitaire_engine/src/ui_modal.rs`** — `spawn_modal` scaffold + `spawn_modal_header` / `spawn_modal_body_text` / `spawn_modal_actions` / `spawn_modal_button` helpers + `ButtonVariant` enum (Primary / Secondary / Tertiary) + `paint_modal_buttons` system. `UiModalPlugin` registered in `solitaire_app/src/main.rs`. +| Area | Commit | What landed | +|---|---|---| +| Workspace lint | `9bfca92` | Test-only clippy warnings under `--all-targets` resolved. | +| App / window | `5f5aba8` | WM_CLASS, centered-on-primary window, panic hook → `crash.log`. | +| Modal animation | `71999e1` | `ModalEntering` + ease-out scrim fade and 0.96→1.0 card scale over `MOTION_MODAL_SECS`; `Instant` collapses to zero. | +| Score feedback | `dcfa976` | `ScorePulse` triangular 1.0→1.1→1.0; floating "+N" for jumps ≥ `SCORE_FLOATER_THRESHOLD`. | +| Hit targets | `b082bd6` | `ICON_BUTTON_PX` 28 → 32; settings sync status reads "local only" not "not configured". | +| Microcopy | `abeb4e5` | Help "Close" → "Done"; final onboarding CTA → "Let's play". | +| Empty states | `65d595a` | First-launch em-dash zero-stats grid + welcome line on Profile. | +| Leaderboard | `1384365` | Idle/Loaded/Error enum; local-only guard replaces opt-in/out buttons. | +| Credits | `fd7fb7b`, `f866299` | CREDITS.md added (xCards, FiraMono, Bevy, kira, Rust deps); README links it. | +| Home | `c1bde18` | Home repurposed as Mode Launcher: 5 mode cards, level-5 lock state, dispatches existing request events. | +| Focus rings (Phase 1) | `1278952` | Tab/Shift-Tab/Enter on every modal button; auto-focus primary; overlay tracks `GlobalTransform` above scrim. | +| Focus rings (Phase 2) | `51d3454` | HUD action bar (hover-gated) and Home mode cards. | +| Focus rings (Phase 3) | `b78a493` | Settings: icon buttons, swatches, toggles; arrow-key navigation in `FocusRow`; auto-scroll keeps focused control in viewport. | +| Achievement tests | `2e080d0` | Integration coverage for `draw_three_master` and `zen_winner` — every advertised achievement now has a full-flow unlock test. | +| Microcopy | `0c86cac` | Drop "Yes," prefix on destructive confirms — "New game" / "Forfeit" replace "Yes, abandon" / "Yes, forfeit". | +| Tooltip infra | `54d3497` | `Tooltip(Cow<'static, str>)` component, hover-delay overlay, `Z_TOOLTIP` rung. | +| Tooltip wiring | `220e3f0` | Tooltips on 10 HUD readouts + 6 action-bar buttons; `spawn_action_button` requires a tooltip parameter. | +| Splash | `5d57b67` | Branded splash overlay (fade-in 300ms / hold ~1s / fade-out 300ms); board deals behind; any keypress dismisses. | +| Doc-rot | `73e210b` | ARCHITECTURE.md `bevy_kira_audio` references → `kira` to match Cargo.toml. | +| Doc | `de52c8a` | Mid-session SESSION_HANDOFF refresh after first batch of Phase 4 landed. | -## Commits this session (Phase 3, latest first) +## Commits this session, chronological ``` -54e024c chore(engine): final literal-to-token sweep -3a01318 feat(engine): upgrade animations — curves, scoped settle, deal jitter, cascade rotation -79d3917 chore(data): derive Copy on AnimSpeed -ba019c0 feat(engine): convert SettingsPanel to modal scaffold + Done button -18d7c12 feat(engine): convert OnboardingPlugin to 3-slide modal flow -cb93bd9 fix(engine): pin modals via GlobalZIndex and surface forfeit-no-op toast -6723416 feat(engine): convert PauseScreen to modal + add ForfeitConfirmScreen -afb0879 docs: add SESSION_HANDOFF.md mid-overhaul checkpoint -3b619b8 feat(engine): convert HomeScreen to modal scaffold + Done button -37681cf feat(engine): convert LeaderboardScreen to modal scaffold + Done button -99064ce feat(engine): convert ProfileScreen to modal scaffold + Done button -de4dba6 feat(engine): convert AchievementsScreen to modal scaffold + Done button -75fc3aa feat(engine): convert StatsScreen to modal scaffold + Done button -deb034c feat(engine): convert HelpScreen to real-button modal with kbd-chip rows -242b5fe feat(engine): convert GameOverScreen to real-button modal -3f922ed feat(engine): convert ConfirmNewGameScreen to real-button modal -8da62bd feat(engine): add ui_modal primitive (scaffold + button variants) -73cad7e feat(engine): restructure HUD into 4-tier layout, adopt design tokens -e14852c feat(engine): add ui_theme.rs design-token module +9bfca92 chore(workspace): satisfy clippy --all-targets in test code +5f5aba8 feat(app): window polish — WM_CLASS, centered window, crash log hook +71999e1 feat(engine): modal open animation — fade + scale with ease-out +dcfa976 feat(engine): score change feedback — pulse and floating delta +de52c8a docs: update SESSION_HANDOFF for completed phase-4 polish tracks +b082bd6 feat(engine): bump icon-button hit target to 32px and clarify local-only sync status +abeb4e5 feat(engine): unify dismiss verb to Done and warm onboarding CTA to Let's play +65d595a feat(engine): first-launch polish — em-dash zero stats and welcome line on profile +1384365 feat(engine): leaderboard error and idle states plus local-only guard +fd7fb7b docs: add CREDITS.md and link from README +c1bde18 feat(engine): repurpose Home as mode launcher +1278952 feat(engine): keyboard focus rings on modal buttons (Phase 1) +51d3454 feat(engine): keyboard focus on HUD action bar and Home mode cards (Phase 2) +b78a493 feat(engine): keyboard focus on Settings panel with arrow-key pickers (Phase 3) +f866299 docs: drop xCards URL placeholder from CREDITS.md +73e210b docs: replace bevy_kira_audio references with kira in ARCHITECTURE.md +2e080d0 test(engine): integration coverage for draw_three_master and zen_winner +0c86cac feat(engine): unify destructive-confirm verbs — drop "Yes," prefix +54d3497 feat(engine): tooltip infrastructure with hover delay (foundation only) +220e3f0 feat(engine): tooltips on every HUD readout and action button +5d57b67 feat(engine): branded splash screen on launch ``` -**Test status:** `cargo build --workspace` clean, `cargo clippy --workspace -- -D warnings` clean, **819 tests pass / 0 failed / 8 ignored**. +(Phase 3 commits `e14852c` through `54e024c` and the prior handoff update `0066ca6` are already pushed — see git history for full audit trail.) -## Smoke-test checklist +## Open punch list for v1 -The whole overhaul is on disk. Worth running through once end-to-end: +Polish is essentially complete. Concretely scoped follow-ups: -1. **Run the game.** `cargo run -p solitaire_app --features bevy/dynamic_linking`. -2. **HUD layout** reads as 4 stacked tiers (Score / Mode / Penalty / Selection) with the new midnight-purple palette. -3. **Open every overlay** — `S` (Stats), `A` (Achievements), `P` (Profile), `O` (Settings), `L` (Leaderboard), `M` (Home), `F1` (Help). Each is a centred card on a uniform scrim with a yellow `Done` / `Close` primary button. Hover/press states on every button. -4. **Settings.** Four sections (Audio / Gameplay / Cosmetic / Sync). Body scrolls within the modal on small windows; `Done` button stays fixed at the bottom regardless of scroll. Card-back / Background pickers tint the selected swatch with `STATE_SUCCESS`. -5. **Confirm flow.** Click `New Game` while a game is in progress — the abandon-current-game modal has real Cancel/Confirm buttons. `Y/Enter` and the yellow primary button start a new game; `N/Esc` and the secondary button cancel. -6. **Pause + Forfeit.** Press `Esc` — pause modal shows real Resume / Forfeit buttons. Forfeit button opens a Cancel/Forfeit confirmation modal stacked above the pause modal (z-index ordered correctly via `GlobalZIndex`). -7. **First-run onboarding.** Delete `settings.json` (or set `first_run_complete = false`) — three-slide flow shows: Welcome → How to play → Keyboard shortcuts. Navigate with `Next` / `Back` buttons or `→` / `←` accelerators. `Esc` skips on slide 0. -8. **Animations.** - - Slide a card to a pile — motion curves through `SmoothSnap` (slight overshoot + settle), not linear lerp. - - Drop a card on a valid destination — only the moved cards bounce; the rest of the table stays still. - - Start a new game — deal stagger is no longer mechanically uniform; cards land with subtle ±10% timing variation. - - Win a game — cascade now uses `Expressive` curve with per-card ±15° Z-rotation, screen shake driven by the new `MOTION_WIN_SHAKE_*` tokens. -9. **Resize the window** — cards still snap, no "snap-back-and-forth" jitter. -10. **Win modal** — restyled with the design tokens: midnight-purple card, yellow `Play Again` button. +1. **Smoke-test pass.** Run the game end-to-end with the original Phase 3 checklist plus the Phase 4 additions (splash dismiss, focus rings on every screen, tooltip hover, mode launcher, leaderboard error state, first-launch em-dashes). +2. **xCards upstream URL** in CREDITS.md is intentionally absent (`f866299`). One-line fill-in when the project owner picks a canonical mirror/fork; LGPL notice obligations are already satisfied without it. +3. **Push to origin.** Local master is 16 commits ahead of `origin/master`. `git push origin master` (interactive credentials on `git.aleshym.co`). +4. **Tag `v0.1.0`** once the smoke test passes and the push lands. +5. **Release packaging** per ARCHITECTURE.md §17 — Docker compose for the server is documented; desktop client packaging (icon, .ico/.icns, signing, AppImage) is not yet done. -## Open follow-ups (not blockers) +### Optional, deferred -- **Home / Help redundancy.** Home is still a kbd-reference modal that mostly duplicates Help. Three options: (1) keep as-is, (2) convert into a true mode launcher (Classic / Daily / Zen / Challenge / Time Attack cards, locked options visibly disabled below level 5), (3) drop entirely now that the action bar covers everything Home does. Worth asking the user which direction they want. -- **Forfeit countdown toast** is now superseded by the Forfeit modal (`6723416`). Confirm the toast path is no longer reachable when smoke-testing. -- **Sub-rung pixel sizes** (1 px borders, 64/80/110/150/160 px fixed widths, 28/36/50 px specific spacings) were intentionally left as literals during the step-10 sweep — they're below the smallest `SPACE_*` rung. If the design system grows a "fine" spacing tier in the future, those become candidates for migration. +- Animated focus ring (currently a static overlay; could pulse on focus change). +- Splash skip-on-subsequent-launches — currently every launch shows the full ~1.6s splash. +- Achievement onboarding pass — show first-time players the achievement panel after their first win. +- In-flight Settings tooltip popovers in the working tree — finish or revert. -## Resume prompt for the next session +## Resume prompt ``` -You are a senior Rust + Bevy developer working toward a public release -of Solitaire Quest. Working directory: /home/manage/Rusty_Solitare. -Branch: master. Apply that lens to every decision: prefer shipping -quality (polish, packaging, defaults, credits, crash safety) over -greenfield features. If something is half-done, the question is -"finish for v1 or cut for v1?" not "what else can we add?". +You are a senior Rust + Bevy developer finishing v1 of Solitaire +Quest. Working directory: /home/manage/Rusty_Solitare. Branch: +master. Polish phase is complete; the remaining work is release prep, +not new features. -State: HEAD=0066ca6. Phase 3 of the UX overhaul is shipped. cargo -build / clippy --workspace -- -D warnings / test --workspace all -green — 819 tests pass / 0 fail / 8 ignored. +State: HEAD=5d57b67. Local master is 16 commits ahead of +origin/master and unpushed. Working tree has uncommitted in-flight +tooltip work in solitaire_engine/src/hud_plugin.rs and +solitaire_engine/src/settings_plugin.rs — review and finish or revert +before opening anything new. + +Build: cargo build / clippy --workspace -- -D warnings clean as of +HEAD. Tests: 872 passed / 0 failed / 9 ignored. READ FIRST (in order, before doing anything): - 1. SESSION_HANDOFF.md — full state, smoke-test checklist, follow-ups + 1. SESSION_HANDOFF.md — full state and punch list 2. CLAUDE.md — hard rules (UI-first, no panics, etc.) - 3. ARCHITECTURE.md §1, §15, §17 — design principles, platform - targets, deployment guide + 3. ARCHITECTURE.md §15, §17 — platform targets, deployment guide 4. ~/.claude/projects/-home-manage-Rusty-Solitare/memory/MEMORY.md — saved feedback / project context -GATING SIGNAL — ASK FIRST, DON'T ASSUME: -Before proposing new work, ask: "Did the smoke-test (items 1-10 in -SESSION_HANDOFF.md) pass, or did anything regress?" If a regression -exists, fix it before opening any new thread. - -LIKELY NEXT DIRECTIONS — surface for the user to choose, don't pick -unilaterally. All framed through "what does v1 release need?": - - A. Home modal decision (open in SESSION_HANDOFF.md). - - keep as kbd-reference (duplicates Help — release-blocking - confusion?) - - repurpose as mode launcher (Classic / Daily / Zen / Challenge / - Time Attack cards, locked options below level 5) - - drop (action bar already covers every action) - - B. Window + release polish — `solitaire_app/src/main.rs:34-48` - currently sets only title + resolution + min size. For public - release the window needs: - - app icon (taskbar / dock / alt-tab) — Bevy `Window::window_icon` - or platform `set_window_icon`; ship a .png/.ico asset. - - window class / app id (`Window::name`) so X11/Wayland and - Windows group taskbar entries correctly. - - persist size + position across launches (Settings already - saves to JSON; add `window_geometry` field). - - F11 (or a Settings toggle) wired to real fullscreen mode. - - centered default position on first launch (Bevy supports - `WindowPosition::Centered`). - - present_mode + vsync verification — make sure Linux/macOS - don't ship at uncapped 4000 fps. - - panic hook (`std::panic::set_hook`) that writes a crash - report next to the save files instead of silently exiting. - - macOS Info.plist / Windows .ico bundling — ARCHITECTURE.md - §17 currently only covers server deploy. - - C. Sound-design audit. The scoped settle bounce (3a01318) means - audio_plugin.rs trigger sites may fire less often than before; - verify card_place / card_flip / card_invalid still feel right. - - D. Sync flow end-to-end on a real second machine. Server - scaffolding exists but the register → push → pull → restore-on- - other-device round trip hasn't been exercised against the new - Settings sync section. - - E. Achievement unlock completeness. ARCHITECTURE.md §11 lists 18. - The three hidden ones (speed_and_skill, comeback, zen_winner) - are most likely to be untested. For release, every advertised - achievement needs to actually fire. - - F. Release-readiness backlog: - - README / store-page copy / screenshots - - LICENSE + third-party credits (xCards art, FiraMono, Bevy) - - SemVer + a v0.1.0 git tag - - itch.io / Steam packaging per platform (ARCHITECTURE.md §15) - - App signing — macOS notarization, Windows Authenticode, - Linux AppImage - - Telemetry / crash reporting — opt-in, off by default; or - confirm we ship without and rely on player reports - - G. UI/UX professional polish — Phase 3 shipped the design system; - v1 wants the difference between "consistent" and "feels - intentional": - - Microcopy pass: every button label, empty state, error - message, and onboarding line reviewed for voice + clarity. - Pick one verb per concept ("Done" vs "Close" vs "OK") and - apply it everywhere. - - Empty / loading / error states: Leaderboard before any - scores, Stats before any games, Sync UI before login. - Today these are likely blank panels. - - Modal open/close animation: `MOTION_MODAL_SECS` token exists - in `ui_theme.rs:255` but isn't wired up — modals - appear/disappear instantly. Add scale-from-0.96 + scrim fade - per the token's doc comment. - - Tooltips on HUD readouts and settings labels. Bevy has no - built-in tooltip; build a small one. Hover a number to learn - what it counts. - - Accessibility: verify the AAA-contrast claim on - `ACCENT_PRIMARY` over `BG_BASE` (ui_theme.rs:65). Confirm - `AnimSpeed::Instant` disables every new animation (slide - curve, scoped settle, deal jitter, cascade rotation). Add - focus rings on `Button` entities for keyboard navigation. - - Typography choice: FiraMono is one weight, monospace for - everything. Consider shipping a second proportional face for - body + headings, keep mono for numerics (HUD score, timer). - Or commit to mono and lean into the "calm coder" feel — pick - deliberately and document the decision. - - Onboarding artwork: the 3 slides are text + buttons. For - release, stylised illustrations (or simple animated card - props on each slide) elevate the first-launch feel. - - Score-change feedback: floating "+N" numbers when score - jumps; pulse on the readout when value crosses a milestone. - `MOTION_SCORE_PULSE_SECS` is already a token. - - Splash / loading screen: today the window goes straight to - gameplay. A 1-2 second branded splash signals "real game" - vs "rust prototype". - - Hit-target audit: every interactive element ≥ 32 px on - desktop. Settings has 28 px icon buttons (`ICON_BUTTON_PX` - in settings_plugin.rs); revisit. - - Win-moment design: the cascade is good; consider a score- - breakdown reveal, streak callout, "share your time" - affordance for v1. +PUNCH LIST (resolve in roughly this order): + 1. Decide on the in-flight settings_plugin/hud_plugin tooltip work. + 2. Smoke-test the binary end-to-end. If anything regresses, fix it + before opening anything new. + 3. Confirm or fill the xCards upstream URL in CREDITS.md. + 4. git push origin master (16 commits unpushed; interactive creds). + 5. Tag v0.1.0. + 6. Release packaging per ARCHITECTURE.md §17 — desktop client icon, + bundling, signing are not yet wired. WORKFLOW NOTES: - Commits use: git -c user.name=funman300 -c user.email=root@vscode.infinity commit -m "..." - - Sub-agents can Edit/Write but CANNOT `git commit`. Brief them to - stage + verify only; orchestrator commits on their behalf. - See memory/feedback_agent_commit_limit.md. - - Remote push needs interactive credentials on git.aleshym.co; the - user runs `git push origin master` themselves. - - Every commit must pass build / clippy / test. Pause-and-verify - is the user's preferred cadence — one feature per commit. + - Sub-agents stage + verify only; orchestrator commits. + - Every commit must pass build / clippy / test. -OPEN AT THE START: ask (1) did smoke-test pass, (2) which of A–G to -pursue first. Do not assume. +OPEN AT THE START: ask which punch-list item to start on. Don't pick +unilaterally — release-readiness ordering is the user's call. ```