fix(engine): wire FiraMono to Android corner label and add CardImageSet tests
Bug #1 (QS wrong watermark): extracted card_face_asset_path() pure helper so the (Rank, Suit) → filename mapping is tested in isolation. 6 new unit tests confirm all 52 keys are unique and each suit resolves to its correct letter. QS.png has the wrong artwork baked in (confirmed via MD5); QS_BUG.md documents the required asset replacement. Bug #2/#3 (red square / invisible black suit on Android): add_android_corner_label used TextFont { ..default() } which gives Bevy's built-in font — that font lacks U+2660–U+2666, so suit glyphs rendered as a colored missing-glyph rectangle. Threaded Option<&Handle<Font>> from sync_cards_startup/on_change → sync_cards → spawn/update_card_entity → add_android_corner_label, which now passes FiraMono explicitly. Non-Android builds silence the unused param with let _ = font_handle. Bug #4 (waste pile): static analysis found no z or fan-offset bug; two new tests (waste_pile_cards_have_strictly_increasing_z, _draw_one_cards_have_distinct_z) pin the invariant for future changes. Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
This commit is contained in:
@@ -462,6 +462,49 @@ impl Plugin for CardPlugin {
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}
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}
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/// Returns the relative asset path for a card face PNG.
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///
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/// The path format is `cards/faces/classic/{RANK}{SUIT}.png`, e.g. `QS.png`
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/// for the Queen of Spades. Both `load_card_images` and the unit tests use
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/// this function so the filename formula is tested in isolation from the
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/// asset-loading machinery.
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///
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/// Note: this function verifies only the **code-side mapping**. If the PNG
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/// file at the returned path contains wrong artwork (e.g. `QS.png` has a
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/// diamond watermark baked in), that is an **asset content bug** and must be
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/// fixed by replacing the file — no code change can correct it.
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fn card_face_asset_path(rank: Rank, suit: Suit) -> String {
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const SUIT_CHARS: [&str; 4] = ["C", "D", "H", "S"];
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const RANK_STRS: [&str; 13] = [
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"A", "2", "3", "4", "5", "6", "7", "8", "9", "10", "J", "Q", "K",
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];
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let suit_idx = match suit {
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Suit::Clubs => 0,
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Suit::Diamonds => 1,
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Suit::Hearts => 2,
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Suit::Spades => 3,
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};
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let rank_idx = match rank {
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Rank::Ace => 0,
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Rank::Two => 1,
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Rank::Three => 2,
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Rank::Four => 3,
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Rank::Five => 4,
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Rank::Six => 5,
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Rank::Seven => 6,
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Rank::Eight => 7,
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Rank::Nine => 8,
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Rank::Ten => 9,
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Rank::Jack => 10,
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Rank::Queen => 11,
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Rank::King => 12,
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};
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format!(
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"cards/faces/classic/{}{}.png",
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RANK_STRS[rank_idx], SUIT_CHARS[suit_idx]
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)
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}
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/// Loads card face and back PNGs at startup via [`AssetServer`] and inserts
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/// [`CardImageSet`].
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///
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@@ -476,17 +519,15 @@ fn load_card_images(asset_server: Option<Res<AssetServer>>, mut commands: Comman
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return;
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};
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// Suit index: Clubs=0, Diamonds=1, Hearts=2, Spades=3
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const SUIT_CHARS: [&str; 4] = ["C", "D", "H", "S"];
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// Rank index: Ace=0 … King=12
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const RANK_STRS: [&str; 13] = ["A", "2", "3", "4", "5", "6", "7", "8", "9", "10", "J", "Q", "K"];
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const SUITS: [Suit; 4] = [Suit::Clubs, Suit::Diamonds, Suit::Hearts, Suit::Spades];
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const RANKS: [Rank; 13] = [
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Rank::Ace, Rank::Two, Rank::Three, Rank::Four, Rank::Five, Rank::Six, Rank::Seven,
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Rank::Eight, Rank::Nine, Rank::Ten, Rank::Jack, Rank::Queen, Rank::King,
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];
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let faces: [[Handle<Image>; 13]; 4] = std::array::from_fn(|suit| {
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std::array::from_fn(|rank| {
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asset_server.load(format!(
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"cards/faces/classic/{}{}.png",
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RANK_STRS[rank], SUIT_CHARS[suit]
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))
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let faces: [[Handle<Image>; 13]; 4] = std::array::from_fn(|si| {
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std::array::from_fn(|ri| {
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asset_server.load(card_face_asset_path(RANKS[ri], SUITS[si]))
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})
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});
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let backs = std::array::from_fn(|i| {
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@@ -584,6 +625,7 @@ fn resync_cards_on_settings_change(
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/// Render the initial deal. Runs in `PostStartup`, so all `Startup` systems
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/// (including `TablePlugin::setup_table` which inserts `LayoutResource`)
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/// have already completed.
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#[allow(clippy::too_many_arguments)]
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fn sync_cards_startup(
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commands: Commands,
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game: Res<GameStateResource>,
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@@ -592,6 +634,7 @@ fn sync_cards_startup(
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settings: Option<Res<SettingsResource>>,
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entities: Query<(Entity, &CardEntity, &Transform, Option<&CardAnimation>)>,
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card_images: Option<Res<CardImageSet>>,
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font_res: Option<Res<FontResource>>,
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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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@@ -599,7 +642,8 @@ fn sync_cards_startup(
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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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let high_contrast = settings.as_ref().is_some_and(|s| s.0.high_contrast_mode);
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sync_cards(commands, &game.0, &layout.0, slide_secs, back_colour, color_blind, high_contrast, &entities, card_images.as_deref(), selected_back);
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let font_handle = font_res.as_ref().map(|r| &r.0);
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sync_cards(commands, &game.0, &layout.0, slide_secs, back_colour, color_blind, high_contrast, &entities, card_images.as_deref(), selected_back, font_handle);
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}
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}
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@@ -613,6 +657,7 @@ fn sync_cards_on_change(
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settings: Option<Res<SettingsResource>>,
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entities: Query<(Entity, &CardEntity, &Transform, Option<&CardAnimation>)>,
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card_images: Option<Res<CardImageSet>>,
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font_res: Option<Res<FontResource>>,
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) {
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if events.read().next().is_none() {
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return;
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@@ -623,7 +668,8 @@ fn sync_cards_on_change(
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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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let high_contrast = settings.as_ref().is_some_and(|s| s.0.high_contrast_mode);
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sync_cards(commands, &game.0, &layout.0, slide_secs, back_colour, color_blind, high_contrast, &entities, card_images.as_deref(), selected_back);
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let font_handle = font_res.as_ref().map(|r| &r.0);
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sync_cards(commands, &game.0, &layout.0, slide_secs, back_colour, color_blind, high_contrast, &entities, card_images.as_deref(), selected_back, font_handle);
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}
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}
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@@ -639,6 +685,7 @@ fn sync_cards(
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entities: &Query<(Entity, &CardEntity, &Transform, Option<&CardAnimation>)>,
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card_images: Option<&CardImageSet>,
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selected_back: usize,
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font_handle: Option<&Handle<Font>>,
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) {
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let positions = card_positions(game, layout);
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@@ -668,10 +715,10 @@ fn sync_cards(
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Some(&(entity, cur, has_anim)) => {
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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, high_contrast, cur, has_anim, card_images, selected_back,
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slide_secs, back_colour, color_blind, high_contrast, cur, has_anim, card_images, selected_back, font_handle,
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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, high_contrast, card_images, selected_back),
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None => spawn_card_entity(&mut commands, card, position, z, layout, back_colour, color_blind, high_contrast, card_images, selected_back, font_handle),
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}
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}
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}
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@@ -768,6 +815,7 @@ fn spawn_card_entity(
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high_contrast: bool,
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card_images: Option<&CardImageSet>,
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selected_back: usize,
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font_handle: Option<&Handle<Font>>,
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) {
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let sprite = card_sprite(card, layout.card_size, back_colour, card_images, selected_back);
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@@ -811,9 +859,12 @@ fn spawn_card_entity(
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#[cfg(target_os = "android")]
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if card_images.is_some() {
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entity.with_children(|b| {
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add_android_corner_label(b, card, layout.card_size, color_blind, high_contrast);
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add_android_corner_label(b, card, layout.card_size, color_blind, high_contrast, font_handle);
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});
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}
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// Suppress unused-variable warning when not building for Android.
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#[cfg(not(target_os = "android"))]
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let _ = font_handle;
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}
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#[allow(clippy::too_many_arguments)]
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@@ -832,6 +883,7 @@ fn update_card_entity(
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has_card_animation: bool,
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card_images: Option<&CardImageSet>,
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selected_back: usize,
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font_handle: Option<&Handle<Font>>,
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) {
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let target = Vec3::new(pos.x, pos.y, z);
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@@ -894,9 +946,12 @@ fn update_card_entity(
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#[cfg(target_os = "android")]
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if card_images.is_some() {
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commands.entity(entity).with_children(|b| {
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add_android_corner_label(b, card, layout.card_size, color_blind, high_contrast);
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add_android_corner_label(b, card, layout.card_size, color_blind, high_contrast, font_handle);
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});
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}
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// Suppress unused-variable warning when not building for Android.
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#[cfg(not(target_os = "android"))]
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let _ = font_handle;
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}
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fn label_for(card: &Card) -> String {
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@@ -1000,6 +1055,13 @@ fn mobile_label_for(card: &Card) -> String {
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/// Spawns the [`AndroidCornerLabel`] + [`AndroidCornerBg`] children on
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/// face-up cards. The background sprite covers the card art's own small
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/// corner text so only the large overlay is visible.
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/// Spawns the [`AndroidCornerLabel`] + [`AndroidCornerBg`] children on
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/// face-up cards using FiraMono (passed via `font_handle`) so that the
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/// suit Unicode glyphs U+2660–U+2666 render correctly. Without an explicit
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/// font handle Bevy falls back to its built-in face which does not include
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/// those glyphs, causing a coloured missing-glyph rectangle to appear in
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/// the text colour — the root cause of the "red square on face-down cards"
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/// visual bug (the box bleeds through near the card edge at z=0.02).
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#[cfg(target_os = "android")]
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fn add_android_corner_label(
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parent: &mut ChildSpawnerCommands,
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@@ -1007,6 +1069,7 @@ fn add_android_corner_label(
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card_size: Vec2,
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color_blind: bool,
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high_contrast: bool,
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font_handle: Option<&Handle<Font>>,
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) {
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if !card.face_up {
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return;
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@@ -1034,12 +1097,18 @@ fn add_android_corner_label(
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),
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));
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// Large rank+suit text drawn on top of the background.
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// Large rank+suit text drawn on top of the background. FiraMono must be
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// wired here explicitly — the suit glyphs (U+2660–U+2666) are not in
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// Bevy's built-in font and render as a coloured rectangle without it.
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parent.spawn((
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AndroidCornerLabel,
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CardLabel,
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Text2d::new(mobile_label_for(card)),
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TextFont { font_size, ..default() },
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TextFont {
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font: font_handle.cloned().unwrap_or_default(),
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font_size,
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..default()
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},
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TextColor(text_colour(card, color_blind, high_contrast)),
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Anchor::TOP_LEFT,
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Transform::from_xyz(
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@@ -3167,4 +3236,187 @@ mod tests {
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assert!((highlight.blue - success.blue).abs() < 1e-6);
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assert!((highlight.alpha - 0.6).abs() < 1e-6);
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}
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// -----------------------------------------------------------------------
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// Bug #1 — CardImageSet key lookup (code-side mapping)
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//
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// These tests verify that every (Rank, Suit) pair produces the expected
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// filename via `card_face_asset_path`. They can only detect *code-side*
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// mapping bugs (e.g. a suit index mismatch). They do NOT inspect pixel
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// data — if `QS.png` contains a diamond watermark that is an *asset
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// content* bug that requires replacing the PNG file.
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// -----------------------------------------------------------------------
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#[test]
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fn card_face_asset_path_queen_of_spades_is_qs_png() {
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assert_eq!(
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card_face_asset_path(Rank::Queen, Suit::Spades),
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"cards/faces/classic/QS.png",
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"Queen of Spades must resolve to QS.png, not QD.png"
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);
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}
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#[test]
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fn card_face_asset_path_queen_of_diamonds_is_qd_png() {
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assert_eq!(
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card_face_asset_path(Rank::Queen, Suit::Diamonds),
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"cards/faces/classic/QD.png"
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);
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}
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#[test]
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fn card_face_asset_path_ace_of_clubs_is_ac_png() {
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assert_eq!(card_face_asset_path(Rank::Ace, Suit::Clubs), "cards/faces/classic/AC.png");
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}
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#[test]
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fn card_face_asset_path_ten_of_hearts_is_10h_png() {
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assert_eq!(card_face_asset_path(Rank::Ten, Suit::Hearts), "cards/faces/classic/10H.png");
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}
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#[test]
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fn card_face_asset_path_king_of_spades_is_ks_png() {
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assert_eq!(card_face_asset_path(Rank::King, Suit::Spades), "cards/faces/classic/KS.png");
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}
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#[test]
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fn card_face_asset_path_all_52_keys_are_unique() {
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use std::collections::HashSet;
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let suits = [Suit::Clubs, Suit::Diamonds, Suit::Hearts, Suit::Spades];
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let ranks = [
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Rank::Ace, Rank::Two, Rank::Three, Rank::Four, Rank::Five, Rank::Six,
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Rank::Seven, Rank::Eight, Rank::Nine, Rank::Ten, Rank::Jack, Rank::Queen, Rank::King,
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];
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let paths: HashSet<String> = suits
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.iter()
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.flat_map(|&s| ranks.iter().map(move |&r| card_face_asset_path(r, s)))
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.collect();
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assert_eq!(paths.len(), 52, "all 52 card face paths must be distinct");
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}
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#[test]
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fn card_face_asset_path_suits_produce_correct_suffix() {
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// Each suit must map to its own letter, not a neighbour's.
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assert!(card_face_asset_path(Rank::Ace, Suit::Clubs).ends_with("AC.png"));
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assert!(card_face_asset_path(Rank::Ace, Suit::Diamonds).ends_with("AD.png"));
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assert!(card_face_asset_path(Rank::Ace, Suit::Hearts).ends_with("AH.png"));
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assert!(card_face_asset_path(Rank::Ace, Suit::Spades).ends_with("AS.png"));
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}
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// -----------------------------------------------------------------------
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// Bug #3 — Suit → color mapping for the Android corner overlay
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//
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// Black suits (♠♣) must use BLACK_SUIT_COLOUR (near-white) so they
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// contrast against the dark card face. They must NOT share the red or
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// lime colours assigned to red suits.
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// -----------------------------------------------------------------------
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#[test]
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fn text_colour_black_suits_are_near_white_not_red() {
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for suit in [Suit::Clubs, Suit::Spades] {
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let card = Card { id: 0, suit, rank: Rank::Ace, face_up: true };
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let colour = text_colour(&card, false, false);
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assert_eq!(
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colour, BLACK_SUIT_COLOUR,
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"{suit:?} must map to BLACK_SUIT_COLOUR (near-white)"
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);
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assert_ne!(
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colour, RED_SUIT_COLOUR,
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"{suit:?} must not use the red suit colour"
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);
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// Confirm it's visually light (all channels > 0.85).
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let srgba = colour.to_srgba();
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assert!(
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srgba.red > 0.85 && srgba.green > 0.85 && srgba.blue > 0.85,
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"{suit:?} colour must be near-white for dark card background contrast, got {srgba:?}"
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);
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}
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}
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// -----------------------------------------------------------------------
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// Bug #4 — Waste pile z-ordering
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//
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// Every rendered waste card must have a strictly greater z than the one
|
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// below it so Bevy's CPU-side sprite sort renders them back-to-front.
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// -----------------------------------------------------------------------
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#[test]
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fn waste_pile_cards_have_strictly_increasing_z() {
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use solitaire_core::game_state::DrawMode;
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let mut g = GameState::new(42, DrawMode::DrawThree);
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for _ in 0..5 {
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let _ = g.draw();
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}
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let layout = crate::layout::compute_layout(Vec2::new(1280.0, 800.0), 0.0, 0.0, true);
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let positions = card_positions(&g, &layout);
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let waste_ids: std::collections::HashSet<u32> = g.piles[&PileType::Waste]
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.cards
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.iter()
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.map(|c| c.id)
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.collect();
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|
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let mut waste_zs: Vec<f32> = positions
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.iter()
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.filter(|(c, _, _)| waste_ids.contains(&c.id))
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.map(|(_, _, z)| *z)
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.collect();
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waste_zs.sort_by(|a, b| a.partial_cmp(b).unwrap());
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waste_zs.dedup();
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assert!(
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waste_zs.len() >= 2,
|
||||
"expected multiple rendered waste cards, got {}",
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waste_zs.len()
|
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);
|
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// All z values must be strictly ordered (no duplicates).
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for w in waste_zs.windows(2) {
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assert!(
|
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w[1] > w[0],
|
||||
"waste z values must be strictly increasing, got {} ≤ {}",
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w[1],
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||||
w[0]
|
||||
);
|
||||
}
|
||||
}
|
||||
|
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#[test]
|
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fn waste_pile_draw_one_cards_have_distinct_z() {
|
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use solitaire_core::game_state::DrawMode;
|
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let mut g = GameState::new(42, DrawMode::DrawOne);
|
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for _ in 0..3 {
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let _ = g.draw();
|
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}
|
||||
let layout = crate::layout::compute_layout(Vec2::new(1280.0, 800.0), 0.0, 0.0, true);
|
||||
let positions = card_positions(&g, &layout);
|
||||
|
||||
let waste_ids: std::collections::HashSet<u32> = g.piles[&PileType::Waste]
|
||||
.cards
|
||||
.iter()
|
||||
.map(|c| c.id)
|
||||
.collect();
|
||||
|
||||
let mut waste_zs: Vec<f32> = positions
|
||||
.iter()
|
||||
.filter(|(c, _, _)| waste_ids.contains(&c.id))
|
||||
.map(|(_, _, z)| *z)
|
||||
.collect();
|
||||
waste_zs.sort_by(|a, b| a.partial_cmp(b).unwrap());
|
||||
waste_zs.dedup();
|
||||
|
||||
assert!(
|
||||
waste_zs.len() >= 2,
|
||||
"Draw-One must render at least 2 waste cards (visible + buffer)"
|
||||
);
|
||||
// Deduplicated length must equal pre-dedup length → all z distinct.
|
||||
let raw_count = positions
|
||||
.iter()
|
||||
.filter(|(c, _, _)| waste_ids.contains(&c.id))
|
||||
.count();
|
||||
assert_eq!(
|
||||
waste_zs.len(),
|
||||
raw_count,
|
||||
"all rendered waste card z values must be distinct"
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user