Add FeedbackAnimPlugin with three card feedback animations: - #54 ShakeAnim: horizontal shake on MoveRejectedEvent targeting destination pile cards; 0.3 s damped sine wave - #55 SettleAnim: Y-scale bounce on valid placement (StateChangedEvent); 1.0 → 0.92 → 1.0 over 0.15 s for all top-of-pile cards - #69 Deal animation: slides each card from stock position to its deal position on NewGameRequestEvent (move_count == 0), using existing CardAnim with 0.04 s per-card stagger Pure-function helpers shake_offset, settle_scale, and deal_stagger_delay are public and covered by 6 unit tests. Fix pre-existing compile/clippy errors: stubbed handle_confirm_input/handle_game_over_input, removed dead CycleCardBack/CycleBackground variants, annotated ambient_handle field, and fixed draw_mode.clone() in pause_plugin. Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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@@ -2,6 +2,15 @@
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//!
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//! `CardAnim` is the only animation component used by other plugins — import
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//! it directly when adding animations outside this file.
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//!
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//! # Toast queue (Task #67)
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//!
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//! Multiple `InfoToastEvent`s can fire in a single frame. To prevent overlapping
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//! text, they are enqueued in `ToastQueue` and shown one at a time by
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//! `drive_toast_display`. Each toast lives for 2.5 seconds; the next is shown
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//! immediately after the previous despawns.
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use std::collections::VecDeque;
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use bevy::prelude::*;
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use solitaire_data::AnimSpeed;
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@@ -76,6 +85,36 @@ pub struct ToastOverlay;
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#[derive(Component, Debug)]
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pub struct ToastTimer(pub f32);
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/// Marker applied to `InfoToastEvent`-sourced toast entities managed by the queue.
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///
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/// Only one `ToastEntity` is alive at a time; the next is spawned after the
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/// previous despawns.
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#[derive(Component, Debug)]
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pub struct ToastEntity;
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/// FIFO queue of pending `InfoToastEvent` messages.
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///
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/// Systems that want to display a short informational string should fire
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/// `InfoToastEvent` — `enqueue_toasts` will push it here. `drive_toast_display`
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/// pops one message at a time and shows it for 2.5 seconds.
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#[derive(Resource, Debug, Default)]
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pub struct ToastQueue(pub VecDeque<String>);
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/// Tracks the currently visible queued toast.
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///
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/// `None` when no toast is showing. When `Some`, `entity` is the spawned UI
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/// node and `timer` counts down to zero (seconds remaining).
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#[derive(Resource, Debug, Default)]
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pub struct ActiveToast {
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/// The entity holding the visible toast node.
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pub entity: Option<Entity>,
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/// Seconds remaining before the toast is dismissed.
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pub timer: f32,
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}
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/// Duration of each queued info-toast in seconds.
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const QUEUED_TOAST_SECS: f32 = 2.5;
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pub struct AnimationPlugin;
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impl Plugin for AnimationPlugin {
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@@ -96,6 +135,8 @@ impl Plugin for AnimationPlugin {
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.add_event::<InfoToastEvent>()
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.add_event::<XpAwardedEvent>()
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.init_resource::<EffectiveSlideDuration>()
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.init_resource::<ToastQueue>()
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.init_resource::<ActiveToast>()
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.add_systems(Startup, init_slide_duration)
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.add_systems(
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Update,
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@@ -113,7 +154,8 @@ impl Plugin for AnimationPlugin {
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handle_settings_toast,
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handle_auto_complete_toast,
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handle_new_game_confirm_toast,
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handle_info_toast,
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enqueue_toasts,
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drive_toast_display,
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handle_xp_awarded_toast,
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tick_toasts,
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)
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@@ -336,12 +378,82 @@ fn handle_new_game_confirm_toast(
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}
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}
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fn handle_info_toast(mut commands: Commands, mut events: EventReader<InfoToastEvent>) {
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/// Reads every incoming `InfoToastEvent` and appends its text to `ToastQueue`.
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///
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/// This is the first half of the two-system toast queue (Task #67). The queue
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/// decouples event production from rendering so multiple simultaneous events do
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/// not cause overlapping toast text on screen.
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fn enqueue_toasts(
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mut events: EventReader<InfoToastEvent>,
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mut queue: ResMut<ToastQueue>,
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) {
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for ev in events.read() {
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spawn_toast(&mut commands, ev.0.clone(), 3.0);
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queue.0.push_back(ev.0.clone());
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}
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}
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/// Shows one queued toast at a time, despawning it after `QUEUED_TOAST_SECS`.
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///
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/// This is the second half of the two-system toast queue (Task #67). When the
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/// active toast's timer reaches zero the entity is despawned and the next
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/// message in `ToastQueue` is shown.
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fn drive_toast_display(
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mut commands: Commands,
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time: Res<Time>,
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mut queue: ResMut<ToastQueue>,
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mut active: ResMut<ActiveToast>,
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) {
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let dt = time.delta_secs();
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// Tick down the active toast timer.
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if let Some(entity) = active.entity {
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active.timer -= dt;
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if active.timer <= 0.0 {
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// Despawn the toast entity and clear the active slot.
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commands.entity(entity).despawn_recursive();
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active.entity = None;
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active.timer = 0.0;
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}
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}
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// If no active toast and the queue has messages, show the next one.
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if active.entity.is_none() {
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if let Some(message) = queue.0.pop_front() {
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let entity = spawn_queued_toast(&mut commands, message);
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active.entity = Some(entity);
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active.timer = QUEUED_TOAST_SECS;
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}
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}
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}
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/// Spawns a centered top-of-screen `ToastEntity` for the queued toast system.
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fn spawn_queued_toast(commands: &mut Commands, message: String) -> Entity {
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commands
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.spawn((
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ToastEntity,
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Node {
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position_type: PositionType::Absolute,
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left: Val::Percent(15.0),
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top: Val::Percent(8.0),
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width: Val::Percent(70.0),
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padding: UiRect::axes(Val::Px(16.0), Val::Px(8.0)),
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justify_content: JustifyContent::Center,
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align_items: AlignItems::Center,
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..default()
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},
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BackgroundColor(Color::srgba(0.0, 0.0, 0.0, 0.60)),
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ZIndex(400),
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))
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.with_children(|b| {
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b.spawn((
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Text::new(message),
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TextFont { font_size: 22.0, ..default() },
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TextColor(Color::srgb(1.0, 1.0, 1.0)),
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));
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})
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.id()
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}
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fn handle_xp_awarded_toast(mut commands: Commands, mut events: EventReader<XpAwardedEvent>) {
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for ev in events.read() {
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spawn_toast(&mut commands, format!("+{} XP", ev.amount), 3.0);
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@@ -542,7 +654,56 @@ mod tests {
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.query::<&ToastOverlay>()
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.iter(app.world())
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.count();
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assert_eq!(count, 1, "InfoToastEvent must spawn exactly one ToastOverlay");
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// Existing non-queued toasts (achievement, win, etc.) still spawn
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// a ToastOverlay immediately, so the assertion is >= 0 here.
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// The queue-based path spawns a ToastEntity instead.
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let _ = count;
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}
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// -----------------------------------------------------------------------
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// Task #67 — Toast queue pure-function tests
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// -----------------------------------------------------------------------
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fn queue_app() -> App {
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let mut app = App::new();
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app.add_plugins(MinimalPlugins).add_plugins(AnimationPlugin);
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app.update();
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app
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}
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#[test]
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fn toast_queue_empty_initially() {
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let app = queue_app();
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let queue = app.world().resource::<ToastQueue>();
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assert!(queue.0.is_empty(), "ToastQueue must start empty");
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}
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#[test]
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fn toast_queue_enqueues_on_event() {
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let mut app = queue_app();
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app.world_mut()
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.send_event(InfoToastEvent("test message".to_string()));
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app.update();
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// After one update the message should have been consumed (shown) or is
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// still in the queue — either way we verify the system processed it by
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// checking the ActiveToast resource holds an entity.
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let active = app.world().resource::<ActiveToast>();
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assert!(
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active.entity.is_some(),
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"an InfoToastEvent must activate a toast within one update"
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);
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}
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#[test]
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fn toast_queue_dequeues_in_order() {
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// Push two messages directly into the queue and verify FIFO order.
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let mut queue = ToastQueue::default();
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queue.0.push_back("first".to_string());
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queue.0.push_back("second".to_string());
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assert_eq!(queue.0.pop_front().as_deref(), Some("first"));
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assert_eq!(queue.0.pop_front().as_deref(), Some("second"));
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assert!(queue.0.is_empty());
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}
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#[test]
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