fix(engine): hit-test face-down fan offset matches sprite layout
Smoke-test report: the user could only initiate a drag from the bottom strip of a tableau card, not its visible face. Root cause was a fan- step mismatch between rendering and hit-testing. card_plugin::card_positions steps face-down cards by TABLEAU_FACEDOWN_FAN_FRAC (0.12) and face-up cards by TABLEAU_FAN_FRAC (0.25), so a column with 6 face-down + 1 face-up at the bottom renders the face-up card at base.y - 0.72 * card_h. input_plugin's card_position used a uniform 0.25 step for every position, computing the same card's hit-test centre as base.y - 1.5 * card_h — almost a full card height below the visible sprite. The hit-test AABB and the sprite AABB overlapped only over the bottom 0.61 * card_h, which matches the user's observation that only the bottom of the card responds to clicks. card_position now mirrors card_plugin's exact logic: walk the pile's preceding cards and step by TABLEAU_FACEDOWN_FAN_FRAC for face-down, TABLEAU_FAN_FRAC for face-up. TABLEAU_FACEDOWN_FAN_FRAC is now public for the same reason TABLEAU_FAN_FRAC already was — the renderer and the hit-tester have to agree by construction or this regression returns. Updates the existing find_draggable_skips_face_down_cards test that relied on the old uniform-fan geometry, and adds find_draggable_hits_face_up_card_with_face_down_cards_above_it as a regression test that fails without this fix. The during-drag rendering and pile_drop_rect still use the uniform TABLEAU_FAN_FRAC because the cards being dragged are guaranteed face-up, and a slightly oversized drop target reads as forgiving rather than wrong. Those call sites are intentionally untouched. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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@@ -30,7 +30,9 @@ use solitaire_core::pile::PileType;
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use solitaire_core::rules::{can_place_on_foundation, can_place_on_tableau};
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use crate::card_animation::tuning::AnimationTuning;
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use crate::card_plugin::{CardEntity, HintHighlight, HintHighlightTimer, TABLEAU_FAN_FRAC};
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use crate::card_plugin::{
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CardEntity, HintHighlight, HintHighlightTimer, TABLEAU_FACEDOWN_FAN_FRAC, TABLEAU_FAN_FRAC,
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};
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use crate::feedback_anim_plugin::ShakeAnim;
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use solitaire_core::game_state::DrawMode;
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use crate::challenge_plugin::CHALLENGE_UNLOCK_LEVEL;
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@@ -960,11 +962,27 @@ fn point_in_rect(point: Vec2, center: Vec2, size: Vec2) -> bool {
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}
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/// Where a card at `stack_index` in pile `pile` would be rendered.
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///
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/// For tableau columns the per-card fan step depends on the face-up state of
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/// every preceding card — face-down cards step by `TABLEAU_FACEDOWN_FAN_FRAC`,
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/// face-up cards by `TABLEAU_FAN_FRAC`. Mirrors `card_plugin::card_positions`
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/// exactly; any drift creates an offset between the visible card face and
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/// where clicks land.
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fn card_position(game: &GameState, layout: &Layout, pile: &PileType, stack_index: usize) -> Vec2 {
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let base = layout.pile_positions[pile];
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if matches!(pile, PileType::Tableau(_)) {
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let fan = -layout.card_size.y * TABLEAU_FAN_FRAC;
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Vec2::new(base.x, base.y + fan * (stack_index as f32))
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let mut y_offset = 0.0_f32;
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if let Some(pile_cards) = game.piles.get(pile) {
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for card in pile_cards.cards.iter().take(stack_index) {
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let step = if card.face_up {
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TABLEAU_FAN_FRAC
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} else {
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TABLEAU_FACEDOWN_FAN_FRAC
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};
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y_offset -= layout.card_size.y * step;
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}
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}
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Vec2::new(base.x, base.y + y_offset)
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} else if matches!(pile, PileType::Waste) && game.draw_mode == DrawMode::DrawThree {
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// In Draw-Three mode the top 3 waste cards are fanned in X to match
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// card_plugin::card_positions(). Hit-testing must use the same offsets
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@@ -1419,17 +1437,38 @@ mod tests {
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let game = GameState::new(42, DrawMode::DrawOne);
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let layout = compute_layout(Vec2::new(1280.0, 800.0));
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// Tableau 6 has 7 cards; only index 6 is face-up. A cursor over the
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// position of the bottom face-down card (index 0) should miss —
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// that card is face-down and the topmost face-up card overlaps at
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// a different fanned position.
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let bottom_pos = card_position(&game, &layout, &PileType::Tableau(6), 0);
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// Shift to avoid accidental overlap with the face-up card above it.
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let below_bottom = bottom_pos - Vec2::new(0.0, layout.card_size.y * 0.4);
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let result = find_draggable_at(below_bottom, &game, &layout);
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// Tableau 6 has 7 cards: 6 face-down (indices 0..5) + 1 face-up at
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// the bottom (index 6). Click at the topmost face-down card's
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// position — its full body is partly visible above the fanned
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// face-up card, but the iterator should skip face-down cards and
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// the cursor sits above the face-up card's AABB, so the result
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// is None.
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let face_down_pos = card_position(&game, &layout, &PileType::Tableau(6), 0);
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let result = find_draggable_at(face_down_pos, &game, &layout);
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assert!(result.is_none(), "face-down cards should not be draggable");
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}
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#[test]
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fn find_draggable_hits_face_up_card_with_face_down_cards_above_it() {
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// Regression test for the bug where input_plugin's hit-testing used
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// a uniform 0.25 fan step but card_plugin renders face-down cards
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// at 0.12 — so for any column with face-down cards above the
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// face-up bottom card, clicking the visible card face missed the
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// hit-test box and only the bottom strip of the card responded.
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let game = GameState::new(42, DrawMode::DrawOne);
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let layout = compute_layout(Vec2::new(1280.0, 800.0));
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// Tableau 6 starts with 6 face-down + 1 face-up. The face-up card
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// sits at base.y - 6 * TABLEAU_FACEDOWN_FAN_FRAC * card_h, NOT at
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// base.y - 6 * TABLEAU_FAN_FRAC * card_h. Click the centre.
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let face_up_pos = card_position(&game, &layout, &PileType::Tableau(6), 6);
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let result = find_draggable_at(face_up_pos, &game, &layout)
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.expect("clicking the face-up card's visible centre must initiate a drag");
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assert_eq!(result.0, PileType::Tableau(6));
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assert_eq!(result.1, 6);
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assert_eq!(result.2.len(), 1);
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}
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#[test]
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fn find_draggable_returns_run_when_picking_mid_stack() {
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// Manually construct a tableau with three face-up cards all stacked.
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