fix(ui): remove grey HUD band background and constrain stock badge to pile bounds
Android Release / build-apk (push) Successful in 4m30s

Bug 1: StockCountBadge was centred 12 px inward from the stock pile's right
edge but its half-width of 17 px pushed the right edge 5 px past the pile
boundary. On Android (H_GAP_DIVISOR=32, inter-pile gap ~4 px) the badge
corner covered the waste pile's left edge at Z=30, making the waste card
appear clipped. STOCK_BADGE_INSET.x: -12 → -20 keeps the right edge 3 px
inside the stock pile on every device.

Bug 2: The top HUD band Node had an opaque dark-grey BackgroundColor sized to
HUD_BAND_HEIGHT (64/80 px). With only Tier-1 content (~30 px) visible in
typical gameplay the grey block appeared far taller than its content. Removed
BackgroundColor from the band entity; layout reservation in compute_layout is
unchanged and the bottom action bar retains its own background.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
This commit is contained in:
funman300
2026-05-16 13:48:52 -07:00
parent 7f450aab17
commit df22338c8a
3 changed files with 29 additions and 17 deletions
+18
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@@ -6,6 +6,24 @@ project follows [Semantic Versioning](https://semver.org/).
## [Unreleased]
## [0.32.0] — 2026-05-16
### Fixed
- **Stock-count badge overlaps waste pile on Android** (Bug 1). The badge was
centred 12 px inward from the stock pile's right edge, but its half-width of
17 px pushed it 5 px past the edge. On Android (`H_GAP_DIVISOR = 32`) the
inter-pile gap is only ~4 px, so the badge's top-right corner covered the
left edge of the adjacent waste card at `Z_STOCK_BADGE = 30` (above the
card's Z ≈ 1). Fixed by moving the inset to 20 px so the badge right edge
sits 3 px inside the stock card on every device.
- **Oversized grey header bar** (Bug 2). The top HUD band was a full-width
`Node` with an opaque dark-grey `BackgroundColor` sized to `HUD_BAND_HEIGHT`
(64 px desktop / 80 px Android). Typical gameplay only shows one tier of
score text (~30 px), leaving a large empty grey block. Removed the
`BackgroundColor` from the band entity; the green felt now shows through and
only the score text and avatar button are visible in the header area.
## [0.31.0] — 2026-05-16
### Fixed
+5 -4
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@@ -1614,10 +1614,11 @@ fn update_stock_empty_indicator(
// ---------------------------------------------------------------------------
/// Inset (in pixels) from the top-right corner of the stock pile sprite to
/// the centre of the count badge. A small inward offset keeps the chip from
/// drifting half-off the card while still reading as "attached" to the
/// corner.
const STOCK_BADGE_INSET: Vec2 = Vec2::new(-12.0, -8.0);
/// the centre of the count badge. Must satisfy `|x| >= STOCK_BADGE_SIZE.x / 2`
/// so the badge right edge stays inside the stock pile and never overlaps the
/// adjacent waste pile — critical on Android where `H_GAP_DIVISOR = 32` gives
/// an inter-pile gap of only ~4 px.
const STOCK_BADGE_INSET: Vec2 = Vec2::new(-20.0, -8.0);
/// Width / height of the badge background sprite, in world pixels. Sized so
/// a 2-digit count (max "24") fits comfortably with `TYPE_BODY` (14 pt) text.
+6 -13
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@@ -479,16 +479,13 @@ impl Plugin for HudPlugin {
}
}
/// Spawns the translucent HUD band that anchors the action buttons
/// and primary readouts visually. Sits behind every other HUD element
/// (one z-rung below `Z_HUD`) so it reads as the band's "container"
/// without intercepting clicks from the buttons it sits under.
/// Spawns the invisible HUD band that reserves vertical space at the top of
/// the screen so the card layout (computed by `layout::compute_layout` using
/// `HUD_BAND_HEIGHT`) aligns correctly below the score readouts.
///
/// Width is full-window, height matches `layout::HUD_BAND_HEIGHT` (the
/// same constant the card layout reserves at the top), so the band's
/// bottom edge lines up exactly with the top edge of the highest
/// playable card. The fill is `BG_HUD_BAND` — midnight purple at 0.70
/// alpha, so the green felt reads through subtly.
/// The entity carries no `BackgroundColor` — the green felt shows through.
/// A slim grey background is handled by each content section individually
/// (the bottom action bar has its own `BG_HUD_BAND` background).
fn spawn_hud_band(insets: Option<Res<SafeAreaInsets>>, mut commands: Commands) {
const BASE_TOP: f32 = 0.0;
let top_inset = insets.as_deref().copied().unwrap_or_default().top;
@@ -501,10 +498,6 @@ fn spawn_hud_band(insets: Option<Res<SafeAreaInsets>>, mut commands: Commands) {
height: Val::Px(HUD_BAND_HEIGHT),
..default()
},
BackgroundColor(BG_HUD_BAND),
// Sit one z-rung below the HUD content so the buttons and text
// paint on top, but above the card sprites (which are 2D-world
// entities and rendered behind UI regardless).
ZIndex(Z_HUD - 1),
SafeAreaAnchoredTop { base_top: BASE_TOP },
HudBand,