feat(engine): card visual improvements — flip animation, foundation/tableau placeholders, drag shadow
Task #34: CardFlipAnim component + start_flip_anim/tick_flip_anim systems animate revealed cards by squashing scale.x to 0 then expanding back to 1 (2×0.08 s). Skipped at Instant speed. Task #35: spawn_pile_markers now adds a Text2d child (S/H/D/C, 45% alpha) on Foundation markers so the suit is visible while the pile is empty. Task #43: Tableau pile markers get a "K" Text2d child (35% alpha) indicating only Kings land on empty columns. Task #38: update_drag_shadow system maintains a single ShadowEntity while dragging — a card_w+8 × card_h+8 dark semi-transparent sprite at z−1 behind the top dragged card. Also fixed pre-existing clippy/compiler errors in hud_plugin, pause_plugin, stats_plugin, cursor_plugin, and settings_plugin (missing imports, too-many-arguments, doc formatting). Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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//! Cursor-icon feedback (#31) and drag drop-target highlighting (#32).
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//!
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//! **Cursor icons** (`update_cursor_icon`)
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//! - Cards are being dragged → `Grabbing` (closed hand)
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//! - Cursor hovers over a face-up draggable card → `Grab` (open hand)
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//! - Otherwise → `Default` (arrow)
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//!
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//! **Drop-target highlights** (`update_drop_highlights`)
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//! While a drag is in progress every `PileMarker` sprite is tinted:
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//! - **Green** if the dragged stack can legally land there.
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//! - **Default** (nearly transparent white) otherwise.
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//! The tint is cleared to default the frame the drag ends.
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use bevy::prelude::*;
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use bevy::window::{PrimaryWindow, SystemCursorIcon};
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use bevy::winit::cursor::CursorIcon;
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use solitaire_core::card::Suit;
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use solitaire_core::game_state::{DrawMode, GameState};
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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_plugin::{RightClickHighlight, TABLEAU_FAN_FRAC};
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use crate::layout::{Layout, LayoutResource};
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use crate::resources::{DragState, GameStateResource};
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use crate::table_plugin::PileMarker;
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/// Semi-transparent white that `table_plugin` uses for idle pile markers.
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/// Kept in sync with the `marker_colour` constant there.
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const MARKER_DEFAULT: Color = Color::srgba(1.0, 1.0, 1.0, 0.08);
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/// Green tint applied to pile markers that are valid drop targets during drag.
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const MARKER_VALID: Color = Color::srgba(0.15, 0.85, 0.25, 0.55);
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pub struct CursorPlugin;
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impl Plugin for CursorPlugin {
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fn build(&self, app: &mut App) {
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app.add_systems(Update, (update_cursor_icon, update_drop_highlights));
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}
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}
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// ---------------------------------------------------------------------------
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// #31 — Cursor icon
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// ---------------------------------------------------------------------------
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/// Updates the primary-window cursor icon based on drag state and hover.
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fn update_cursor_icon(
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drag: Res<DragState>,
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windows: Query<(Entity, &Window), With<PrimaryWindow>>,
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cameras: Query<(&Camera, &GlobalTransform)>,
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layout: Option<Res<LayoutResource>>,
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game: Option<Res<GameStateResource>>,
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mut commands: Commands,
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) {
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let Ok((win_entity, window)) = windows.get_single() else { return };
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if !drag.is_idle() {
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commands
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.entity(win_entity)
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.insert(CursorIcon::from(SystemCursorIcon::Grabbing));
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return;
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}
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let hovering = (|| {
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let cursor = window.cursor_position()?;
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let (camera, cam_xf) = cameras.get_single().ok()?;
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let world = camera.viewport_to_world_2d(cam_xf, cursor).ok()?;
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let layout = layout.as_ref()?.0.clone();
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let game = game.as_ref()?;
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Some(cursor_over_draggable(world, &game.0, &layout))
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})()
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.unwrap_or(false);
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commands.entity(win_entity).insert(CursorIcon::from(if hovering {
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SystemCursorIcon::Grab
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} else {
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SystemCursorIcon::Default
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}));
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}
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/// Returns `true` if `cursor` (world-space) is over any face-up draggable card.
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fn cursor_over_draggable(cursor: Vec2, game: &GameState, layout: &Layout) -> bool {
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let piles = [
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PileType::Waste,
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PileType::Foundation(Suit::Clubs),
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PileType::Foundation(Suit::Diamonds),
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PileType::Foundation(Suit::Hearts),
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PileType::Foundation(Suit::Spades),
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PileType::Tableau(0),
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PileType::Tableau(1),
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PileType::Tableau(2),
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PileType::Tableau(3),
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PileType::Tableau(4),
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PileType::Tableau(5),
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PileType::Tableau(6),
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];
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for pile in piles {
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let Some(pile_cards) = game.piles.get(&pile) else {
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continue;
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};
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let is_tableau = matches!(pile, PileType::Tableau(_));
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let base = layout.pile_positions[&pile];
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for (i, card) in pile_cards.cards.iter().enumerate().rev() {
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if !card.face_up {
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continue;
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}
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// Only the topmost card is draggable on non-tableau piles.
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if !is_tableau && i != pile_cards.cards.len() - 1 {
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continue;
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}
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let pos = tableau_or_stack_pos(game, layout, &pile, i, base, is_tableau);
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if point_in_rect(cursor, pos, layout.card_size) {
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return true;
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}
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}
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}
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false
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}
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// ---------------------------------------------------------------------------
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// #32 — Drop-target highlighting
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// ---------------------------------------------------------------------------
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/// Tints pile-marker sprites green when they are valid drag destinations,
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/// and restores the default colour when no drag is active.
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/// Markers tagged with `RightClickHighlight` are skipped during the idle reset
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/// so the right-click legal-destination highlight remains visible.
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fn update_drop_highlights(
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drag: Res<DragState>,
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game: Option<Res<GameStateResource>>,
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mut markers: Query<(&PileMarker, &mut Sprite, Option<&RightClickHighlight>)>,
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) {
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if drag.is_idle() {
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// Drag ended — restore markers that are not right-click-highlighted.
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for (_, mut sprite, rch) in &mut markers {
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if rch.is_none() {
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sprite.color = MARKER_DEFAULT;
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}
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}
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return;
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}
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let Some(game) = game else { return };
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// The first element of drag.cards is the bottom card that lands on the target.
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let Some(&bottom_id) = drag.cards.first() else { return };
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let bottom_card = game
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.0
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.piles
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.values()
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.flat_map(|p| p.cards.iter())
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.find(|c| c.id == bottom_id)
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.cloned();
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let Some(bottom_card) = bottom_card else { return };
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let drag_count = drag.cards.len();
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for (marker, mut sprite, _rch) in &mut markers {
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let valid = match &marker.0 {
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PileType::Foundation(suit) => {
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if drag_count != 1 {
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false
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} else {
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let pile = game.0.piles.get(&PileType::Foundation(*suit));
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pile.is_some_and(|p| can_place_on_foundation(&bottom_card, p, *suit))
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}
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}
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PileType::Tableau(idx) => {
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let pile = game.0.piles.get(&PileType::Tableau(*idx));
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pile.is_some_and(|p| can_place_on_tableau(&bottom_card, p))
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}
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_ => false,
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};
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sprite.color = if valid { MARKER_VALID } else { MARKER_DEFAULT };
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}
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}
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// ---------------------------------------------------------------------------
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// Shared helpers
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// ---------------------------------------------------------------------------
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fn tableau_or_stack_pos(
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game: &GameState,
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layout: &Layout,
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pile: &PileType,
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index: usize,
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base: Vec2,
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is_tableau: bool,
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) -> Vec2 {
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if is_tableau {
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Vec2::new(
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base.x,
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base.y - layout.card_size.y * TABLEAU_FAN_FRAC * (index as f32),
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)
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} else if matches!(pile, PileType::Waste) && game.draw_mode == DrawMode::DrawThree {
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let pile_len = game.piles.get(pile).map_or(0, |p| p.cards.len());
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let visible_start = pile_len.saturating_sub(3);
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let slot = index.saturating_sub(visible_start) as f32;
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Vec2::new(base.x + slot * layout.card_size.x * 0.28, base.y)
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} else {
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base
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}
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}
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fn point_in_rect(point: Vec2, center: Vec2, size: Vec2) -> bool {
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let half = size / 2.0;
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point.x >= center.x - half.x
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&& point.x <= center.x + half.x
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&& point.y >= center.y - half.y
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&& point.y <= center.y + half.y
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}
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#[cfg(test)]
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mod tests {
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use super::*;
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use solitaire_core::card::{Card, Rank};
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fn face_up(suit: Suit, rank: Rank) -> Card {
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Card { id: 0, suit, rank, face_up: true }
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}
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#[test]
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fn point_in_rect_center_is_inside() {
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assert!(point_in_rect(Vec2::ZERO, Vec2::ZERO, Vec2::new(10.0, 10.0)));
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}
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#[test]
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fn point_in_rect_edge_is_inside() {
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assert!(point_in_rect(
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Vec2::new(5.0, 5.0),
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Vec2::ZERO,
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Vec2::new(10.0, 10.0)
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));
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}
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#[test]
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fn point_in_rect_outside() {
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assert!(!point_in_rect(
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Vec2::new(6.0, 0.0),
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Vec2::ZERO,
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Vec2::new(10.0, 10.0)
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));
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}
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#[test]
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fn marker_valid_and_default_colours_are_distinct() {
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// Regression guard — ensure these constants haven't been accidentally
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// set to the same value.
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assert_ne!(
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format!("{MARKER_VALID:?}"),
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format!("{MARKER_DEFAULT:?}")
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);
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}
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#[test]
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fn cursor_over_draggable_returns_false_for_empty_game() {
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use solitaire_core::game_state::{DrawMode, GameState};
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use crate::layout::compute_layout;
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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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// A cursor far off-screen should never hit anything.
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assert!(!cursor_over_draggable(Vec2::new(-9999.0, -9999.0), &game, &layout));
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}
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}
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