feat(engine): revert to traditional 2-colour deck with saturated red + near-white
Per player feedback after the brief 4-colour-deck experiment: "can we make the card suit colors the same as a regular solitaire game would." Reverts the 4-colour split (`62b61cc`) and bumps both 2-colour hues to read more like a real Microsoft-Solitaire-on-dark-mode deck. ### Constants - `RED_SUIT_COLOUR`: `#fb9fb1` (Terminal pink, then briefly hearts-only) → `#e35353` (saturated red). More chromatic, less pastel; reads as "the red suit" rather than "a Terminal- themed pink." Visually distinct from `ACCENT_PRIMARY` `#a54242` (the brick-red CTA accent) so chrome and suit don't collapse to the same hue. - `BLACK_SUIT_COLOUR`: `#d0d0d0` (matched `TEXT_PRIMARY`) → `#e8e8e8` (near-white). Bumped slightly brighter so it reads as a chromatic-neutral counterpart to the new saturated red, not as "the same gray as body text." `TEXT_PRIMARY_HC` (`#f5f5f5`) is still brighter for the high-contrast boost path. - `RED_SUIT_COLOUR_HC`: `#ff8aa0` (pinkish boost matching the v0.21.0 pink default) → `#ff6868` (brighter saturated red). Now reads as "more chromatic" than the new default red, not "less saturated." - `DIAMOND_SUIT_COLOUR` and `CLUB_SUIT_COLOUR` deleted — the 4-colour split is gone, hearts/diamonds re-pair under `RED_SUIT_COLOUR` and clubs/spades under `BLACK_SUIT_COLOUR`. ### `card_face_svg.rs` - Module-level constants collapse from four (`SUIT_HEART` / `SUIT_DIAMOND` / `SUIT_CLUB` / `SUIT_SPADE`) back to two (`SUIT_RED` / `SUIT_DARK`) at the new saturated-red / near-white values. - `suit_paint()` reverts to the 2-colour pairing: hearts filled-red, diamonds outlined-red, spades filled-near-white, clubs outlined-near-white. Filled-vs-outlined glyph differentiation stays the always-on CBM fallback. ### `card_plugin.rs` - `text_colour()` reverts to a `card.suit.is_red()` bifurcation. Comment block updated to reflect the new truth table: red suits → saturated red (or CBM lime / HC brighter red); dark suits → near-white (or HC brighter near-white). ### Tests Test block restructured back to the pre-4-colour shape: two red/black pairing tests instead of one 4-colour distinctness test. CBM/HC compose tests retuned to the 2-colour world (red suits compose, dark suits compose; no separate diamonds-immune or clubs-immune cases). 1191 passing / 0 failing — net 0 from the prior commit (3 tests removed: the 4-colour distinctness test + the diamonds/clubs-immune test; 2 tests added back: the red-pairing + dark-pairing tests; existing tests amended to new colour assumptions). ### `card_face_svg_pin` All 52 face hashes drift (every suit's colour shifted); 5 back hashes unchanged. Surgical rebaseline. ### `design-system.md` §Suit Colors retitled "Two-color traditional pairing", table updated with the new hex values, CBM section text simplified back to red→lime swap on both red suits. Workspace clippy clean. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
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@@ -137,22 +137,23 @@ The palette is base16-eighties — a 16-slot terminal palette where indices 00
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## Suit Colors
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**Four-color deck**, with mandatory color-blind support. Each suit
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picks up its own base16-eighties accent so a player scanning the
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table can identify the suit by hue alone (faster than the
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traditional 2-color red/black mapping; common in poker decks and
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online card games):
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**Two-color traditional pairing**, with mandatory color-blind
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support. Saturated red for hearts + diamonds, near-white for clubs
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+ spades — the "Microsoft Solitaire on dark mode" feel of a real
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playing-card deck. (A brief 4-color-deck experiment shipped between
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v0.21.0 and the next post-cut commit; reverted to traditional
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2-color at the player's request.)
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| Suit | Default | Color-blind mode | Glyph differentiation |
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|---|---|---|---|
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| Hearts | `#fb9fb1` (pink, base08) | `#acc267` (lime) | Solid filled glyph |
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| Diamonds | `#ddb26f` (gold, base09) | `#ddb26f` (unchanged) | **Outlined glyph (1.5px stroke)** |
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| Spades | `#d0d0d0` (foreground, base05) | `#d0d0d0` (unchanged) | Solid filled glyph |
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| Clubs | `#acc267` (lime, base0A) | `#acc267` (unchanged) | **Outlined glyph (1.5px stroke)** |
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| Hearts | `#e35353` (saturated red) | `#acc267` (lime) | Solid filled glyph |
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| Diamonds | `#e35353` (saturated red) | `#acc267` (lime) | **Outlined glyph (1.5px stroke)** |
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| Spades | `#e8e8e8` (near-white) | `#e8e8e8` (unchanged) | Solid filled glyph |
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| Clubs | `#e8e8e8` (near-white) | `#e8e8e8` (unchanged) | **Outlined glyph (1.5px stroke)** |
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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.
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The "color-blind mode" toggle in Settings only swaps the heart suit colour from pink to lime; the other three suits (diamonds gold, clubs lime, spades gray) are already hue-distinct from pink and stay unchanged. The toggle does not turn the outlined glyphs on or off, because outlined glyphs are always on. Note: under CBM with the 4-colour deck, hearts and clubs share the lime hue — the always-on filled-vs-outlined glyph differentiation (♥ filled, ♣ outlined) keeps them readable. (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.)
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The "color-blind mode" toggle in Settings swaps both red suits (hearts + diamonds) from `#e35353` to `#acc267` (lime); clubs + spades stay at the near-white. The toggle 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.)
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## Typography
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@@ -276,7 +277,7 @@ Top-right corner of the HUD: a 6px circular dot.
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## Accessibility
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1. **Color-blind mode** (Settings → Gameplay): swaps the heart suit colour from `#fb9fb1` (pink) to `#acc267` (lime). The other three suits in the 4-colour deck (diamonds gold, clubs lime, spades gray) are already hue-distinct and stay unchanged. Outlined-glyph differentiation remains active in *all* modes.
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1. **Color-blind mode** (Settings → Gameplay): swaps the red suits' default `#e35353` for `#acc267` (lime). Outlined-glyph differentiation remains active in *all* modes.
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2. **High-contrast mode** (Settings → Gameplay): boosts on-surface from `#d0d0d0` to `#f5f5f5`, outline from `#505050` to `#a0a0a0`, suit-red from `#fb9fb1` to `#ff8aa0`.
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3. **Reduce-motion mode** (Settings → Gameplay): disables card-lift transition (instant z-lift), disables CRT scanline effect, disables the warning-chip pulse animation.
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4. **Tabular figures** are mandatory for any number that updates live (timer, score, moves) so they don't reflow.
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