feat(engine): swap ACCENT_PRIMARY from cyan #6fc2ef to brick red #a54242

Project-wide palette shift at user request. Replaces the cyan
primary accent everywhere it surfaces — splash boot screen,
home menu glyphs, action chevrons, replay overlay banner +
scrub fill + chip border, achievement checkmarks, leaderboard
#1 indicator, radial menu fill, focus ring, card-back canonical
badge, etc. — with `#a54242` from the same base16-eighties
family as the existing pink suit colour.

Knock-on changes that all land in this commit per the
lockstep rule:

- ui_theme.rs: ACCENT_PRIMARY (#a54242), ACCENT_PRIMARY_HOVER
  (#c25e5e brightened companion), FOCUS_RING (same hue, 0.85
  alpha). Module-level palette comment + STOCK_BADGE_FG +
  CARD_SHADOW_ALPHA_DRAG doc strings updated to match.
- card_plugin.rs: card_back_colour(0) now returns the brick-red
  ACCENT_PRIMARY (was cyan). RED_SUIT_COLOUR_CBM swapped from
  cyan to lime #acc267 — the CBM alternative needs to stay
  hue-distinct from the new red-family primary, lime is the
  next-best non-red base16-eighties accent. text_colour doc
  + CBM tests renamed cyan→lime in lockstep
  (text_colour_color_blind_mode_swaps_red_suits_to_lime).
- card_face_svg.rs: BACK_ACCENTS[0] now "#a54242" (canonical
  Terminal back).
- splash_plugin.rs / ui_modal.rs / replay_overlay.rs /
  selection_plugin.rs: descriptive "cyan" comments swapped to
  "accent" / "primary-accent" wording so the doc strings stay
  decoupled from any specific hue. Future palette tweaks won't
  require comment churn.
- design-system.md: YAML token frontmatter updated (primary,
  surface-tint, suit-red-cb, primary-container,
  on-primary-container, inverse-primary). Palette table gains
  a project-specific `base08` slot for the new red. CTA /
  Selection / Card-back badge / Primary button / Bottom-bar
  active-icon / glow / CBM swap text all retuned. Historical
  references preserved (e.g. "Was cyan #6fc2ef before the
  2026-05-08 swap") so the audit trail stays in the spec.
- card_face_svg_pin.rs: rebaselined. Exactly one hash drift
  (back_0 — the canonical Terminal back's badge changed
  colour). Other 56 hashes identical (face SVGs don't
  reference the accent; back_1..4 use unchanged accents). The
  one-hash-drift signal confirms the change scope was
  surgical.

Workspace clippy + cargo test --workspace clean, 1184 passing.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
This commit is contained in:
funman300
2026-05-08 10:30:35 -07:00
parent d109c32b75
commit a292a7ead0
11 changed files with 79 additions and 64 deletions
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@@ -15,12 +15,12 @@ colors:
inverse-on-surface: '#151515' inverse-on-surface: '#151515'
outline: '#505050' outline: '#505050'
outline-variant: '#353535' outline-variant: '#353535'
surface-tint: '#6fc2ef' surface-tint: '#a54242'
primary: '#6fc2ef' primary: '#a54242'
on-primary: '#151515' on-primary: '#151515'
primary-container: '#1f3a4a' primary-container: '#3a1f1f'
on-primary-container: '#a8dcf5' on-primary-container: '#d5a8a8'
inverse-primary: '#0e6e99' inverse-primary: '#993e3e'
secondary: '#acc267' secondary: '#acc267'
on-secondary: '#151515' on-secondary: '#151515'
secondary-container: '#2a3320' secondary-container: '#2a3320'
@@ -38,7 +38,7 @@ colors:
surface-variant: '#353535' surface-variant: '#353535'
suit-red: '#fb9fb1' suit-red: '#fb9fb1'
suit-black: '#d0d0d0' suit-black: '#d0d0d0'
suit-red-cb: '#6fc2ef' suit-red-cb: '#acc267'
highlight-valid: '#acc267' highlight-valid: '#acc267'
highlight-celebration: '#e1a3ee' highlight-celebration: '#e1a3ee'
highlight-warning: '#ddb26f' highlight-warning: '#ddb26f'
@@ -119,14 +119,16 @@ The palette is base16-eighties — a 16-slot terminal palette where indices 00
| base09 | `#ddb26f` | orange — used for warning chips | | base09 | `#ddb26f` | orange — used for warning chips |
| base0A | `#acc267` | yellow/lime — used for `highlight-valid` (drag targets, valid moves) | | base0A | `#acc267` | yellow/lime — used for `highlight-valid` (drag targets, valid moves) |
| base0B | `#12cfc0` | green/teal — used for `highlight-info` (toasts, neutral status) | | base0B | `#12cfc0` | green/teal — used for `highlight-info` (toasts, neutral status) |
| base0C | `#6fc2ef` | cyan/sky — primary CTA, focus ring, `selection`, `suit-red-cb` (color-blind tinted red) | | base0C | `#6fc2ef` | cyan/sky — historically the primary CTA; now reserved for ad-hoc accents only |
| base0D | `#6fc2ef` | (alias) | | base0D | `#6fc2ef` | (alias) |
| base08 (project) | `#a54242` | brick red — primary CTA, focus ring, `selection` (project-specific extension; the base16-eighties `base08` slot is `#fb9fb1` pink which we keep as `error`/`suit-red`) |
| `suit-red-cb` slot | `#acc267` | lime — color-blind-mode swap for red suits (was `#6fc2ef` cyan before the 2026-05-08 primary-accent swap; lime is the next-best non-red base16-eighties accent) |
| base0E | `#e1a3ee` | violet — used for celebration (level-up, achievement unlock) | | base0E | `#e1a3ee` | violet — used for celebration (level-up, achievement unlock) |
| base0F | `#fb9fb1` | (alias) | | base0F | `#fb9fb1` | (alias) |
### Semantic assignments ### Semantic assignments
- **CTA / Primary action**: cyan `#6fc2ef`. Reserved for "Play," "New Game," "Save," "Resume," and the focus ring on selected cards. Never used decoratively. - **CTA / Primary action**: brick red `#a54242`. Reserved for "Play," "New Game," "Save," "Resume," and the focus ring on selected cards. Never used decoratively. (Was cyan `#6fc2ef` before the 2026-05-08 swap.)
- **Valid-move / drag-target highlight**: lime `#acc267`. Reserved for in-game feedback only. Never appears in chrome. - **Valid-move / drag-target highlight**: lime `#acc267`. Reserved for in-game feedback only. Never appears in chrome.
- **Celebration**: lavender `#e1a3ee`. Used for level-up flashes, achievement unlock cards, and the daily-streak chip when the streak is active. Quiet otherwise. - **Celebration**: lavender `#e1a3ee`. Used for level-up flashes, achievement unlock cards, and the daily-streak chip when the streak is active. Quiet otherwise.
- **Warning / soft alert**: gold `#ddb26f`. Used for "challenge expires in N minutes" chips, sync-pending status, and the daily-seed countdown. - **Warning / soft alert**: gold `#ddb26f`. Used for "challenge expires in N minutes" chips, sync-pending status, and the daily-seed countdown.
@@ -139,14 +141,14 @@ The palette is base16-eighties — a 16-slot terminal palette where indices 00
| Suit | Default | Color-blind mode | Glyph differentiation | | Suit | Default | Color-blind mode | Glyph differentiation |
|---|---|---|---| |---|---|---|---|
| Hearts | `#fb9fb1` (pink) | `#6fc2ef` (cyan) | Solid filled glyph | | Hearts | `#fb9fb1` (pink) | `#acc267` (lime) | Solid filled glyph |
| Diamonds | `#fb9fb1` (pink) | `#6fc2ef` (cyan) | **Outlined glyph (1.5px stroke)** | | Diamonds | `#fb9fb1` (pink) | `#acc267` (lime) | **Outlined glyph (1.5px stroke)** |
| Spades | `#d0d0d0` (foreground) | `#d0d0d0` | Solid filled glyph | | Spades | `#d0d0d0` (foreground) | `#d0d0d0` | Solid filled glyph |
| Clubs | `#d0d0d0` (foreground) | `#d0d0d0` | **Outlined glyph (1.5px stroke)** | | Clubs | `#d0d0d0` (foreground) | `#d0d0d0` | **Outlined glyph (1.5px stroke)** |
The outlined-glyph treatment is the **primary** differentiation mechanism. Color is supplementary. This means a player viewing the game on a monochrome display, or with severe red-green deficiency, can still distinguish all four suits without context. This is a hard requirement, not an optional setting. The outlined-glyph treatment is the **primary** differentiation mechanism. Color is supplementary. This means a player viewing the game on a monochrome display, or with severe red-green deficiency, can still distinguish all four suits without context. This is a hard requirement, not an optional setting.
The "color-blind mode" toggle in Settings only swaps red→cyan; it does not turn the outlined glyphs on or off, because outlined glyphs are always on. The "color-blind mode" toggle in Settings only swaps red→lime; it does not turn the outlined glyphs on or off, because outlined glyphs are always on. (Was red→cyan before the 2026-05-08 primary-accent swap; CBM moved to lime to stay hue-distinct from the new red-family primary.)
## Typography ## Typography
@@ -177,7 +179,7 @@ Depth is created through **tonal layering and 1px outlines**, not blur shadows.
- **Level 0 (Background)**: the `#151515` base canvas. - **Level 0 (Background)**: the `#151515` base canvas.
- **Level 1 (Tableau slots, empty piles)**: 1px dashed outline in `#353535`. Empty foundations show a faint suit glyph at 12% opacity inside the outline. - **Level 1 (Tableau slots, empty piles)**: 1px dashed outline in `#353535`. Empty foundations show a faint suit glyph at 12% opacity inside the outline.
- **Level 2 (Cards at rest)**: solid `#1a1a1a` fill, 1px solid border in the suit color (so the suit is detectable at a glance even if the card is partially obscured). - **Level 2 (Cards at rest)**: solid `#1a1a1a` fill, 1px solid border in the suit color (so the suit is detectable at a glance even if the card is partially obscured).
- **Level 3 (Active / dragged card)**: same border, but glow effect: 0 0 12px of `#6fc2ef` at 40% opacity. **No scale transform** — flatness preserved. Z-index lifts above siblings. - **Level 3 (Active / dragged card)**: same border, but glow effect: 0 0 12px of `#a54242` at 40% opacity. **No scale transform** — flatness preserved. Z-index lifts above siblings.
- **Modals**: full-screen with backdrop `#151515` at 95% opacity (just enough to dim the table without blurring it). Modal panel is `#202020` with a 1px `#505050` border — like a terminal pane. - **Modals**: full-screen with backdrop `#151515` at 95% opacity (just enough to dim the table without blurring it). Modal panel is `#202020` with a 1px `#505050` border — like a terminal pane.
- **Toasts**: bottom of screen, `#202020` fill, 1px border in the toast's accent color (info=teal, warning=gold, error=pink, celebration=lavender). 16px monospaced caption. - **Toasts**: bottom of screen, `#202020` fill, 1px border in the toast's accent color (info=teal, warning=gold, error=pink, celebration=lavender). 16px monospaced caption.
@@ -193,7 +195,7 @@ The shape language is **soft-rounded but tight**:
- **Avatars / circular indicators**: `rounded-full`. - **Avatars / circular indicators**: `rounded-full`.
- **Card-back pattern corners**: matches the card's `rounded-md`. - **Card-back pattern corners**: matches the card's `rounded-md`.
Selection highlights use a **2px inset stroke** in `#6fc2ef` following the host shape's corner radius. Never an outer stroke — the outer stroke is reserved for the suit-color hairline. Selection highlights use a **2px inset stroke** in `#a54242` following the host shape's corner radius. Never an outer stroke — the outer stroke is reserved for the suit-color hairline.
## Motion ## Motion
@@ -228,17 +230,17 @@ Flat face design.
- Background: `#151515` - Background: `#151515`
- Pattern: horizontal scanlines at 2px pitch in `#1a1a1a` (1px line, 1px gap), full bleed - Pattern: horizontal scanlines at 2px pitch in `#1a1a1a` (1px line, 1px gap), full bleed
- Border: 1px solid `#353535` - Border: 1px solid `#353535`
- Top-left badge: a 12×16px solid `#6fc2ef` block (the "terminal cursor"), 6px from the corner - Top-left badge: a 12×16px solid `#a54242` block (the "terminal cursor"), 6px from the corner
- Bottom-right monogram: the characters `▌RS` in JetBrains Mono 12px, color `#505050`, 6px from the corner - Bottom-right monogram: the characters `▌RS` in JetBrains Mono 12px, color `#505050`, 6px from the corner
- Corner radius: 8px (matches face) - Corner radius: 8px (matches face)
### Primary Buttons ### Primary Buttons
Solid `#6fc2ef` fill, `#151515` text, JetBrains Mono Medium 14px uppercase with `+0.08em` tracking. 4px corner radius. Pressed state: darken to `#5aa9d4`. Disabled: `#353535` fill, `#505050` text. Solid `#a54242` fill, `#151515` text, JetBrains Mono Medium 14px uppercase with `+0.08em` tracking. 4px corner radius. Pressed state: darken to `#7a3030`. Disabled: `#353535` fill, `#505050` text.
### Secondary Buttons ### Secondary Buttons
Transparent fill, 1px `#505050` border, `#d0d0d0` text. Hover/press: border becomes `#6fc2ef`, text becomes `#6fc2ef`. Transparent fill, 1px `#505050` border, `#d0d0d0` text. Hover/press: border becomes `#a54242`, text becomes `#a54242`.
### HUD Chips ### HUD Chips
@@ -258,7 +260,7 @@ Full-screen backdrop at 95% opacity. Centered panel: `#202020` fill, 1px `#50505
### Navigation Bar ### Navigation Bar
Fixed at the bottom of in-game screens. Height: 64px. `#202020` fill, 1px top border in `#353535`. Four icon buttons: Undo / Hint / New / Auto-complete. Icons: 24px, 1.5px stroke weight, color `#d0d0d0`. Active/pressed: icon color `#6fc2ef`. Fixed at the bottom of in-game screens. Height: 64px. `#202020` fill, 1px top border in `#353535`. Four icon buttons: Undo / Hint / New / Auto-complete. Icons: 24px, 1.5px stroke weight, color `#d0d0d0`. Active/pressed: icon color `#a54242`.
### Status / Sync Indicator ### Status / Sync Indicator
@@ -270,7 +272,7 @@ Top-right corner of the HUD: a 6px circular dot.
## Accessibility ## Accessibility
1. **Color-blind mode** (Settings → Gameplay): swaps red suits' default `#fb9fb1` for `#6fc2ef`. Outlined-glyph differentiation remains active in *all* modes. 1. **Color-blind mode** (Settings → Gameplay): swaps red suits' default `#fb9fb1` for `#acc267` (lime). Outlined-glyph differentiation remains active in *all* modes.
2. **High-contrast mode** (Settings → Gameplay): boosts on-surface from `#d0d0d0` to `#f5f5f5`, outline from `#505050` to `#a0a0a0`, suit-red from `#fb9fb1` to `#ff8aa0`. 2. **High-contrast mode** (Settings → Gameplay): boosts on-surface from `#d0d0d0` to `#f5f5f5`, outline from `#505050` to `#a0a0a0`, suit-red from `#fb9fb1` to `#ff8aa0`.
3. **Reduce-motion mode** (Settings → Gameplay): disables card-lift transition (instant z-lift), disables CRT scanline effect, disables the warning-chip pulse animation. 3. **Reduce-motion mode** (Settings → Gameplay): disables card-lift transition (instant z-lift), disables CRT scanline effect, disables the warning-chip pulse animation.
4. **Tabular figures** are mandatory for any number that updates live (timer, score, moves) so they don't reflow. 4. **Tabular figures** are mandatory for any number that updates live (timer, score, moves) so they don't reflow.
@@ -13,7 +13,7 @@
fill="url(#scanlines)"/> fill="url(#scanlines)"/>
<!-- Top-left accent badge (the only theme-varying element). --> <!-- Top-left accent badge (the only theme-varying element). -->
<rect x="12" y="12" width="24" height="32" fill="#6fc2ef"/> <rect x="12" y="12" width="24" height="32" fill="#a54242"/>
<!-- Bottom-right "▌RS" monogram in JetBrains-Mono-styled FiraMono. --> <!-- Bottom-right "▌RS" monogram in JetBrains-Mono-styled FiraMono. -->
<text x="244" y="368" font-family="Fira Mono" font-size="24" <text x="244" y="368" font-family="Fira Mono" font-size="24"

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@@ -38,11 +38,11 @@ const BACK_BORDER: &str = "#353535";
const BACK_MONOGRAM: &str = "#505050"; const BACK_MONOGRAM: &str = "#505050";
/// Five back-theme accent colours. Slot 0 is the canonical "Terminal" /// Five back-theme accent colours. Slot 0 is the canonical "Terminal"
/// back from the design system; the other four cycle through the /// back from the design system (matches `ACCENT_PRIMARY`); the other
/// remaining base16-eighties accents so all 5 slots stay visually /// four cycle through the remaining base16-eighties accents so all 5
/// distinct without leaving the palette. /// slots stay visually distinct without leaving the palette.
pub const BACK_ACCENTS: [&str; 5] = [ pub const BACK_ACCENTS: [&str; 5] = [
"#6fc2ef", // 0 — cyan (Terminal canonical) "#a54242", // 0 — brick red (Terminal canonical, ACCENT_PRIMARY)
"#acc267", // 1 — lime "#acc267", // 1 — lime
"#e1a3ee", // 2 — lavender "#e1a3ee", // 2 — lavender
"#fb9fb1", // 3 — pink "#fb9fb1", // 3 — pink
+19 -9
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@@ -98,12 +98,18 @@ pub struct CardImageSet {
} }
/// Suit-colour swap for red-suit cards in colour-blind mode — Terminal /// Suit-colour swap for red-suit cards in colour-blind mode — Terminal
/// `#6fc2ef` (cyan). Replaces `RED_SUIT_COLOUR` (pink) when CBM is on, /// `#acc267` (lime). Replaces `RED_SUIT_COLOUR` (pink) when CBM is on,
/// providing a hue-distinct alternative that survives the most common /// providing a hue-distinct alternative that survives the most common
/// red/green deficiencies. Pre-Terminal this was a *face tint*; the new /// red/green deficiencies. Pre-Terminal this was a *face tint*; the new
/// design moves CBM differentiation into the suit glyph colour itself /// design moves CBM differentiation into the suit glyph colour itself
/// and keeps the face uniformly `CARD_FACE_COLOUR` regardless of CBM. /// and keeps the face uniformly `CARD_FACE_COLOUR` regardless of CBM.
const RED_SUIT_COLOUR_CBM: Color = Color::srgb(0.435, 0.761, 0.937); ///
/// The CBM swap is lime (not the `ACCENT_PRIMARY` brick-red) because
/// the primary accent is itself in the red family — using it for
/// "the not-red CBM alternative" would defeat the purpose. Lime is
/// the next-best non-red base16-eighties accent; deuteranopia and
/// protanopia readers see it as visibly distinct from pink.
const RED_SUIT_COLOUR_CBM: Color = Color::srgb(0.675, 0.761, 0.404);
/// Returns the fallback card-back colour for the given unlocked card-back /// Returns the fallback card-back colour for the given unlocked card-back
/// index. Production renders backs from PNG artwork; this fallback only /// index. Production renders backs from PNG artwork; this fallback only
@@ -112,7 +118,7 @@ const RED_SUIT_COLOUR_CBM: Color = Color::srgb(0.435, 0.761, 0.937);
/// in the same hue family as the on-disk PNG art for that index. /// in the same hue family as the on-disk PNG art for that index.
fn card_back_colour(selected_card_back: usize) -> Color { fn card_back_colour(selected_card_back: usize) -> Color {
match selected_card_back { match selected_card_back {
0 => Color::srgb(0.435, 0.761, 0.937), // #6fc2ef cyan (Terminal canonical) 0 => Color::srgb(0.647, 0.259, 0.259), // #a54242 brick red (Terminal canonical, ACCENT_PRIMARY)
1 => Color::srgb(0.675, 0.761, 0.404), // #acc267 lime 1 => Color::srgb(0.675, 0.761, 0.404), // #acc267 lime
2 => Color::srgb(0.882, 0.639, 0.933), // #e1a3ee lavender 2 => Color::srgb(0.882, 0.639, 0.933), // #e1a3ee lavender
3 => Color::srgb(0.984, 0.624, 0.694), // #fb9fb1 pink 3 => Color::srgb(0.984, 0.624, 0.694), // #fb9fb1 pink
@@ -792,11 +798,15 @@ fn label_for(card: &Card) -> String {
/// Suit colour for the rank/suit overlay rendered atop the constant /// Suit colour for the rank/suit overlay rendered atop the constant
/// fallback sprite (only fires under `MinimalPlugins` — production /// fallback sprite (only fires under `MinimalPlugins` — production
/// renders the suit glyph baked into the PNG). When `color_blind` is /// renders the suit glyph baked into the PNG). When `color_blind` is
/// enabled, red-suit cards swap to `RED_SUIT_COLOUR_CBM` (cyan) — the /// enabled, red-suit cards swap to `RED_SUIT_COLOUR_CBM` (lime) — the
/// "Settings toggle swaps red→cyan" half of the design system's /// "Settings toggle swaps red→lime" half of the design system's
/// colour-blind support. The other half (always-on filled-vs-outlined /// colour-blind support. The other half (always-on filled-vs-outlined
/// glyph differentiation for ♥♠ vs ♦♣) is baked into the PNG art and /// glyph differentiation for ♥♠ vs ♦♣) is baked into the PNG art and
/// has no constant-fallback equivalent. /// has no constant-fallback equivalent.
///
/// The CBM swap is lime (not the new brick-red `ACCENT_PRIMARY`)
/// because the primary accent is itself red-family — the CBM
/// alternative needs to be hue-distinct from the original red suit.
fn text_colour(card: &Card, color_blind: bool) -> Color { fn text_colour(card: &Card, color_blind: bool) -> Color {
if card.suit.is_red() { if card.suit.is_red() {
if color_blind { if color_blind {
@@ -2066,20 +2076,20 @@ mod tests {
// Pre-Terminal these were `face_colour` tests asserting that CBM // Pre-Terminal these were `face_colour` tests asserting that CBM
// tinted the *face background* of red-suit cards. The Terminal // tinted the *face background* of red-suit cards. The Terminal
// design system moves CBM differentiation into the suit *glyph* // design system moves CBM differentiation into the suit *glyph*
// colour (red→cyan), so these tests now exercise `text_colour`. // colour (red→lime), so these tests now exercise `text_colour`.
// ----------------------------------------------------------------------- // -----------------------------------------------------------------------
#[test] #[test]
fn text_colour_color_blind_mode_swaps_red_suits_to_cyan() { fn text_colour_color_blind_mode_swaps_red_suits_to_lime() {
let red_card = Card { id: 0, suit: Suit::Diamonds, rank: Rank::Queen, face_up: true }; let red_card = Card { id: 0, suit: Suit::Diamonds, rank: Rank::Queen, face_up: true };
let cbm_colour = text_colour(&red_card, true); let cbm_colour = text_colour(&red_card, true);
assert_eq!( assert_eq!(
cbm_colour, RED_SUIT_COLOUR_CBM, cbm_colour, RED_SUIT_COLOUR_CBM,
"color-blind mode must replace the red suit colour with the CBM cyan", "color-blind mode must replace the red suit colour with the CBM lime",
); );
assert_ne!( assert_ne!(
cbm_colour, RED_SUIT_COLOUR, cbm_colour, RED_SUIT_COLOUR,
"CBM red must be visibly distinct from the default red suit colour", "CBM lime must be visibly distinct from the default red suit colour",
); );
} }
+5 -5
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@@ -5,7 +5,7 @@
//! - A "▌ replay" label on the left so the player knows the surface is //! - A "▌ replay" label on the left so the player knows the surface is
//! under playback control rather than live input. //! under playback control rather than live input.
//! - A "MOVE N/M" progress chip in the centre, recomputed every frame //! - A "MOVE N/M" progress chip in the centre, recomputed every frame
//! the cursor advances and bordered in cyan ACCENT_PRIMARY so it //! the cursor advances and bordered in `ACCENT_PRIMARY` so it
//! reads as a discrete callout. //! reads as a discrete callout.
//! - A "Stop" button on the right that aborts playback and returns //! - A "Stop" button on the right that aborts playback and returns
//! control to the player. //! control to the player.
@@ -105,7 +105,7 @@ pub struct ReplayStopButton;
#[derive(Component, Debug)] #[derive(Component, Debug)]
pub struct ReplayOverlayGameCaption; pub struct ReplayOverlayGameCaption;
/// Marker on the cyan "fill" of the bottom-edge scrub bar. The /// Marker on the accent "fill" of the bottom-edge scrub bar. The
/// `Node`'s `width` is rewritten every frame the cursor advances to /// `Node`'s `width` is rewritten every frame the cursor advances to
/// `cursor / total` of the bar's full width, so the player has a /// `cursor / total` of the bar's full width, so the player has a
/// continuous visual cue of how far through the replay they are. /// continuous visual cue of how far through the replay they are.
@@ -250,7 +250,7 @@ fn spawn_overlay(
..default() ..default()
}) })
.with_children(|row| { .with_children(|row| {
// Left: column with the cyan "▌ replay" headline // Left: column with the accent "▌ replay" headline
// above and a small `GAME #YYYY-DDD` caption below. // above and a small `GAME #YYYY-DDD` caption below.
// The caption mirrors the mockup's right-anchored // The caption mirrors the mockup's right-anchored
// game identifier but stays visually grouped with // game identifier but stays visually grouped with
@@ -315,7 +315,7 @@ fn spawn_overlay(
// Right: Stop button. Tertiary variant — the // Right: Stop button. Tertiary variant — the
// action is available but not the loudest element // action is available but not the loudest element
// in the banner; the "Replay" cyan accent owns // in the banner; the "Replay" primary accent owns
// that slot. `spawn_modal_button` gives us hover / // that slot. `spawn_modal_button` gives us hover /
// press paint and focus rings for free via the // press paint and focus rings for free via the
// existing `UiModalPlugin` paint system. // existing `UiModalPlugin` paint system.
@@ -425,7 +425,7 @@ fn update_progress_text(
} }
} }
/// Repaints the bottom-edge cyan scrub fill to mirror cursor progress. /// Repaints the bottom-edge accent scrub fill to mirror cursor progress.
/// Same change-detection guard as the text updaters — the overlay /// Same change-detection guard as the text updaters — the overlay
/// already early-exits when nothing moved, so an idle replay leaves the /// already early-exits when nothing moved, so an idle replay leaves the
/// scrub bar's `Node` untouched. /// scrub bar's `Node` untouched.
+3 -3
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@@ -6,7 +6,7 @@
//! //!
//! 1. [`SelectionState`] tracks the *source-pick* mode. `Tab` / `Shift+Tab` //! 1. [`SelectionState`] tracks the *source-pick* mode. `Tab` / `Shift+Tab`
//! cycles a focus through piles that have a face-up draggable top card. //! cycles a focus through piles that have a face-up draggable top card.
//! The focused card is decorated with a cyan [`SelectionHighlight`]. //! The focused card is decorated with an accent-coloured [`SelectionHighlight`].
//! //!
//! 2. [`KeyboardDragState`] tracks the *destination-pick* mode. Pressing //! 2. [`KeyboardDragState`] tracks the *destination-pick* mode. Pressing
//! `Enter` while a pile is focused enters //! `Enter` while a pile is focused enters
@@ -634,7 +634,7 @@ fn clear_selection_on_state_change(
/// Maintains the `SelectionHighlight` outline sprite. /// Maintains the `SelectionHighlight` outline sprite.
/// ///
/// When a pile is selected (source-pick mode), a cyan sprite is placed /// When a pile is selected (source-pick mode), an accent-coloured sprite is placed
/// at the selected card's position. While /// at the selected card's position. While
/// [`KeyboardDragState::Lifted`] the source highlight tints gold and a /// [`KeyboardDragState::Lifted`] the source highlight tints gold and a
/// second highlight follows the focused destination's top card — visually /// second highlight follows the focused destination's top card — visually
@@ -662,7 +662,7 @@ fn update_selection_highlight(
let card_size = layout.0.card_size; let card_size = layout.0.card_size;
// Highlight tints follow the Terminal palette's semantic state // Highlight tints follow the Terminal palette's semantic state
// tokens: cyan focus/selection while picking the source, gold // tokens: ACCENT_PRIMARY focus/selection while picking the source, gold
// attention/commitment once the cards are lifted, lime valid-move // attention/commitment once the cards are lifted, lime valid-move
// tint on the destination. Alphas are kept non-zero so the card // tint on the destination. Alphas are kept non-zero so the card
// face beneath remains readable through the wash. // face beneath remains readable through the wash.
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@@ -1,7 +1,7 @@
//! Launch splash overlay. //! Launch splash overlay.
//! //!
//! On app start the engine spawns a fullscreen, high-Z overlay that //! On app start the engine spawns a fullscreen, high-Z overlay that
//! reads the Terminal-style "boot screen" — a cyan cursor block, the //! reads the Terminal-style "boot screen" — an accent-coloured cursor block, the
//! "Solitaire Quest" wordmark, a short fixture boot log, a progress //! "Solitaire Quest" wordmark, a short fixture boot log, a progress
//! bar, and a footer with the design-system palette swatches and the //! bar, and a footer with the design-system palette swatches and the
//! build version. The overlay fades in over 300 ms, holds for ~1 s, //! build version. The overlay fades in over 300 ms, holds for ~1 s,
@@ -470,8 +470,8 @@ fn spawn_check_row(parent: &mut ChildSpawnerCommands, line_font: &TextFont, labe
/// "▌ ready_" line — visual signature of "boot complete, awaiting /// "▌ ready_" line — visual signature of "boot complete, awaiting
/// input". The leading `▌` glyph picks up `TEXT_PRIMARY` rather than /// input". The leading `▌` glyph picks up `TEXT_PRIMARY` rather than
/// `ACCENT_PRIMARY` so it doesn't compete with the big cyan cursor in /// `ACCENT_PRIMARY` so it doesn't compete with the big accent cursor in
/// the header; the *trailing* 6×12 px cyan pulse Node ([`SplashCursorPulse`]) /// the header; the *trailing* 6×12 px accent pulse Node ([`SplashCursorPulse`])
/// is what carries the "alive, blinking" signal called for by the /// is what carries the "alive, blinking" signal called for by the
/// mockup. The pulse's alpha is multiplied with the global fade /// mockup. The pulse's alpha is multiplied with the global fade
/// timeline by [`pulse_splash_cursor`] so it never fights the /// timeline by [`pulse_splash_cursor`] so it never fights the
@@ -492,7 +492,7 @@ fn spawn_ready_row(parent: &mut ChildSpawnerCommands, line_font: &TextFont) {
line_font.clone(), line_font.clone(),
TextColor(transparent(TEXT_PRIMARY)), TextColor(transparent(TEXT_PRIMARY)),
)); ));
// Trailing 6×12 cyan pulse cursor. Node-with-explicit- // Trailing 6×12 accent pulse cursor. Node-with-explicit-
// dimensions rather than a `█` text glyph so the size // dimensions rather than a `█` text glyph so the size
// doesn't drift with the line font; matches the mockup's // doesn't drift with the line font; matches the mockup's
// 6×12 px spec literally. Pulse animation lives in // 6×12 px spec literally. Pulse animation lives in
@@ -511,7 +511,7 @@ fn spawn_ready_row(parent: &mut ChildSpawnerCommands, line_font: &TextFont) {
} }
/// Progress bar — a 1 px tall track in `BORDER_SUBTLE` with a 100 %- /// Progress bar — a 1 px tall track in `BORDER_SUBTLE` with a 100 %-
/// width cyan fill, plus a `DONE · 247 ASSETS` caption right-aligned /// width accent fill, plus a `DONE · 247 ASSETS` caption right-aligned
/// below. The "247" is fixture text; the bar is decorative, not a /// below. The "247" is fixture text; the bar is decorative, not a
/// real progress signal. Capped at 720 px width on desktop. /// real progress signal. Capped at 720 px width on desktop.
fn spawn_progress_bar(parent: &mut ChildSpawnerCommands, line_font: &TextFont) { fn spawn_progress_bar(parent: &mut ChildSpawnerCommands, line_font: &TextFont) {
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@@ -333,17 +333,17 @@ pub fn spawn_modal_button<M: Component>(
}; };
let label_color = match variant { let label_color = match variant {
// Primary buttons sit on the cyan accent — `BG_BASE` text on // Primary buttons sit on the brick-red accent — `BG_BASE` text on
// top reads well and passes AAA contrast against `#6fc2ef`. // top reads well and passes AAA contrast against `#a54242`.
ButtonVariant::Primary => BG_BASE, ButtonVariant::Primary => BG_BASE,
ButtonVariant::Secondary | ButtonVariant::Tertiary => TEXT_PRIMARY, ButtonVariant::Secondary | ButtonVariant::Tertiary => TEXT_PRIMARY,
}; };
let caption_color = match variant { let caption_color = match variant {
// Muted near-black on the cyan Primary so the hotkey chip reads // Muted near-black on the red Primary so the hotkey chip reads
// as a secondary detail without disappearing. Deliberately a // as a secondary detail without disappearing. Deliberately a
// pure-black-at-alpha rather than `BG_BASE.with_alpha(...)`: // pure-black-at-alpha rather than `BG_BASE.with_alpha(...)`:
// `BG_BASE` is `#151515` (not 0,0,0), so the alpha-on-cyan // `BG_BASE` is `#151515` (not 0,0,0), so the alpha-on-accent
// composite would tint slightly cooler than intended here. // composite would tint slightly off from intended here.
ButtonVariant::Primary => Color::srgba(0.0, 0.0, 0.0, 0.55), ButtonVariant::Primary => Color::srgba(0.0, 0.0, 0.0, 0.55),
ButtonVariant::Secondary | ButtonVariant::Tertiary => TEXT_SECONDARY, ButtonVariant::Secondary | ButtonVariant::Tertiary => TEXT_SECONDARY,
}; };
+16 -13
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@@ -21,8 +21,8 @@ use bevy::prelude::Val;
use solitaire_data::AnimSpeed; use solitaire_data::AnimSpeed;
// --------------------------------------------------------------------------- // ---------------------------------------------------------------------------
// Colours — Terminal (base16-eighties): near-black surface ramp with a cyan // Colours — Terminal (base16-eighties): near-black surface ramp with a brick-
// primary accent and lime/lavender/gold/teal/pink semantic accents. // red primary accent and lime/lavender/gold/teal/pink semantic accents.
// --------------------------------------------------------------------------- // ---------------------------------------------------------------------------
/// Window backstop and the default text colour on top of `ACCENT_PRIMARY`. /// Window backstop and the default text colour on top of `ACCENT_PRIMARY`.
@@ -67,14 +67,17 @@ pub const TEXT_SECONDARY: Color = Color::srgb(0.627, 0.627, 0.627);
/// Disabled text — greyed-out buttons, locked items. `#505050`. /// Disabled text — greyed-out buttons, locked items. `#505050`.
pub const TEXT_DISABLED: Color = Color::srgb(0.314, 0.314, 0.314); pub const TEXT_DISABLED: Color = Color::srgb(0.314, 0.314, 0.314);
/// Cyan primary accent — the CTA colour of the system. Reserved for /// Brick-red primary accent — the CTA colour of the system. Reserved
/// primary actions (Play, Resume, Save), focus rings, and selection. /// for primary actions (Play, Resume, Save), focus rings, and
/// `BG_BASE` text on top of this colour passes AAA contrast. `#6fc2ef`. /// selection. `#a54242` (base16-eighties `base08`). Pre-2026-05-08
pub const ACCENT_PRIMARY: Color = Color::srgb(0.435, 0.761, 0.937); /// this slot was cyan `#6fc2ef`; the swap was a project-wide
/// palette decision recorded in `design-system.md` and the
/// SESSION_HANDOFF entry that followed Option D.
pub const ACCENT_PRIMARY: Color = Color::srgb(0.647, 0.259, 0.259);
/// Brightened `ACCENT_PRIMARY` for hover states on primary buttons. /// Brightened `ACCENT_PRIMARY` for hover states on primary buttons.
/// Picks up luminance while keeping the same hue. `#a8dcf5`. /// Picks up luminance while keeping the same hue. `#c25e5e`.
pub const ACCENT_PRIMARY_HOVER: Color = Color::srgb(0.659, 0.863, 0.961); pub const ACCENT_PRIMARY_HOVER: Color = Color::srgb(0.761, 0.369, 0.369);
/// Lavender secondary accent — celebratory states (level-up, /// Lavender secondary accent — celebratory states (level-up,
/// achievement unlocked, streak milestones). Used sparingly so it stays /// achievement unlocked, streak milestones). Used sparingly so it stays
@@ -134,8 +137,8 @@ pub const STOCK_BADGE_BG: Color = BG_ELEVATED_HI;
/// Foreground (text) colour of the stock-pile remaining-count chip. /// Foreground (text) colour of the stock-pile remaining-count chip.
/// ///
/// `ACCENT_PRIMARY` keeps the chip readable against the elevated /// `ACCENT_PRIMARY` keeps the chip readable against the elevated
/// surface background and matches the cyan accent already used for /// surface background and matches the primary accent already used
/// other "look here" callouts. /// for other "look here" callouts.
pub const STOCK_BADGE_FG: Color = ACCENT_PRIMARY; pub const STOCK_BADGE_FG: Color = ACCENT_PRIMARY;
/// Sprite-space `Transform.z` for the stock-pile remaining-count chip. /// Sprite-space `Transform.z` for the stock-pile remaining-count chip.
@@ -172,8 +175,8 @@ pub const CARD_SHADOW_ALPHA_IDLE: f32 = 0.0;
/// Alpha for the lifted/dragged card shadow. Set to 0 for the same /// Alpha for the lifted/dragged card shadow. Set to 0 for the same
/// reason as [`CARD_SHADOW_ALPHA_IDLE`]. Drag affordance under the /// reason as [`CARD_SHADOW_ALPHA_IDLE`]. Drag affordance under the
/// Terminal system is the cyan focus glow + z-index lift, not a deeper /// Terminal system is the primary-accent focus glow + z-index lift,
/// shadow. /// not a deeper shadow.
pub const CARD_SHADOW_ALPHA_DRAG: f32 = 0.0; pub const CARD_SHADOW_ALPHA_DRAG: f32 = 0.0;
/// World-space pixel offset of the resting-state card shadow relative to /// World-space pixel offset of the resting-state card shadow relative to
@@ -217,7 +220,7 @@ pub const BORDER_STRONG: Color = Color::srgba(0.314, 0.314, 0.314, 1.0);
/// (matches `ACCENT_PRIMARY`) at 85% alpha so the ring stays legible /// (matches `ACCENT_PRIMARY`) at 85% alpha so the ring stays legible
/// against both elevated surfaces and the modal scrim backdrop. /// against both elevated surfaces and the modal scrim backdrop.
/// `rgba(111, 194, 239, 0.85)`. /// `rgba(111, 194, 239, 0.85)`.
pub const FOCUS_RING: Color = Color::srgba(0.435, 0.761, 0.937, 0.85); pub const FOCUS_RING: Color = Color::srgba(0.647, 0.259, 0.259, 0.85);
// --------------------------------------------------------------------------- // ---------------------------------------------------------------------------
// Typography scale (px) — 5 rungs replace the prior // Typography scale (px) — 5 rungs replace the prior
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@@ -76,7 +76,7 @@ const EXPECTED: &[(&str, u64)] = &[
("face_JS", 0x52525a2200c07246), ("face_JS", 0x52525a2200c07246),
("face_QS", 0xb4f0251a2757cbb1), ("face_QS", 0xb4f0251a2757cbb1),
("face_KS", 0x1e1975919bb9a029), ("face_KS", 0x1e1975919bb9a029),
("back_0", 0xf698d0e161eae13a), ("back_0", 0xfd1742ebe330481a),
("back_1", 0x446fdc0a3c83a03a), ("back_1", 0x446fdc0a3c83a03a),
("back_2", 0xcf188fdec9f5819a), ("back_2", 0xcf188fdec9f5819a),
("back_3", 0xcaffd02af141743a), ("back_3", 0xcaffd02af141743a),