fix(ui): remove grey HUD band background and constrain stock badge to pile bounds
Android Release / build-apk (push) Successful in 4m30s
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>
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@@ -6,6 +6,24 @@ project follows [Semantic Versioning](https://semver.org/).
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## [Unreleased]
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## [Unreleased]
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## [0.32.0] — 2026-05-16
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### Fixed
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- **Stock-count badge overlaps waste pile on Android** (Bug 1). The badge was
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centred 12 px inward from the stock pile's right edge, but its half-width of
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17 px pushed it 5 px past the edge. On Android (`H_GAP_DIVISOR = 32`) the
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inter-pile gap is only ~4 px, so the badge's top-right corner covered the
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left edge of the adjacent waste card at `Z_STOCK_BADGE = 30` (above the
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card's Z ≈ 1). Fixed by moving the inset to 20 px so the badge right edge
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sits 3 px inside the stock card on every device.
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- **Oversized grey header bar** (Bug 2). The top HUD band was a full-width
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`Node` with an opaque dark-grey `BackgroundColor` sized to `HUD_BAND_HEIGHT`
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(64 px desktop / 80 px Android). Typical gameplay only shows one tier of
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score text (~30 px), leaving a large empty grey block. Removed the
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`BackgroundColor` from the band entity; the green felt now shows through and
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only the score text and avatar button are visible in the header area.
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## [0.31.0] — 2026-05-16
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## [0.31.0] — 2026-05-16
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### Fixed
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### Fixed
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@@ -1614,10 +1614,11 @@ fn update_stock_empty_indicator(
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// ---------------------------------------------------------------------------
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// ---------------------------------------------------------------------------
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/// Inset (in pixels) from the top-right corner of the stock pile sprite to
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/// Inset (in pixels) from the top-right corner of the stock pile sprite to
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/// the centre of the count badge. A small inward offset keeps the chip from
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/// the centre of the count badge. Must satisfy `|x| >= STOCK_BADGE_SIZE.x / 2`
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/// drifting half-off the card while still reading as "attached" to the
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/// so the badge right edge stays inside the stock pile and never overlaps the
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/// corner.
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/// adjacent waste pile — critical on Android where `H_GAP_DIVISOR = 32` gives
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const STOCK_BADGE_INSET: Vec2 = Vec2::new(-12.0, -8.0);
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/// an inter-pile gap of only ~4 px.
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const STOCK_BADGE_INSET: Vec2 = Vec2::new(-20.0, -8.0);
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/// Width / height of the badge background sprite, in world pixels. Sized so
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/// Width / height of the badge background sprite, in world pixels. Sized so
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/// a 2-digit count (max "24") fits comfortably with `TYPE_BODY` (14 pt) text.
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/// a 2-digit count (max "24") fits comfortably with `TYPE_BODY` (14 pt) text.
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@@ -479,16 +479,13 @@ impl Plugin for HudPlugin {
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}
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}
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}
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}
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/// Spawns the translucent HUD band that anchors the action buttons
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/// Spawns the invisible HUD band that reserves vertical space at the top of
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/// and primary readouts visually. Sits behind every other HUD element
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/// the screen so the card layout (computed by `layout::compute_layout` using
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/// (one z-rung below `Z_HUD`) so it reads as the band's "container"
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/// `HUD_BAND_HEIGHT`) aligns correctly below the score readouts.
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/// without intercepting clicks from the buttons it sits under.
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///
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///
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/// Width is full-window, height matches `layout::HUD_BAND_HEIGHT` (the
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/// The entity carries no `BackgroundColor` — the green felt shows through.
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/// same constant the card layout reserves at the top), so the band's
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/// A slim grey background is handled by each content section individually
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/// bottom edge lines up exactly with the top edge of the highest
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/// (the bottom action bar has its own `BG_HUD_BAND` background).
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/// playable card. The fill is `BG_HUD_BAND` — midnight purple at 0.70
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/// alpha, so the green felt reads through subtly.
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fn spawn_hud_band(insets: Option<Res<SafeAreaInsets>>, mut commands: Commands) {
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fn spawn_hud_band(insets: Option<Res<SafeAreaInsets>>, mut commands: Commands) {
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const BASE_TOP: f32 = 0.0;
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const BASE_TOP: f32 = 0.0;
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let top_inset = insets.as_deref().copied().unwrap_or_default().top;
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let top_inset = insets.as_deref().copied().unwrap_or_default().top;
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@@ -501,10 +498,6 @@ fn spawn_hud_band(insets: Option<Res<SafeAreaInsets>>, mut commands: Commands) {
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height: Val::Px(HUD_BAND_HEIGHT),
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height: Val::Px(HUD_BAND_HEIGHT),
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..default()
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..default()
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},
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},
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BackgroundColor(BG_HUD_BAND),
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// Sit one z-rung below the HUD content so the buttons and text
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// paint on top, but above the card sprites (which are 2D-world
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// entities and rendered behind UI regardless).
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ZIndex(Z_HUD - 1),
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ZIndex(Z_HUD - 1),
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SafeAreaAnchoredTop { base_top: BASE_TOP },
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SafeAreaAnchoredTop { base_top: BASE_TOP },
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HudBand,
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HudBand,
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