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>
This commit is contained in:
@@ -2,9 +2,10 @@ use bevy::prelude::*;
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use solitaire_data::{load_settings_from, provider_for_backend, settings_file_path, Settings};
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use solitaire_engine::{
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AchievementPlugin, AnimationPlugin, AudioPlugin, AutoCompletePlugin, CardPlugin,
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ChallengePlugin, CursorPlugin, DailyChallengePlugin, GamePlugin, HelpPlugin, HudPlugin,
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InputPlugin, LeaderboardPlugin, OnboardingPlugin, PausePlugin, ProgressPlugin, SettingsPlugin,
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StatsPlugin, SyncPlugin, TablePlugin, TimeAttackPlugin, WeeklyGoalsPlugin,
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ChallengePlugin, CursorPlugin, DailyChallengePlugin, FeedbackAnimPlugin, GamePlugin,
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HelpPlugin, HudPlugin, InputPlugin, LeaderboardPlugin, OnboardingPlugin, PausePlugin,
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ProgressPlugin, SettingsPlugin, StatsPlugin, SyncPlugin, TablePlugin, TimeAttackPlugin,
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WeeklyGoalsPlugin,
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};
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fn main() {
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@@ -32,6 +33,7 @@ fn main() {
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.add_plugins(CursorPlugin)
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.add_plugins(InputPlugin)
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.add_plugins(AnimationPlugin)
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.add_plugins(FeedbackAnimPlugin)
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.add_plugins(AutoCompletePlugin)
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.add_plugins(StatsPlugin::default())
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.add_plugins(ProgressPlugin::default())
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@@ -368,4 +368,50 @@ mod tests {
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assert!(loaded.color_blind_mode, "color_blind_mode must survive a save/load round-trip");
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let _ = std::fs::remove_file(&path);
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}
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// -----------------------------------------------------------------------
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// Task #62 — selected_card_back
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// -----------------------------------------------------------------------
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#[test]
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fn settings_card_back_default_is_zero() {
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assert_eq!(Settings::default().selected_card_back, 0);
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}
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#[test]
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fn settings_card_back_serializes_round_trip() {
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let path = tmp_path("card_back_round_trip");
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let _ = fs::remove_file(&path);
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let s = Settings {
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selected_card_back: 2,
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..Settings::default()
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};
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save_settings_to(&path, &s).expect("save");
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let loaded = load_settings_from(&path);
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assert_eq!(loaded.selected_card_back, 2, "selected_card_back must survive serde round-trip");
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let _ = fs::remove_file(&path);
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}
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// -----------------------------------------------------------------------
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// Task #63 — selected_background
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// -----------------------------------------------------------------------
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#[test]
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fn settings_background_default_is_zero() {
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assert_eq!(Settings::default().selected_background, 0);
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}
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#[test]
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fn settings_background_serializes_round_trip() {
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let path = tmp_path("background_round_trip");
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let _ = fs::remove_file(&path);
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let s = Settings {
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selected_background: 3,
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..Settings::default()
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};
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save_settings_to(&path, &s).expect("save");
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let loaded = load_settings_from(&path);
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assert_eq!(loaded.selected_background, 3, "selected_background must survive serde round-trip");
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let _ = fs::remove_file(&path);
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}
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}
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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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@@ -5,12 +5,16 @@
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//!
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//! | Event | Sound |
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//! |---|---|
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//! | `DrawRequestEvent` | `card_flip.wav` |
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//! | `DrawRequestEvent` | `card_flip.wav` (recycle: 0.5× volume) |
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//! | `MoveRequestEvent` | `card_place.wav` |
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//! | `MoveRejectedEvent` | `card_invalid.wav` |
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//! | `NewGameRequestEvent` | `card_deal.wav` |
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//! | `GameWonEvent` | `win_fanfare.wav` |
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//!
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//! An ambient loop is started at plugin startup using `card_flip.wav` at very
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//! low volume (0.05 amplitude) routed through `music_track` as a placeholder
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//! until a dedicated ambient track is available.
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//!
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//! If the audio device cannot be opened (e.g. a headless CI machine or a
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//! Linux box without a running PulseAudio/Pipewire session), the plugin
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//! logs a warning and degrades gracefully — gameplay continues, just
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@@ -21,16 +25,35 @@ use std::io::Cursor;
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use bevy::prelude::*;
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use kira::manager::backend::DefaultBackend;
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use kira::manager::{AudioManager, AudioManagerSettings};
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use kira::sound::static_sound::StaticSoundData;
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use kira::sound::static_sound::{StaticSoundData, StaticSoundHandle};
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use kira::sound::Region;
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use kira::track::{TrackBuilder, TrackHandle};
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use kira::tween::Tween;
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use kira::Volume;
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use crate::events::{
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CardFlippedEvent, DrawRequestEvent, GameWonEvent, MoveRejectedEvent, MoveRequestEvent,
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NewGameRequestEvent, UndoRequestEvent,
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};
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use crate::pause_plugin::PausedResource;
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use crate::resources::GameStateResource;
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use crate::settings_plugin::{SettingsChangedEvent, SettingsResource};
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use solitaire_core::pile::PileType;
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/// Volume amplitude for the stock-recycle draw sound (half of normal 1.0).
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const RECYCLE_VOLUME: f64 = 0.5;
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/// Volume amplitude for the ambient music loop placeholder.
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const AMBIENT_VOLUME: f64 = 0.05;
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/// Returns `true` when a `DrawRequestEvent` will recycle the waste pile back
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/// to stock rather than drawing a new card.
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///
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/// This is a pure function with no side effects — it can be called from tests
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/// without an audio device or Bevy world.
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fn is_recycle(stock_len: usize) -> bool {
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stock_len == 0
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}
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/// Pre-decoded sound effects. Cheap to clone (frames are an `Arc<[Frame]>`),
|
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/// so we hand a fresh handle to `manager.play()` on every event.
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@@ -50,9 +73,10 @@ pub struct AudioState {
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/// Dedicated sub-track for sound effects. Volume controlled by `sfx_volume`.
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sfx_track: Option<TrackHandle>,
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/// Dedicated sub-track for ambient music. Volume controlled by `music_volume`.
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/// No sounds are currently routed here; the track exists so future ambient
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/// music can be added without changing the volume architecture.
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music_track: Option<TrackHandle>,
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/// Handle to the looping ambient track so it can be paused or stopped later.
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#[allow(dead_code)]
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ambient_handle: Option<StaticSoundHandle>,
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}
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/// Tracks which audio channels the player has silenced via the M / Shift+M shortcuts.
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@@ -75,6 +99,11 @@ impl Plugin for AudioPlugin {
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warn!("audio device unavailable; SFX disabled");
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}
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let library = build_library();
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if library.is_none() {
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warn!("failed to decode embedded SFX assets; SFX disabled");
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}
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let (sfx_track, music_track) = match manager.as_mut() {
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Some(mgr) => {
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let sfx = mgr.add_sub_track(TrackBuilder::default()).ok();
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@@ -84,14 +113,21 @@ impl Plugin for AudioPlugin {
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None => (None, None),
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};
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app.insert_non_send_resource(AudioState { manager, sfx_track, music_track })
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.init_resource::<MuteState>();
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// Start the ambient loop placeholder (card_flip.wav looped at very low
|
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// volume through music_track).
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let ambient_handle =
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start_ambient_loop(manager.as_mut(), library.as_ref(), &music_track);
|
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|
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app.insert_non_send_resource(AudioState {
|
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manager,
|
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sfx_track,
|
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music_track,
|
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ambient_handle,
|
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})
|
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.init_resource::<MuteState>();
|
||||
|
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let library = build_library();
|
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if let Some(lib) = library {
|
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app.insert_resource(lib);
|
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} else {
|
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warn!("failed to decode embedded SFX assets; SFX disabled");
|
||||
}
|
||||
|
||||
app.add_event::<DrawRequestEvent>()
|
||||
@@ -102,10 +138,7 @@ impl Plugin for AudioPlugin {
|
||||
.add_event::<CardFlippedEvent>()
|
||||
.add_event::<UndoRequestEvent>()
|
||||
.add_event::<SettingsChangedEvent>()
|
||||
.add_systems(
|
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Startup,
|
||||
apply_initial_volume,
|
||||
)
|
||||
.add_systems(Startup, apply_initial_volume)
|
||||
.add_systems(
|
||||
Update,
|
||||
(
|
||||
@@ -148,6 +181,36 @@ fn decode(bytes: &'static [u8]) -> Option<StaticSoundData> {
|
||||
}
|
||||
}
|
||||
|
||||
/// Starts the ambient music loop placeholder (`card_flip.wav` looped at very
|
||||
/// low volume) routed through `music_track`. Returns the handle so it can be
|
||||
/// stored in `AudioState` for future pause/stop control.
|
||||
///
|
||||
/// Returns `None` when audio is unavailable or the library failed to load.
|
||||
fn start_ambient_loop(
|
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manager: Option<&mut AudioManager<DefaultBackend>>,
|
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library: Option<&SoundLibrary>,
|
||||
music_track: &Option<TrackHandle>,
|
||||
) -> Option<StaticSoundHandle> {
|
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let manager = manager?;
|
||||
let lib = library?;
|
||||
|
||||
let mut data = lib.flip.clone();
|
||||
// Loop the entire file from start to end.
|
||||
data.settings.loop_region = Some(Region::default());
|
||||
data.settings.volume = Volume::Amplitude(AMBIENT_VOLUME).into();
|
||||
if let Some(track) = music_track {
|
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data.settings.output_destination = track.id().into();
|
||||
}
|
||||
|
||||
match manager.play(data) {
|
||||
Ok(handle) => Some(handle),
|
||||
Err(e) => {
|
||||
warn!("failed to start ambient loop: {e}");
|
||||
None
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
fn play(audio: &mut AudioState, sound: &StaticSoundData) {
|
||||
let Some(manager) = audio.manager.as_mut() else {
|
||||
return;
|
||||
@@ -244,12 +307,34 @@ fn play_on_draw(
|
||||
mut events: EventReader<DrawRequestEvent>,
|
||||
mut audio: NonSendMut<AudioState>,
|
||||
lib: Option<Res<SoundLibrary>>,
|
||||
game: Option<Res<GameStateResource>>,
|
||||
) {
|
||||
let Some(lib) = lib else {
|
||||
return;
|
||||
};
|
||||
for _ in events.read() {
|
||||
play(&mut audio, &lib.flip);
|
||||
// When the stock pile is empty the draw action recycles the waste pile
|
||||
// back to stock. Play the flip sound at half volume to give audible
|
||||
// feedback that distinguishes a recycle from a normal draw.
|
||||
let stock_len = game
|
||||
.as_ref()
|
||||
.and_then(|g| g.0.piles.get(&PileType::Stock))
|
||||
.map_or(1, |p| p.cards.len()); // default > 0 → normal draw sound
|
||||
|
||||
if is_recycle(stock_len) {
|
||||
let mut data = lib.flip.clone();
|
||||
data.settings.volume = Volume::Amplitude(RECYCLE_VOLUME).into();
|
||||
if let Some(track) = &audio.sfx_track {
|
||||
data.settings.output_destination = track.id().into();
|
||||
}
|
||||
if let Some(manager) = audio.manager.as_mut() {
|
||||
if let Err(e) = manager.play(data) {
|
||||
warn!("failed to play recycle SFX: {e}");
|
||||
}
|
||||
}
|
||||
} else {
|
||||
play(&mut audio, &lib.flip);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -383,4 +468,41 @@ mod tests {
|
||||
toggle_all(&mut m);
|
||||
assert!(!m.sfx_muted && !m.music_muted, "M should unmute both when all were muted");
|
||||
}
|
||||
|
||||
// -----------------------------------------------------------------------
|
||||
// Task #60 — stock-recycle detection (pure, no audio hardware needed)
|
||||
// -----------------------------------------------------------------------
|
||||
|
||||
/// The recycle volume constant must be exactly half of normal (1.0).
|
||||
#[test]
|
||||
fn recycle_volume_is_half_normal() {
|
||||
assert!((RECYCLE_VOLUME - 0.5).abs() < f64::EPSILON);
|
||||
}
|
||||
|
||||
/// `is_recycle` returns `true` only when the stock pile is empty.
|
||||
#[test]
|
||||
fn stock_empty_means_recycle() {
|
||||
assert!(is_recycle(0), "empty stock should trigger recycle");
|
||||
assert!(!is_recycle(1), "non-empty stock must not trigger recycle");
|
||||
}
|
||||
|
||||
// -----------------------------------------------------------------------
|
||||
// Task #61 — AudioState has ambient_handle slot (compile-time check)
|
||||
// -----------------------------------------------------------------------
|
||||
|
||||
/// Verifies that `AudioState` exposes an `ambient_handle` field of the
|
||||
/// correct type. No real `AudioManager` is created; the field is set to
|
||||
/// `None` to avoid requiring audio hardware in CI.
|
||||
#[test]
|
||||
fn audio_state_has_music_track_slot() {
|
||||
let state = AudioState {
|
||||
manager: None,
|
||||
sfx_track: None,
|
||||
music_track: None,
|
||||
ambient_handle: None,
|
||||
};
|
||||
// The assertion is intentionally trivial — the real check is that this
|
||||
// code compiles, confirming the field exists with the expected type.
|
||||
assert!(state.ambient_handle.is_none());
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,376 @@
|
||||
//! Card feedback animations: shake on invalid move, settle on valid placement,
|
||||
//! and animated deal on new game start.
|
||||
//!
|
||||
//! # Task #54 — Shake animation on invalid move target
|
||||
//!
|
||||
//! When `MoveRejectedEvent` fires, a `ShakeAnim` component is inserted on every
|
||||
//! card entity that belongs to the destination pile (`MoveRejectedEvent::to`).
|
||||
//! The component stores the card's original X position and an elapsed counter.
|
||||
//! Each frame, `tick_shake_anim` displaces `transform.translation.x` with a
|
||||
//! damped sine wave and removes the component after 0.3 s.
|
||||
//!
|
||||
//! # Task #55 — Settle/bounce on valid placement
|
||||
//!
|
||||
//! After `StateChangedEvent` fires, `start_settle_anim` inserts `SettleAnim`
|
||||
//! on the top card of every non-empty pile. `tick_settle_anim` applies a brief
|
||||
//! Y-scale compression (`scale.y` 1.0 → 0.92 → 1.0 over 0.15 s) and removes
|
||||
//! the component when elapsed ≥ 0.15 s.
|
||||
//!
|
||||
//! # Task #69 — Animated card deal on new game start
|
||||
//!
|
||||
//! When `NewGameRequestEvent` fires (on a fresh game, `move_count == 0`) or
|
||||
//! `NewGameConfirmEvent` fires, `start_deal_anim` reads `LayoutResource` and
|
||||
//! inserts a `CardAnim` on every card entity, sliding each card from the stock
|
||||
//! pile's position to its current (final) position with a per-card stagger of
|
||||
//! 0.04 s. `deal_stagger_delay` is a pure helper exposed for unit testing.
|
||||
|
||||
use std::f32::consts::PI;
|
||||
|
||||
use bevy::prelude::*;
|
||||
use solitaire_core::pile::PileType;
|
||||
|
||||
use crate::animation_plugin::CardAnim;
|
||||
use crate::card_plugin::CardEntity;
|
||||
use crate::events::{MoveRejectedEvent, NewGameRequestEvent, StateChangedEvent};
|
||||
use crate::game_plugin::GameMutation;
|
||||
use crate::layout::LayoutResource;
|
||||
use crate::resources::GameStateResource;
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// Shared constants
|
||||
// ---------------------------------------------------------------------------
|
||||
|
||||
/// Duration of the shake animation in seconds.
|
||||
const SHAKE_SECS: f32 = 0.3;
|
||||
/// Angular frequency (radians/s) of the shake sine wave.
|
||||
const SHAKE_OMEGA: f32 = 40.0;
|
||||
/// Peak displacement of the shake in world units.
|
||||
const SHAKE_AMPLITUDE: f32 = 6.0;
|
||||
|
||||
/// Duration of the settle animation in seconds.
|
||||
const SETTLE_SECS: f32 = 0.15;
|
||||
/// Maximum Y-scale compression at the midpoint of the settle animation.
|
||||
const SETTLE_MIN_SCALE: f32 = 0.92;
|
||||
|
||||
/// Per-card stagger delay for the deal animation in seconds.
|
||||
pub const DEAL_STAGGER_SECS: f32 = 0.04;
|
||||
/// Duration of each card's slide during the deal animation in seconds.
|
||||
pub const DEAL_SLIDE_SECS: f32 = 0.25;
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// Task #54 — Shake animation component
|
||||
// ---------------------------------------------------------------------------
|
||||
|
||||
/// Drives a horizontal shake animation.
|
||||
///
|
||||
/// Inserted on card entities belonging to the destination pile of a rejected
|
||||
/// move. Removed automatically when `elapsed >= SHAKE_SECS`.
|
||||
#[derive(Component, Debug, Clone)]
|
||||
pub struct ShakeAnim {
|
||||
/// Seconds elapsed since the shake began.
|
||||
pub elapsed: f32,
|
||||
/// The card's original X position (restored when the component is removed).
|
||||
pub origin_x: f32,
|
||||
}
|
||||
|
||||
/// Computes the horizontal displacement of the shake animation at the given
|
||||
/// elapsed time.
|
||||
///
|
||||
/// Returns `origin_x + sin(elapsed * SHAKE_OMEGA) * SHAKE_AMPLITUDE *
|
||||
/// (1.0 - elapsed / SHAKE_SECS)`. At `elapsed == 0.0` the sin term is 0, so
|
||||
/// the displacement is 0. At `elapsed == SHAKE_SECS` the envelope is 0, so the
|
||||
/// displacement is also 0.
|
||||
///
|
||||
/// This is a pure function exposed for unit testing without Bevy.
|
||||
pub fn shake_offset(elapsed: f32, origin_x: f32) -> f32 {
|
||||
let envelope = 1.0 - (elapsed / SHAKE_SECS).min(1.0);
|
||||
origin_x + (elapsed * SHAKE_OMEGA).sin() * SHAKE_AMPLITUDE * envelope
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// Task #55 — Settle animation component
|
||||
// ---------------------------------------------------------------------------
|
||||
|
||||
/// Drives a brief Y-scale compression (bounce) animation.
|
||||
///
|
||||
/// Inserted on the top card entity of every non-empty pile after a successful
|
||||
/// move (`StateChangedEvent`). Removed automatically when `elapsed >= SETTLE_SECS`.
|
||||
#[derive(Component, Debug, Clone, Default)]
|
||||
pub struct SettleAnim {
|
||||
/// Seconds elapsed since the settle animation began.
|
||||
pub elapsed: f32,
|
||||
}
|
||||
|
||||
/// Computes the Y scale of the settle animation at the given elapsed time.
|
||||
///
|
||||
/// At `elapsed == 0.0` the scale is 1.0 (no compression). At the midpoint
|
||||
/// (`elapsed == SETTLE_SECS / 2`) the scale reaches its minimum (`SETTLE_MIN_SCALE ≈ 0.92`).
|
||||
/// At `elapsed == SETTLE_SECS` the scale returns to 1.0.
|
||||
///
|
||||
/// This is a pure function exposed for unit testing without Bevy.
|
||||
pub fn settle_scale(elapsed: f32) -> f32 {
|
||||
let t = (elapsed / SETTLE_SECS).min(1.0);
|
||||
1.0 - (1.0 - SETTLE_MIN_SCALE) * (t * PI).sin()
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// Task #69 — Stagger delay helper
|
||||
// ---------------------------------------------------------------------------
|
||||
|
||||
/// Returns the stagger delay in seconds for card at position `index` during the
|
||||
/// deal animation.
|
||||
///
|
||||
/// `delay = index * DEAL_STAGGER_SECS`
|
||||
///
|
||||
/// This is a pure function exposed for unit testing without Bevy.
|
||||
pub fn deal_stagger_delay(index: usize) -> f32 {
|
||||
index as f32 * DEAL_STAGGER_SECS
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// Plugin
|
||||
// ---------------------------------------------------------------------------
|
||||
|
||||
/// Registers the shake, settle, and deal animation systems.
|
||||
pub struct FeedbackAnimPlugin;
|
||||
|
||||
impl Plugin for FeedbackAnimPlugin {
|
||||
fn build(&self, app: &mut App) {
|
||||
app.add_systems(
|
||||
Update,
|
||||
(
|
||||
start_shake_anim.after(GameMutation),
|
||||
tick_shake_anim,
|
||||
start_settle_anim.after(GameMutation),
|
||||
tick_settle_anim,
|
||||
start_deal_anim.after(GameMutation),
|
||||
),
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// Task #54 — Shake systems
|
||||
// ---------------------------------------------------------------------------
|
||||
|
||||
/// Inserts `ShakeAnim` on all card entities belonging to the destination pile
|
||||
/// when a `MoveRejectedEvent` fires.
|
||||
fn start_shake_anim(
|
||||
mut events: EventReader<MoveRejectedEvent>,
|
||||
game: Res<GameStateResource>,
|
||||
card_entities: Query<(Entity, &CardEntity, &Transform)>,
|
||||
mut commands: Commands,
|
||||
) {
|
||||
for ev in events.read() {
|
||||
let dest_pile = &ev.to;
|
||||
// Collect the card ids that belong to the destination pile.
|
||||
let Some(pile) = game.0.piles.get(dest_pile) else { continue };
|
||||
let dest_card_ids: Vec<u32> = pile.cards.iter().map(|c| c.id).collect();
|
||||
|
||||
if dest_card_ids.is_empty() {
|
||||
continue;
|
||||
}
|
||||
|
||||
for (entity, card_marker, transform) in card_entities.iter() {
|
||||
if dest_card_ids.contains(&card_marker.card_id) {
|
||||
commands.entity(entity).insert(ShakeAnim {
|
||||
elapsed: 0.0,
|
||||
origin_x: transform.translation.x,
|
||||
});
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// Advances `ShakeAnim` each frame and removes it once the animation completes.
|
||||
///
|
||||
/// Applies `translation.x = shake_offset(elapsed, origin_x)`. When done,
|
||||
/// restores `translation.x = origin_x` so the card is left at its correct
|
||||
/// position.
|
||||
fn tick_shake_anim(
|
||||
mut commands: Commands,
|
||||
time: Res<Time>,
|
||||
mut anims: Query<(Entity, &mut Transform, &mut ShakeAnim)>,
|
||||
) {
|
||||
let dt = time.delta_secs();
|
||||
for (entity, mut transform, mut anim) in &mut anims {
|
||||
anim.elapsed += dt;
|
||||
if anim.elapsed >= SHAKE_SECS {
|
||||
transform.translation.x = anim.origin_x;
|
||||
commands.entity(entity).remove::<ShakeAnim>();
|
||||
} else {
|
||||
transform.translation.x = shake_offset(anim.elapsed, anim.origin_x);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// Task #55 — Settle systems
|
||||
// ---------------------------------------------------------------------------
|
||||
|
||||
/// Inserts `SettleAnim` on the top card of every non-empty pile when
|
||||
/// `StateChangedEvent` fires.
|
||||
fn start_settle_anim(
|
||||
mut events: EventReader<StateChangedEvent>,
|
||||
game: Res<GameStateResource>,
|
||||
card_entities: Query<(Entity, &CardEntity)>,
|
||||
mut commands: Commands,
|
||||
) {
|
||||
if events.read().next().is_none() {
|
||||
return;
|
||||
}
|
||||
|
||||
// Collect the id of the top card for each non-empty pile.
|
||||
let top_ids: Vec<u32> = game
|
||||
.0
|
||||
.piles
|
||||
.values()
|
||||
.filter_map(|p| p.cards.last().map(|c| c.id))
|
||||
.collect();
|
||||
|
||||
for (entity, card_marker) in card_entities.iter() {
|
||||
if top_ids.contains(&card_marker.card_id) {
|
||||
commands.entity(entity).insert(SettleAnim::default());
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// Advances `SettleAnim` each frame and removes it once the animation completes.
|
||||
///
|
||||
/// Applies `transform.scale.y = settle_scale(elapsed)`. Restores scale to 1.0
|
||||
/// when done.
|
||||
fn tick_settle_anim(
|
||||
mut commands: Commands,
|
||||
time: Res<Time>,
|
||||
mut anims: Query<(Entity, &mut Transform, &mut SettleAnim)>,
|
||||
) {
|
||||
let dt = time.delta_secs();
|
||||
for (entity, mut transform, mut anim) in &mut anims {
|
||||
anim.elapsed += dt;
|
||||
if anim.elapsed >= SETTLE_SECS {
|
||||
transform.scale.y = 1.0;
|
||||
commands.entity(entity).remove::<SettleAnim>();
|
||||
} else {
|
||||
transform.scale.y = settle_scale(anim.elapsed);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// Task #69 — Deal animation system
|
||||
// ---------------------------------------------------------------------------
|
||||
|
||||
/// Inserts `CardAnim` on every card entity when a new game starts, sliding
|
||||
/// each card from the stock pile position to its final position with a
|
||||
/// per-card stagger of `DEAL_STAGGER_SECS`.
|
||||
///
|
||||
/// Triggered by `NewGameRequestEvent` (when the new game has `move_count == 0`)
|
||||
/// and fires the deal animation for every card entity currently in the world.
|
||||
fn start_deal_anim(
|
||||
mut events: EventReader<NewGameRequestEvent>,
|
||||
layout: Option<Res<LayoutResource>>,
|
||||
game: Res<GameStateResource>,
|
||||
card_entities: Query<(Entity, &Transform), With<CardEntity>>,
|
||||
mut commands: Commands,
|
||||
) {
|
||||
if events.read().next().is_none() {
|
||||
return;
|
||||
}
|
||||
// Only animate a fresh deal (no moves made yet).
|
||||
if game.0.move_count != 0 {
|
||||
return;
|
||||
}
|
||||
let Some(layout) = layout else { return };
|
||||
let Some(&stock_pos) = layout.0.pile_positions.get(&PileType::Stock) else { return };
|
||||
let stock_start = Vec3::new(stock_pos.x, stock_pos.y, 0.0);
|
||||
|
||||
for (index, (entity, transform)) in card_entities.iter().enumerate() {
|
||||
let final_pos = transform.translation;
|
||||
commands.entity(entity).insert((
|
||||
Transform::from_translation(stock_start.with_z(final_pos.z)),
|
||||
CardAnim {
|
||||
start: stock_start.with_z(final_pos.z),
|
||||
target: final_pos,
|
||||
elapsed: 0.0,
|
||||
duration: DEAL_SLIDE_SECS,
|
||||
delay: deal_stagger_delay(index),
|
||||
},
|
||||
));
|
||||
}
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// Unit tests (pure functions only — no Bevy world required)
|
||||
// ---------------------------------------------------------------------------
|
||||
|
||||
#[cfg(test)]
|
||||
mod tests {
|
||||
use super::*;
|
||||
|
||||
// Task #54 tests
|
||||
|
||||
#[test]
|
||||
fn shake_offset_at_elapsed_zero_returns_origin_x() {
|
||||
// sin(0) == 0, so displacement must equal origin_x regardless of
|
||||
// SHAKE_AMPLITUDE or envelope.
|
||||
let origin_x = 42.0;
|
||||
let result = shake_offset(0.0, origin_x);
|
||||
assert!(
|
||||
(result - origin_x).abs() < 1e-5,
|
||||
"shake_offset at elapsed=0 must equal origin_x, got {result}"
|
||||
);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn shake_offset_at_elapsed_shake_secs_returns_origin_x() {
|
||||
// At elapsed == SHAKE_SECS the envelope is 0, so the result must equal
|
||||
// origin_x regardless of the sine value.
|
||||
let origin_x = 100.0;
|
||||
let result = shake_offset(SHAKE_SECS, origin_x);
|
||||
assert!(
|
||||
(result - origin_x).abs() < 1e-5,
|
||||
"shake_offset at elapsed=SHAKE_SECS must equal origin_x (envelope=0), got {result}"
|
||||
);
|
||||
}
|
||||
|
||||
// Task #55 tests
|
||||
|
||||
#[test]
|
||||
fn settle_scale_at_elapsed_zero_is_one() {
|
||||
let scale = settle_scale(0.0);
|
||||
assert!(
|
||||
(scale - 1.0).abs() < 1e-5,
|
||||
"settle_scale at elapsed=0 must be 1.0, got {scale}"
|
||||
);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn settle_scale_at_midpoint_is_approximately_settle_min() {
|
||||
// At elapsed == SETTLE_SECS / 2, sin(PI/2) == 1.0, so scale should be
|
||||
// at the minimum: 1.0 - (1.0 - SETTLE_MIN_SCALE) = SETTLE_MIN_SCALE.
|
||||
let scale = settle_scale(SETTLE_SECS / 2.0);
|
||||
assert!(
|
||||
(scale - SETTLE_MIN_SCALE).abs() < 1e-4,
|
||||
"settle_scale at midpoint must be ~{SETTLE_MIN_SCALE}, got {scale}"
|
||||
);
|
||||
}
|
||||
|
||||
// Task #69 tests
|
||||
|
||||
#[test]
|
||||
fn deal_stagger_delay_zero_index_is_zero() {
|
||||
assert_eq!(deal_stagger_delay(0), 0.0);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn deal_stagger_delay_returns_index_times_constant() {
|
||||
for i in 0..52 {
|
||||
let expected = i as f32 * DEAL_STAGGER_SECS;
|
||||
let actual = deal_stagger_delay(i);
|
||||
assert!(
|
||||
(actual - expected).abs() < 1e-6,
|
||||
"deal_stagger_delay({i}) expected {expected}, got {actual}"
|
||||
);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -20,6 +20,22 @@ use crate::events::{
|
||||
};
|
||||
use crate::resources::{DragState, GameStateResource, SyncStatusResource};
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// Task #57 — Confirm-new-game dialog
|
||||
// ---------------------------------------------------------------------------
|
||||
|
||||
/// Marker on the confirm-new-game modal root node.
|
||||
#[derive(Component, Debug)]
|
||||
pub struct ConfirmNewGameScreen;
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// Task #58 — Game-over overlay
|
||||
// ---------------------------------------------------------------------------
|
||||
|
||||
/// Marker on the game-over overlay root node.
|
||||
#[derive(Component, Debug)]
|
||||
pub struct GameOverScreen;
|
||||
|
||||
/// System set for `GamePlugin`'s state-mutating systems. Downstream plugins
|
||||
/// that read the resulting `StateChangedEvent` should schedule themselves
|
||||
/// `.after(GameMutation)` so updates propagate within a single frame.
|
||||
@@ -77,6 +93,8 @@ impl Plugin for GamePlugin {
|
||||
.in_set(GameMutation),
|
||||
)
|
||||
.add_systems(Update, check_no_moves.after(GameMutation))
|
||||
.add_systems(Update, handle_confirm_input.after(GameMutation))
|
||||
.add_systems(Update, handle_game_over_input.after(GameMutation))
|
||||
.init_resource::<AutoSaveTimer>()
|
||||
.add_systems(Update, tick_elapsed_time)
|
||||
.add_systems(Update, auto_save_game_state)
|
||||
@@ -131,14 +149,40 @@ fn seed_from_system_time() -> u64 {
|
||||
.unwrap_or(0)
|
||||
}
|
||||
|
||||
#[allow(clippy::too_many_arguments)]
|
||||
fn handle_new_game(
|
||||
mut commands: Commands,
|
||||
mut new_game: EventReader<NewGameRequestEvent>,
|
||||
mut game: ResMut<GameStateResource>,
|
||||
mut changed: EventWriter<StateChangedEvent>,
|
||||
settings: Option<Res<crate::settings_plugin::SettingsResource>>,
|
||||
path: Option<Res<GameStatePath>>,
|
||||
confirm_screens: Query<Entity, With<ConfirmNewGameScreen>>,
|
||||
game_over_screens: Query<Entity, With<GameOverScreen>>,
|
||||
) {
|
||||
for ev in new_game.read() {
|
||||
// If an active game is in progress, intercept and show a confirm dialog.
|
||||
// A game is "active" when moves have been made and it is not yet won.
|
||||
let needs_confirm = game.0.move_count > 0 && !game.0.is_won;
|
||||
// Skip confirmation if a ConfirmNewGameScreen already exists (prevents duplicates).
|
||||
let confirm_already_open = !confirm_screens.is_empty();
|
||||
if needs_confirm && !confirm_already_open {
|
||||
// Despawn any stale game-over overlay before showing confirm dialog.
|
||||
for entity in &game_over_screens {
|
||||
commands.entity(entity).despawn_recursive();
|
||||
}
|
||||
spawn_confirm_dialog(&mut commands, *ev);
|
||||
continue;
|
||||
}
|
||||
|
||||
// Despawn confirm and game-over overlays before starting the new game.
|
||||
for entity in &confirm_screens {
|
||||
commands.entity(entity).despawn_recursive();
|
||||
}
|
||||
for entity in &game_over_screens {
|
||||
commands.entity(entity).despawn_recursive();
|
||||
}
|
||||
|
||||
let seed = ev.seed.unwrap_or_else(seed_from_system_time);
|
||||
// Prefer the draw mode from Settings when starting a fresh game.
|
||||
// Fall back to the current game's draw mode in headless/test contexts
|
||||
@@ -159,6 +203,116 @@ fn handle_new_game(
|
||||
}
|
||||
}
|
||||
|
||||
/// Spawns the confirm-new-game modal overlay.
|
||||
///
|
||||
/// Shown when the player requests a new game while moves have been made and
|
||||
/// the game is not yet won. The overlay stores the original request so the
|
||||
/// `handle_confirm_input` system can replay it on confirmation.
|
||||
fn spawn_confirm_dialog(commands: &mut Commands, original_request: NewGameRequestEvent) {
|
||||
commands
|
||||
.spawn((
|
||||
ConfirmNewGameScreen,
|
||||
// Store the request so we can replay it on confirmation.
|
||||
OriginalNewGameRequest(original_request),
|
||||
Node {
|
||||
position_type: PositionType::Absolute,
|
||||
left: Val::Percent(0.0),
|
||||
top: Val::Percent(0.0),
|
||||
width: Val::Percent(100.0),
|
||||
height: Val::Percent(100.0),
|
||||
flex_direction: FlexDirection::Column,
|
||||
justify_content: JustifyContent::Center,
|
||||
align_items: AlignItems::Center,
|
||||
row_gap: Val::Px(20.0),
|
||||
..default()
|
||||
},
|
||||
BackgroundColor(Color::srgba(0.0, 0.0, 0.0, 0.70)),
|
||||
ZIndex(250),
|
||||
))
|
||||
.with_children(|root| {
|
||||
// Dialog card
|
||||
root.spawn((
|
||||
Node {
|
||||
flex_direction: FlexDirection::Column,
|
||||
padding: UiRect::all(Val::Px(40.0)),
|
||||
row_gap: Val::Px(20.0),
|
||||
min_width: Val::Px(360.0),
|
||||
align_items: AlignItems::Center,
|
||||
..default()
|
||||
},
|
||||
BackgroundColor(Color::srgb(0.10, 0.12, 0.15)),
|
||||
BorderRadius::all(Val::Px(12.0)),
|
||||
))
|
||||
.with_children(|card| {
|
||||
// Heading
|
||||
card.spawn((
|
||||
Text::new("Abandon current game?"),
|
||||
TextFont { font_size: 30.0, ..default() },
|
||||
TextColor(Color::WHITE),
|
||||
));
|
||||
// Button row
|
||||
card.spawn((Node {
|
||||
flex_direction: FlexDirection::Row,
|
||||
column_gap: Val::Px(24.0),
|
||||
..default()
|
||||
},))
|
||||
.with_children(|row| {
|
||||
// Yes button
|
||||
row.spawn((
|
||||
Text::new("Yes (Y)"),
|
||||
TextFont { font_size: 22.0, ..default() },
|
||||
TextColor(Color::srgb(0.3, 1.0, 0.4)),
|
||||
));
|
||||
// No button
|
||||
row.spawn((
|
||||
Text::new("No (N)"),
|
||||
TextFont { font_size: 22.0, ..default() },
|
||||
TextColor(Color::srgb(1.0, 0.4, 0.4)),
|
||||
));
|
||||
});
|
||||
});
|
||||
});
|
||||
}
|
||||
|
||||
/// Carries the original `NewGameRequestEvent` on the confirm overlay so
|
||||
/// `handle_confirm_input` can replay it with the same seed / mode.
|
||||
#[derive(Component, Debug, Clone, Copy)]
|
||||
struct OriginalNewGameRequest(NewGameRequestEvent);
|
||||
|
||||
/// Handles keyboard input while `ConfirmNewGameScreen` is open.
|
||||
///
|
||||
/// `Y` or `Enter` confirms: despawns the overlay and fires `NewGameRequestEvent`.
|
||||
/// `N` or `Escape` cancels: despawns the overlay without starting a new game.
|
||||
fn handle_confirm_input(
|
||||
mut commands: Commands,
|
||||
keys: Option<Res<ButtonInput<KeyCode>>>,
|
||||
screens: Query<(Entity, &OriginalNewGameRequest), With<ConfirmNewGameScreen>>,
|
||||
mut new_game: EventWriter<NewGameRequestEvent>,
|
||||
) {
|
||||
let Ok((entity, original)) = screens.get_single() else {
|
||||
return;
|
||||
};
|
||||
let Some(keys) = keys else {
|
||||
return;
|
||||
};
|
||||
|
||||
let confirmed = keys.just_pressed(KeyCode::KeyY) || keys.just_pressed(KeyCode::Enter);
|
||||
let cancelled = keys.just_pressed(KeyCode::KeyN) || keys.just_pressed(KeyCode::Escape);
|
||||
|
||||
if confirmed {
|
||||
commands.entity(entity).despawn_recursive();
|
||||
// Re-send with move_count already 0 would bypass the dialog next time.
|
||||
// We fire the event — handle_new_game will skip the dialog because
|
||||
// the screen is despawned before the next read.
|
||||
new_game.send(NewGameRequestEvent {
|
||||
seed: original.0.seed,
|
||||
mode: original.0.mode,
|
||||
});
|
||||
} else if cancelled {
|
||||
commands.entity(entity).despawn_recursive();
|
||||
}
|
||||
}
|
||||
|
||||
fn handle_draw(
|
||||
mut draws: EventReader<DrawRequestEvent>,
|
||||
mut game: ResMut<GameStateResource>,
|
||||
@@ -305,13 +459,18 @@ pub fn has_legal_moves(game: &GameState) -> bool {
|
||||
}
|
||||
|
||||
/// After each `StateChangedEvent`, check if the game has no legal moves.
|
||||
/// Fires `InfoToastEvent` once per "stuck" state. Resets when any new
|
||||
/// `StateChangedEvent` arrives.
|
||||
///
|
||||
/// When stuck (no legal moves and game not won), fires `InfoToastEvent` and
|
||||
/// spawns a `GameOverScreen` overlay. The overlay is despawned automatically
|
||||
/// when `has_legal_moves` returns true again (e.g. after undo) or when the
|
||||
/// game is won.
|
||||
fn check_no_moves(
|
||||
mut commands: Commands,
|
||||
mut events: EventReader<StateChangedEvent>,
|
||||
game: Res<GameStateResource>,
|
||||
mut toast: EventWriter<InfoToastEvent>,
|
||||
mut already_fired: Local<bool>,
|
||||
game_over_screens: Query<Entity, With<GameOverScreen>>,
|
||||
) {
|
||||
// Reset the debounce flag on every state change so if something changes
|
||||
// we re-evaluate on the next state change.
|
||||
@@ -326,15 +485,126 @@ fn check_no_moves(
|
||||
// Reset debounce whenever the state changes.
|
||||
*already_fired = false;
|
||||
|
||||
// Despawn game-over overlay whenever moves become available again or game is won.
|
||||
let moves_ok = has_legal_moves(&game.0);
|
||||
if moves_ok || game.0.is_won {
|
||||
for entity in &game_over_screens {
|
||||
commands.entity(entity).despawn_recursive();
|
||||
}
|
||||
}
|
||||
|
||||
if game.0.is_won {
|
||||
return;
|
||||
}
|
||||
|
||||
if !has_legal_moves(&game.0) && !*already_fired {
|
||||
if !moves_ok && !*already_fired {
|
||||
toast.send(InfoToastEvent(
|
||||
"No moves available \u{2014} press D to draw or N for a new game".to_string(),
|
||||
));
|
||||
*already_fired = true;
|
||||
// Only spawn the overlay if one does not already exist.
|
||||
if game_over_screens.is_empty() {
|
||||
spawn_game_over_screen(&mut commands, game.0.score);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// Spawns the full-screen game-over overlay with score display and action buttons.
|
||||
fn spawn_game_over_screen(commands: &mut Commands, score: i32) {
|
||||
commands
|
||||
.spawn((
|
||||
GameOverScreen,
|
||||
Node {
|
||||
position_type: PositionType::Absolute,
|
||||
left: Val::Percent(0.0),
|
||||
top: Val::Percent(0.0),
|
||||
width: Val::Percent(100.0),
|
||||
height: Val::Percent(100.0),
|
||||
flex_direction: FlexDirection::Column,
|
||||
justify_content: JustifyContent::Center,
|
||||
align_items: AlignItems::Center,
|
||||
row_gap: Val::Px(20.0),
|
||||
..default()
|
||||
},
|
||||
BackgroundColor(Color::srgba(0.0, 0.0, 0.0, 0.78)),
|
||||
ZIndex(200),
|
||||
))
|
||||
.with_children(|root| {
|
||||
root.spawn((
|
||||
Node {
|
||||
flex_direction: FlexDirection::Column,
|
||||
padding: UiRect::all(Val::Px(40.0)),
|
||||
row_gap: Val::Px(16.0),
|
||||
min_width: Val::Px(340.0),
|
||||
align_items: AlignItems::Center,
|
||||
..default()
|
||||
},
|
||||
BackgroundColor(Color::srgb(0.10, 0.08, 0.08)),
|
||||
BorderRadius::all(Val::Px(12.0)),
|
||||
))
|
||||
.with_children(|card| {
|
||||
// Title
|
||||
card.spawn((
|
||||
Text::new("No More Moves"),
|
||||
TextFont { font_size: 36.0, ..default() },
|
||||
TextColor(Color::srgb(1.0, 0.4, 0.1)),
|
||||
));
|
||||
// Score
|
||||
card.spawn((
|
||||
Text::new(format!("Score: {score}")),
|
||||
TextFont { font_size: 24.0, ..default() },
|
||||
TextColor(Color::WHITE),
|
||||
));
|
||||
// Button row
|
||||
card.spawn((Node {
|
||||
flex_direction: FlexDirection::Row,
|
||||
column_gap: Val::Px(24.0),
|
||||
margin: UiRect::top(Val::Px(8.0)),
|
||||
..default()
|
||||
},))
|
||||
.with_children(|row| {
|
||||
row.spawn((
|
||||
Text::new("New Game (N)"),
|
||||
TextFont { font_size: 20.0, ..default() },
|
||||
TextColor(Color::srgb(0.3, 1.0, 0.4)),
|
||||
));
|
||||
row.spawn((
|
||||
Text::new("Undo (U)"),
|
||||
TextFont { font_size: 20.0, ..default() },
|
||||
TextColor(Color::srgb(0.6, 0.8, 1.0)),
|
||||
));
|
||||
});
|
||||
});
|
||||
});
|
||||
}
|
||||
|
||||
/// Handles keyboard input while `GameOverScreen` is open.
|
||||
///
|
||||
/// `N` fires `NewGameRequestEvent` (which will trigger the confirm dialog if
|
||||
/// moves have been made). `U` fires `UndoRequestEvent` and despawns the overlay
|
||||
/// — the `check_no_moves` system will re-show it on the next `StateChangedEvent`
|
||||
/// if the undo did not restore any legal moves.
|
||||
fn handle_game_over_input(
|
||||
mut commands: Commands,
|
||||
keys: Option<Res<ButtonInput<KeyCode>>>,
|
||||
screens: Query<Entity, With<GameOverScreen>>,
|
||||
mut new_game: EventWriter<NewGameRequestEvent>,
|
||||
mut undo: EventWriter<UndoRequestEvent>,
|
||||
) {
|
||||
if screens.is_empty() {
|
||||
return;
|
||||
}
|
||||
let Some(keys) = keys else {
|
||||
return;
|
||||
};
|
||||
|
||||
if keys.just_pressed(KeyCode::KeyN) {
|
||||
new_game.send(NewGameRequestEvent::default());
|
||||
} else if keys.just_pressed(KeyCode::KeyU) {
|
||||
for entity in &screens {
|
||||
commands.entity(entity).despawn_recursive();
|
||||
}
|
||||
undo.send(UndoRequestEvent);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -796,4 +1066,109 @@ mod tests {
|
||||
|
||||
assert!(!has_legal_moves(&game), "Two of Clubs with empty board has no legal move");
|
||||
}
|
||||
|
||||
// -----------------------------------------------------------------------
|
||||
// Task #57 — Confirm-new-game dialog tests
|
||||
// -----------------------------------------------------------------------
|
||||
|
||||
/// Helper that also initialises `ButtonInput<KeyCode>` so the keyboard
|
||||
/// systems do not panic in MinimalPlugins environments.
|
||||
fn test_app_with_input(seed: u64) -> App {
|
||||
let mut app = test_app(seed);
|
||||
app.init_resource::<ButtonInput<KeyCode>>();
|
||||
app
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn new_game_request_with_moves_spawns_confirm_dialog() {
|
||||
let mut app = test_app_with_input(42);
|
||||
// Simulate an active game with moves made.
|
||||
app.world_mut().resource_mut::<GameStateResource>().0.move_count = 5;
|
||||
app.world_mut()
|
||||
.send_event(NewGameRequestEvent { seed: None, mode: None });
|
||||
app.update();
|
||||
|
||||
let count = app
|
||||
.world_mut()
|
||||
.query::<&ConfirmNewGameScreen>()
|
||||
.iter(app.world())
|
||||
.count();
|
||||
assert_eq!(count, 1, "ConfirmNewGameScreen must be spawned when move_count > 0");
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn new_game_request_on_fresh_game_skips_confirm() {
|
||||
let mut app = test_app_with_input(42);
|
||||
// move_count stays at 0 (fresh game).
|
||||
assert_eq!(
|
||||
app.world().resource::<GameStateResource>().0.move_count,
|
||||
0,
|
||||
"test assumes a fresh game with no moves"
|
||||
);
|
||||
app.world_mut()
|
||||
.send_event(NewGameRequestEvent { seed: None, mode: None });
|
||||
app.update();
|
||||
|
||||
let count = app
|
||||
.world_mut()
|
||||
.query::<&ConfirmNewGameScreen>()
|
||||
.iter(app.world())
|
||||
.count();
|
||||
assert_eq!(count, 0, "ConfirmNewGameScreen must NOT appear for a fresh game");
|
||||
}
|
||||
|
||||
// -----------------------------------------------------------------------
|
||||
// Task #58 — Game-over overlay tests
|
||||
// -----------------------------------------------------------------------
|
||||
|
||||
#[test]
|
||||
fn game_over_screen_absent_when_moves_available() {
|
||||
// A fresh game always has moves (stock is non-empty).
|
||||
let mut app = test_app_with_input(42);
|
||||
app.world_mut().send_event(StateChangedEvent);
|
||||
app.update();
|
||||
|
||||
let count = app
|
||||
.world_mut()
|
||||
.query::<&GameOverScreen>()
|
||||
.iter(app.world())
|
||||
.count();
|
||||
assert_eq!(count, 0, "GameOverScreen must not appear when moves are available");
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn game_over_screen_spawns_when_stuck() {
|
||||
use solitaire_core::card::{Card, Rank, Suit};
|
||||
let mut app = test_app_with_input(1);
|
||||
|
||||
// Force a stuck state: empty all piles + stock/waste, leave only a
|
||||
// Two of Clubs on tableau 0 with no legal destination.
|
||||
{
|
||||
let mut gs = app.world_mut().resource_mut::<GameStateResource>();
|
||||
gs.0.piles.get_mut(&PileType::Stock).unwrap().cards.clear();
|
||||
gs.0.piles.get_mut(&PileType::Waste).unwrap().cards.clear();
|
||||
for suit in [Suit::Clubs, Suit::Diamonds, Suit::Hearts, Suit::Spades] {
|
||||
gs.0.piles.get_mut(&PileType::Foundation(suit)).unwrap().cards.clear();
|
||||
}
|
||||
for i in 0..7_usize {
|
||||
gs.0.piles.get_mut(&PileType::Tableau(i)).unwrap().cards.clear();
|
||||
}
|
||||
gs.0.piles.get_mut(&PileType::Tableau(0)).unwrap().cards.push(Card {
|
||||
id: 1,
|
||||
suit: Suit::Clubs,
|
||||
rank: Rank::Two,
|
||||
face_up: true,
|
||||
});
|
||||
}
|
||||
|
||||
app.world_mut().send_event(StateChangedEvent);
|
||||
app.update();
|
||||
|
||||
let count = app
|
||||
.world_mut()
|
||||
.query::<&GameOverScreen>()
|
||||
.iter(app.world())
|
||||
.count();
|
||||
assert_eq!(count, 1, "GameOverScreen must appear when no legal moves exist");
|
||||
}
|
||||
}
|
||||
|
||||
@@ -9,7 +9,9 @@
|
||||
use bevy::prelude::*;
|
||||
use solitaire_core::game_state::{DrawMode, GameMode};
|
||||
|
||||
use crate::auto_complete_plugin::AutoCompleteState;
|
||||
use crate::daily_challenge_plugin::DailyChallengeResource;
|
||||
use crate::events::InfoToastEvent;
|
||||
use crate::game_plugin::GameMutation;
|
||||
use crate::resources::GameStateResource;
|
||||
use crate::time_attack_plugin::TimeAttackResource;
|
||||
@@ -44,6 +46,13 @@ pub struct HudChallenge;
|
||||
#[derive(Component, Debug)]
|
||||
pub struct HudUndos;
|
||||
|
||||
/// Marker on the auto-complete badge text node.
|
||||
///
|
||||
/// Displays `"AUTO"` in green while `AutoCompleteState.active` is true;
|
||||
/// empty string otherwise.
|
||||
#[derive(Component, Debug)]
|
||||
pub struct HudAutoComplete;
|
||||
|
||||
/// HUD Z-layer — above cards (which start at z=0) but below overlay screens.
|
||||
const Z_HUD: i32 = 50;
|
||||
|
||||
@@ -52,7 +61,8 @@ pub struct HudPlugin;
|
||||
impl Plugin for HudPlugin {
|
||||
fn build(&self, app: &mut App) {
|
||||
app.add_systems(Startup, spawn_hud)
|
||||
.add_systems(Update, update_hud.after(GameMutation));
|
||||
.add_systems(Update, update_hud.after(GameMutation))
|
||||
.add_systems(Update, announce_auto_complete.after(GameMutation));
|
||||
}
|
||||
}
|
||||
|
||||
@@ -96,6 +106,13 @@ fn spawn_hud(mut commands: Commands) {
|
||||
font,
|
||||
white,
|
||||
));
|
||||
// Auto-complete badge (green "AUTO" when sequence is running).
|
||||
b.spawn((
|
||||
HudAutoComplete,
|
||||
Text::new(""),
|
||||
TextFont { font_size: 17.0, ..default() },
|
||||
TextColor(Color::srgb(0.2, 0.9, 0.3)),
|
||||
));
|
||||
});
|
||||
}
|
||||
|
||||
@@ -113,6 +130,7 @@ fn update_hud(
|
||||
game: Res<GameStateResource>,
|
||||
time_attack: Option<Res<TimeAttackResource>>,
|
||||
daily: Option<Res<DailyChallengeResource>>,
|
||||
auto_complete: Option<Res<AutoCompleteState>>,
|
||||
mut score_q: Query<
|
||||
&mut Text,
|
||||
(
|
||||
@@ -122,6 +140,7 @@ fn update_hud(
|
||||
Without<HudMode>,
|
||||
Without<HudChallenge>,
|
||||
Without<HudUndos>,
|
||||
Without<HudAutoComplete>,
|
||||
),
|
||||
>,
|
||||
mut moves_q: Query<
|
||||
@@ -133,6 +152,7 @@ fn update_hud(
|
||||
Without<HudMode>,
|
||||
Without<HudChallenge>,
|
||||
Without<HudUndos>,
|
||||
Without<HudAutoComplete>,
|
||||
),
|
||||
>,
|
||||
mut time_q: Query<
|
||||
@@ -144,6 +164,7 @@ fn update_hud(
|
||||
Without<HudMode>,
|
||||
Without<HudChallenge>,
|
||||
Without<HudUndos>,
|
||||
Without<HudAutoComplete>,
|
||||
),
|
||||
>,
|
||||
mut mode_q: Query<
|
||||
@@ -155,6 +176,7 @@ fn update_hud(
|
||||
Without<HudTime>,
|
||||
Without<HudChallenge>,
|
||||
Without<HudUndos>,
|
||||
Without<HudAutoComplete>,
|
||||
),
|
||||
>,
|
||||
mut challenge_q: Query<
|
||||
@@ -166,6 +188,7 @@ fn update_hud(
|
||||
Without<HudTime>,
|
||||
Without<HudMode>,
|
||||
Without<HudUndos>,
|
||||
Without<HudAutoComplete>,
|
||||
),
|
||||
>,
|
||||
mut undos_q: Query<
|
||||
@@ -177,6 +200,19 @@ fn update_hud(
|
||||
Without<HudTime>,
|
||||
Without<HudMode>,
|
||||
Without<HudChallenge>,
|
||||
Without<HudAutoComplete>,
|
||||
),
|
||||
>,
|
||||
mut auto_q: Query<
|
||||
&mut Text,
|
||||
(
|
||||
With<HudAutoComplete>,
|
||||
Without<HudScore>,
|
||||
Without<HudMoves>,
|
||||
Without<HudTime>,
|
||||
Without<HudMode>,
|
||||
Without<HudChallenge>,
|
||||
Without<HudUndos>,
|
||||
),
|
||||
>,
|
||||
) {
|
||||
@@ -260,6 +296,35 @@ fn update_hud(
|
||||
**t = String::new();
|
||||
}
|
||||
}
|
||||
|
||||
// --- Auto-complete badge ---
|
||||
// Reflects the AutoCompleteState resource; update whenever it changes or game changes.
|
||||
let ac_active = auto_complete.as_ref().is_some_and(|ac| ac.active);
|
||||
let ac_changed = auto_complete.as_ref().is_some_and(|ac| ac.is_changed());
|
||||
if ac_changed || game.is_changed() {
|
||||
if let Ok(mut t) = auto_q.get_single_mut() {
|
||||
**t = if ac_active {
|
||||
"AUTO".to_string()
|
||||
} else {
|
||||
String::new()
|
||||
};
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// Fires `InfoToastEvent("Auto-completing...")` exactly once each time
|
||||
/// `AutoCompleteState` transitions from inactive to active. Uses a `Local<bool>`
|
||||
/// to debounce so the toast only appears on the leading edge.
|
||||
fn announce_auto_complete(
|
||||
auto_complete: Option<Res<AutoCompleteState>>,
|
||||
mut toast: EventWriter<InfoToastEvent>,
|
||||
mut was_active: Local<bool>,
|
||||
) {
|
||||
let now_active = auto_complete.as_ref().is_some_and(|ac| ac.active);
|
||||
if now_active && !*was_active {
|
||||
toast.send(InfoToastEvent("Auto-completing...".to_string()));
|
||||
}
|
||||
*was_active = now_active;
|
||||
}
|
||||
|
||||
/// Builds the HUD text for the active daily challenge constraints.
|
||||
@@ -500,4 +565,38 @@ mod tests {
|
||||
app.update();
|
||||
assert_eq!(read_hud_text::<HudUndos>(&mut app), "Undos: 3");
|
||||
}
|
||||
|
||||
// -----------------------------------------------------------------------
|
||||
// HudAutoComplete in-app tests (Task #56)
|
||||
// -----------------------------------------------------------------------
|
||||
|
||||
fn headless_app_with_auto_complete() -> App {
|
||||
let mut app = App::new();
|
||||
app.add_plugins(MinimalPlugins)
|
||||
.add_plugins(GamePlugin)
|
||||
.add_plugins(TablePlugin)
|
||||
.add_plugins(HudPlugin);
|
||||
app.init_resource::<AutoCompleteState>();
|
||||
app.update();
|
||||
app
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn auto_complete_badge_shows_auto_when_active() {
|
||||
let mut app = headless_app_with_auto_complete();
|
||||
app.world_mut().resource_mut::<AutoCompleteState>().active = true;
|
||||
// Also trigger game state change so the update fires.
|
||||
app.world_mut().resource_mut::<GameStateResource>().0.move_count += 1;
|
||||
app.update();
|
||||
assert_eq!(read_hud_text::<HudAutoComplete>(&mut app), "AUTO");
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn auto_complete_badge_empty_when_inactive() {
|
||||
let mut app = headless_app_with_auto_complete();
|
||||
// active is false by default.
|
||||
app.world_mut().resource_mut::<GameStateResource>().0.move_count += 1;
|
||||
app.update();
|
||||
assert_eq!(read_hud_text::<HudAutoComplete>(&mut app), "");
|
||||
}
|
||||
}
|
||||
|
||||
@@ -5,6 +5,7 @@ pub mod animation_plugin;
|
||||
pub mod auto_complete_plugin;
|
||||
pub mod audio_plugin;
|
||||
pub mod card_plugin;
|
||||
pub mod feedback_anim_plugin;
|
||||
pub mod challenge_plugin;
|
||||
pub mod cursor_plugin;
|
||||
pub mod daily_challenge_plugin;
|
||||
@@ -20,6 +21,7 @@ pub mod pause_plugin;
|
||||
pub mod settings_plugin;
|
||||
pub mod progress_plugin;
|
||||
pub mod resources;
|
||||
pub mod selection_plugin;
|
||||
pub mod stats_plugin;
|
||||
pub mod sync_plugin;
|
||||
pub mod table_plugin;
|
||||
@@ -36,7 +38,10 @@ pub use daily_challenge_plugin::{
|
||||
};
|
||||
pub use progress_plugin::{LevelUpEvent, ProgressPlugin, ProgressResource, ProgressUpdate};
|
||||
pub use weekly_goals_plugin::{WeeklyGoalCompletedEvent, WeeklyGoalsPlugin};
|
||||
pub use animation_plugin::{AnimationPlugin, CardAnim};
|
||||
pub use animation_plugin::{ActiveToast, AnimationPlugin, CardAnim, ToastEntity, ToastQueue};
|
||||
pub use feedback_anim_plugin::{
|
||||
deal_stagger_delay, shake_offset, settle_scale, FeedbackAnimPlugin, SettleAnim, ShakeAnim,
|
||||
};
|
||||
pub use auto_complete_plugin::AutoCompletePlugin;
|
||||
pub use audio_plugin::{AudioPlugin, AudioState, SoundLibrary};
|
||||
pub use card_plugin::{CardEntity, CardLabel, CardPlugin, HintHighlight, RightClickHighlight};
|
||||
@@ -46,9 +51,9 @@ pub use events::{
|
||||
InfoToastEvent, ManualSyncRequestEvent, MoveRejectedEvent, MoveRequestEvent,
|
||||
NewGameConfirmEvent, NewGameRequestEvent, StateChangedEvent, UndoRequestEvent, XpAwardedEvent,
|
||||
};
|
||||
pub use game_plugin::{GameMutation, GamePlugin, GameStatePath};
|
||||
pub use game_plugin::{ConfirmNewGameScreen, GameMutation, GameOverScreen, GamePlugin, GameStatePath};
|
||||
pub use help_plugin::{HelpPlugin, HelpScreen};
|
||||
pub use hud_plugin::HudPlugin;
|
||||
pub use hud_plugin::{HudAutoComplete, HudPlugin};
|
||||
pub use leaderboard_plugin::{LeaderboardPlugin, LeaderboardResource, LeaderboardScreen};
|
||||
pub use input_plugin::InputPlugin;
|
||||
pub use onboarding_plugin::{OnboardingPlugin, OnboardingScreen};
|
||||
@@ -58,6 +63,7 @@ pub use settings_plugin::{
|
||||
};
|
||||
pub use layout::{compute_layout, Layout, LayoutResource};
|
||||
pub use resources::{DragState, GameStateResource, SyncStatus, SyncStatusResource};
|
||||
pub use selection_plugin::{SelectionHighlight, SelectionPlugin, SelectionState};
|
||||
pub use stats_plugin::{StatsPlugin, StatsResource, StatsScreen, StatsUpdate};
|
||||
pub use sync_plugin::{SyncPlugin, SyncProviderResource};
|
||||
pub use table_plugin::{PileMarker, TableBackground, TablePlugin};
|
||||
|
||||
@@ -11,11 +11,13 @@
|
||||
//! input-blocking on top if desired.
|
||||
|
||||
use bevy::prelude::*;
|
||||
use solitaire_core::game_state::DrawMode;
|
||||
use solitaire_data::save_game_state_to;
|
||||
|
||||
use crate::game_plugin::GameStatePath;
|
||||
use crate::progress_plugin::ProgressResource;
|
||||
use crate::resources::GameStateResource;
|
||||
use crate::settings_plugin::{SettingsChangedEvent, SettingsResource, SettingsStoragePath};
|
||||
use crate::stats_plugin::StatsResource;
|
||||
|
||||
/// Toggleable flag read by `tick_elapsed_time` and `advance_time_attack`.
|
||||
@@ -26,12 +28,29 @@ pub struct PausedResource(pub bool);
|
||||
#[derive(Component, Debug)]
|
||||
pub struct PauseScreen;
|
||||
|
||||
/// Marker on the draw-mode toggle button inside the pause overlay.
|
||||
#[derive(Component, Debug)]
|
||||
struct PauseDrawToggle;
|
||||
|
||||
/// Returns the human-readable label for a draw mode.
|
||||
///
|
||||
/// Used on the pause overlay draw-mode toggle button.
|
||||
pub fn draw_mode_label(mode: DrawMode) -> &'static str {
|
||||
match mode {
|
||||
DrawMode::DrawOne => "Draw 1",
|
||||
DrawMode::DrawThree => "Draw 3",
|
||||
}
|
||||
}
|
||||
|
||||
pub struct PausePlugin;
|
||||
|
||||
impl Plugin for PausePlugin {
|
||||
fn build(&self, app: &mut App) {
|
||||
app.init_resource::<PausedResource>()
|
||||
.add_systems(Update, toggle_pause);
|
||||
// SettingsChangedEvent may already be registered by SettingsPlugin;
|
||||
// add_event is idempotent so this is safe in either order.
|
||||
app.add_event::<SettingsChangedEvent>()
|
||||
.init_resource::<PausedResource>()
|
||||
.add_systems(Update, (toggle_pause, handle_pause_draw_toggle));
|
||||
}
|
||||
}
|
||||
|
||||
@@ -45,6 +64,7 @@ fn toggle_pause(
|
||||
path: Option<Res<GameStatePath>>,
|
||||
progress: Option<Res<ProgressResource>>,
|
||||
stats: Option<Res<StatsResource>>,
|
||||
settings: Option<Res<SettingsResource>>,
|
||||
) {
|
||||
if !keys.just_pressed(KeyCode::Escape) {
|
||||
return;
|
||||
@@ -56,7 +76,8 @@ fn toggle_pause(
|
||||
// Snapshot current level and streak at pause time.
|
||||
let level = progress.as_deref().map(|p| p.0.level);
|
||||
let streak = stats.as_deref().map(|s| s.0.win_streak_current);
|
||||
spawn_pause_screen(&mut commands, level, streak);
|
||||
let draw_mode = settings.as_deref().map(|s| s.0.draw_mode.clone());
|
||||
spawn_pause_screen(&mut commands, level, streak, draw_mode);
|
||||
paused.0 = true;
|
||||
// Persist the current game state whenever the player opens the pause
|
||||
// overlay so an OS-level kill still leaves a resumable save.
|
||||
@@ -70,12 +91,54 @@ fn toggle_pause(
|
||||
}
|
||||
}
|
||||
|
||||
/// Handles the draw-mode toggle button on the pause overlay.
|
||||
///
|
||||
/// Toggling flips the draw mode in `SettingsResource`, persists settings, and
|
||||
/// fires `SettingsChangedEvent`. The change takes effect on the next new game.
|
||||
fn handle_pause_draw_toggle(
|
||||
interaction_query: Query<&Interaction, (Changed<Interaction>, With<PauseDrawToggle>)>,
|
||||
paused: Res<PausedResource>,
|
||||
settings: Option<ResMut<SettingsResource>>,
|
||||
path: Option<Res<SettingsStoragePath>>,
|
||||
mut changed: EventWriter<SettingsChangedEvent>,
|
||||
) {
|
||||
if !paused.0 {
|
||||
return;
|
||||
}
|
||||
let Some(mut settings) = settings else { return };
|
||||
for interaction in &interaction_query {
|
||||
if *interaction != Interaction::Pressed {
|
||||
continue;
|
||||
}
|
||||
settings.0.draw_mode = match settings.0.draw_mode {
|
||||
DrawMode::DrawOne => DrawMode::DrawThree,
|
||||
DrawMode::DrawThree => DrawMode::DrawOne,
|
||||
};
|
||||
if let Some(p) = &path {
|
||||
if let Some(target) = &p.0 {
|
||||
if let Err(e) = solitaire_data::save_settings_to(target, &settings.0) {
|
||||
warn!("failed to save settings after draw-mode toggle: {e}");
|
||||
}
|
||||
}
|
||||
}
|
||||
changed.send(SettingsChangedEvent(settings.0.clone()));
|
||||
}
|
||||
}
|
||||
|
||||
/// Spawns the full-screen pause overlay.
|
||||
///
|
||||
/// `level` and `streak` are optional snapshots taken at pause time. When
|
||||
/// `ProgressResource` or `StatsResource` is not installed (e.g. in headless
|
||||
/// tests), those lines are omitted from the overlay.
|
||||
fn spawn_pause_screen(commands: &mut Commands, level: Option<u32>, streak: Option<u32>) {
|
||||
///
|
||||
/// `draw_mode` is the current draw mode shown on the toggle button. When
|
||||
/// `SettingsResource` is absent the draw-mode row is omitted.
|
||||
fn spawn_pause_screen(
|
||||
commands: &mut Commands,
|
||||
level: Option<u32>,
|
||||
streak: Option<u32>,
|
||||
draw_mode: Option<DrawMode>,
|
||||
) {
|
||||
commands
|
||||
.spawn((
|
||||
PauseScreen,
|
||||
@@ -115,6 +178,46 @@ fn spawn_pause_screen(commands: &mut Commands, level: Option<u32>, streak: Optio
|
||||
TextColor(Color::srgb(0.75, 0.95, 0.75)),
|
||||
));
|
||||
}
|
||||
// Draw-mode toggle row — only shown when SettingsResource is present.
|
||||
if let Some(mode) = draw_mode {
|
||||
b.spawn(Node {
|
||||
flex_direction: FlexDirection::Row,
|
||||
align_items: AlignItems::Center,
|
||||
column_gap: Val::Px(12.0),
|
||||
..default()
|
||||
})
|
||||
.with_children(|row| {
|
||||
row.spawn((
|
||||
Text::new("Draw Mode:"),
|
||||
TextFont { font_size: 20.0, ..default() },
|
||||
TextColor(Color::srgb(0.85, 0.85, 0.80)),
|
||||
));
|
||||
row.spawn((
|
||||
PauseDrawToggle,
|
||||
Button,
|
||||
Node {
|
||||
padding: UiRect::axes(Val::Px(14.0), Val::Px(6.0)),
|
||||
justify_content: JustifyContent::Center,
|
||||
align_items: AlignItems::Center,
|
||||
..default()
|
||||
},
|
||||
BackgroundColor(Color::srgb(0.20, 0.30, 0.45)),
|
||||
BorderRadius::all(Val::Px(4.0)),
|
||||
))
|
||||
.with_children(|btn| {
|
||||
btn.spawn((
|
||||
Text::new(draw_mode_label(mode)),
|
||||
TextFont { font_size: 18.0, ..default() },
|
||||
TextColor(Color::WHITE),
|
||||
));
|
||||
});
|
||||
});
|
||||
b.spawn((
|
||||
Text::new("Takes effect next game"),
|
||||
TextFont { font_size: 14.0, ..default() },
|
||||
TextColor(Color::srgb(0.55, 0.55, 0.60)),
|
||||
));
|
||||
}
|
||||
b.spawn((
|
||||
Text::new("Press Esc to resume"),
|
||||
TextFont {
|
||||
@@ -248,6 +351,7 @@ mod tests {
|
||||
#[test]
|
||||
fn pause_screen_spawns_with_level_and_streak_when_resources_present() {
|
||||
use crate::progress_plugin::{ProgressPlugin, ProgressResource};
|
||||
use crate::settings_plugin::SettingsPlugin;
|
||||
use crate::stats_plugin::{StatsPlugin, StatsResource};
|
||||
|
||||
let mut app = App::new();
|
||||
@@ -256,6 +360,7 @@ mod tests {
|
||||
.add_plugins(crate::table_plugin::TablePlugin)
|
||||
.add_plugins(ProgressPlugin::headless())
|
||||
.add_plugins(StatsPlugin::headless())
|
||||
.add_plugins(SettingsPlugin::headless())
|
||||
.add_plugins(PausePlugin);
|
||||
app.init_resource::<ButtonInput<KeyCode>>();
|
||||
app.update();
|
||||
@@ -283,4 +388,95 @@ mod tests {
|
||||
"expected level/streak line in pause screen texts, got: {texts:?}"
|
||||
);
|
||||
}
|
||||
|
||||
// -----------------------------------------------------------------------
|
||||
// draw_mode_label (pure function) — Task #64
|
||||
// -----------------------------------------------------------------------
|
||||
|
||||
#[test]
|
||||
fn draw_mode_label_draw_one() {
|
||||
assert_eq!(draw_mode_label(DrawMode::DrawOne), "Draw 1");
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn draw_mode_label_draw_three() {
|
||||
assert_eq!(draw_mode_label(DrawMode::DrawThree), "Draw 3");
|
||||
}
|
||||
|
||||
// -----------------------------------------------------------------------
|
||||
// pause_draw_toggle_flips_draw_mode — Task #64
|
||||
// -----------------------------------------------------------------------
|
||||
|
||||
#[test]
|
||||
fn pause_draw_toggle_flips_draw_mode() {
|
||||
use crate::settings_plugin::{SettingsPlugin, SettingsResource};
|
||||
use solitaire_data::Settings;
|
||||
|
||||
let mut app = App::new();
|
||||
app.add_plugins(MinimalPlugins)
|
||||
.add_plugins(SettingsPlugin::headless())
|
||||
.add_plugins(PausePlugin);
|
||||
app.init_resource::<ButtonInput<KeyCode>>();
|
||||
app.update();
|
||||
|
||||
// Ensure we start with DrawOne.
|
||||
app.world_mut()
|
||||
.resource_mut::<SettingsResource>()
|
||||
.0
|
||||
.draw_mode = DrawMode::DrawOne;
|
||||
|
||||
// Set paused so handle_pause_draw_toggle acts.
|
||||
app.world_mut().resource_mut::<PausedResource>().0 = true;
|
||||
|
||||
// Spawn a PauseDrawToggle button with Pressed interaction.
|
||||
app.world_mut().spawn((
|
||||
PauseDrawToggle,
|
||||
Button,
|
||||
Interaction::Pressed,
|
||||
));
|
||||
|
||||
app.update();
|
||||
|
||||
let mode = &app
|
||||
.world()
|
||||
.resource::<SettingsResource>()
|
||||
.0
|
||||
.draw_mode;
|
||||
assert_eq!(
|
||||
*mode,
|
||||
DrawMode::DrawThree,
|
||||
"draw mode must flip from DrawOne to DrawThree when toggle is pressed"
|
||||
);
|
||||
|
||||
// A second press should flip back.
|
||||
{
|
||||
let mut interaction_query = app
|
||||
.world_mut()
|
||||
.query::<&mut Interaction>();
|
||||
for mut i in interaction_query.iter_mut(app.world_mut()) {
|
||||
*i = Interaction::Pressed;
|
||||
}
|
||||
}
|
||||
app.update();
|
||||
|
||||
let mode2 = &app
|
||||
.world()
|
||||
.resource::<SettingsResource>()
|
||||
.0
|
||||
.draw_mode;
|
||||
assert_eq!(
|
||||
*mode2,
|
||||
DrawMode::DrawOne,
|
||||
"draw mode must flip back from DrawThree to DrawOne on second press"
|
||||
);
|
||||
|
||||
// Verify a SettingsChangedEvent was fired.
|
||||
let events = app.world().resource::<Events<SettingsChangedEvent>>();
|
||||
let mut cursor = events.get_cursor();
|
||||
let count = cursor.read(events).count();
|
||||
assert!(count >= 1, "SettingsChangedEvent must be fired on toggle");
|
||||
|
||||
// Restore default settings state for hygiene.
|
||||
let _ = Settings::default();
|
||||
}
|
||||
}
|
||||
|
||||
@@ -93,11 +93,13 @@ enum SettingsButton {
|
||||
ToggleDrawMode,
|
||||
CycleAnimSpeed,
|
||||
ToggleTheme,
|
||||
CycleCardBack,
|
||||
CycleBackground,
|
||||
ToggleColorBlind,
|
||||
SyncNow,
|
||||
Done,
|
||||
/// Select a specific card-back by index from the picker row.
|
||||
SelectCardBack(usize),
|
||||
/// Select a specific background by index from the picker row.
|
||||
SelectBackground(usize),
|
||||
}
|
||||
|
||||
/// Plugin that owns the settings lifecycle.
|
||||
@@ -252,6 +254,7 @@ fn sync_settings_panel_visibility(
|
||||
|
||||
/// Returns the next unlocked index after `current` in the sorted `unlocked` list.
|
||||
/// Wraps around. Falls back to `unlocked[0]` if `current` is not found.
|
||||
#[cfg(test)]
|
||||
fn cycle_unlocked(unlocked: &[usize], current: usize) -> usize {
|
||||
if unlocked.is_empty() {
|
||||
return 0;
|
||||
@@ -369,7 +372,6 @@ fn handle_settings_buttons(
|
||||
path: Res<SettingsStoragePath>,
|
||||
mut changed: EventWriter<SettingsChangedEvent>,
|
||||
mut manual_sync: EventWriter<ManualSyncRequestEvent>,
|
||||
progress: Option<Res<ProgressResource>>,
|
||||
mut sfx_text: Query<&mut Text, (With<SfxVolumeText>, Without<MusicVolumeText>, Without<DrawModeText>, Without<ThemeText>, Without<AnimSpeedText>, Without<ColorBlindText>)>,
|
||||
mut music_text: Query<&mut Text, (With<MusicVolumeText>, Without<SfxVolumeText>, Without<DrawModeText>, Without<ThemeText>, Without<AnimSpeedText>, Without<ColorBlindText>)>,
|
||||
mut draw_text: Query<&mut Text, (With<DrawModeText>, Without<SfxVolumeText>, Without<MusicVolumeText>, Without<ThemeText>, Without<AnimSpeedText>, Without<ColorBlindText>)>,
|
||||
@@ -461,26 +463,6 @@ fn handle_settings_buttons(
|
||||
**t = theme_label(&settings.0.theme);
|
||||
}
|
||||
}
|
||||
SettingsButton::CycleCardBack => {
|
||||
let unlocked = progress
|
||||
.as_ref()
|
||||
.map(|p| p.0.unlocked_card_backs.clone())
|
||||
.unwrap_or_else(|| vec![0]);
|
||||
settings.0.selected_card_back =
|
||||
cycle_unlocked(&unlocked, settings.0.selected_card_back);
|
||||
persist(&path, &settings.0);
|
||||
changed.send(SettingsChangedEvent(settings.0.clone()));
|
||||
}
|
||||
SettingsButton::CycleBackground => {
|
||||
let unlocked = progress
|
||||
.as_ref()
|
||||
.map(|p| p.0.unlocked_backgrounds.clone())
|
||||
.unwrap_or_else(|| vec![0]);
|
||||
settings.0.selected_background =
|
||||
cycle_unlocked(&unlocked, settings.0.selected_background);
|
||||
persist(&path, &settings.0);
|
||||
changed.send(SettingsChangedEvent(settings.0.clone()));
|
||||
}
|
||||
SettingsButton::ToggleColorBlind => {
|
||||
settings.0.color_blind_mode = !settings.0.color_blind_mode;
|
||||
persist(&path, &settings.0);
|
||||
@@ -489,6 +471,16 @@ fn handle_settings_buttons(
|
||||
**t = color_blind_label(settings.0.color_blind_mode);
|
||||
}
|
||||
}
|
||||
SettingsButton::SelectCardBack(idx) => {
|
||||
settings.0.selected_card_back = *idx;
|
||||
persist(&path, &settings.0);
|
||||
changed.send(SettingsChangedEvent(settings.0.clone()));
|
||||
}
|
||||
SettingsButton::SelectBackground(idx) => {
|
||||
settings.0.selected_background = *idx;
|
||||
persist(&path, &settings.0);
|
||||
changed.send(SettingsChangedEvent(settings.0.clone()));
|
||||
}
|
||||
SettingsButton::SyncNow => {
|
||||
manual_sync.send(ManualSyncRequestEvent);
|
||||
}
|
||||
@@ -717,53 +709,97 @@ fn spawn_settings_panel(
|
||||
icon_button(row, "⇄", SettingsButton::ToggleColorBlind);
|
||||
});
|
||||
|
||||
// Card back row — only shown when the player has unlocked more than one.
|
||||
if unlocked_card_backs.len() > 1 {
|
||||
card.spawn(Node {
|
||||
flex_direction: FlexDirection::Row,
|
||||
align_items: AlignItems::Center,
|
||||
column_gap: Val::Px(8.0),
|
||||
..default()
|
||||
})
|
||||
.with_children(|row| {
|
||||
// --- Card Back section ---
|
||||
section_label(card, "Card Back");
|
||||
card.spawn(Node {
|
||||
flex_direction: FlexDirection::Row,
|
||||
align_items: AlignItems::Center,
|
||||
column_gap: Val::Px(8.0),
|
||||
flex_wrap: FlexWrap::Wrap,
|
||||
..default()
|
||||
})
|
||||
.with_children(|row| {
|
||||
// Always show at least button "1" (index 0 = default).
|
||||
let backs = if unlocked_card_backs.is_empty() {
|
||||
&[0usize][..]
|
||||
} else {
|
||||
unlocked_card_backs
|
||||
};
|
||||
for &back_idx in backs {
|
||||
let is_selected = back_idx == settings.selected_card_back;
|
||||
let bg_color = if is_selected {
|
||||
Color::srgb(0.2, 0.9, 0.3)
|
||||
} else {
|
||||
Color::srgb(0.25, 0.25, 0.30)
|
||||
};
|
||||
row.spawn((
|
||||
Text::new("Card Back"),
|
||||
TextFont { font_size: 18.0, ..default() },
|
||||
TextColor(Color::srgb(0.85, 0.85, 0.80)),
|
||||
));
|
||||
row.spawn((
|
||||
CardBackText,
|
||||
Text::new(card_back_label(settings.selected_card_back)),
|
||||
TextFont { font_size: 18.0, ..default() },
|
||||
TextColor(Color::WHITE),
|
||||
));
|
||||
icon_button(row, "⇄", SettingsButton::CycleCardBack);
|
||||
});
|
||||
}
|
||||
SettingsButton::SelectCardBack(back_idx),
|
||||
Button,
|
||||
Node {
|
||||
width: Val::Px(40.0),
|
||||
height: Val::Px(40.0),
|
||||
justify_content: JustifyContent::Center,
|
||||
align_items: AlignItems::Center,
|
||||
..default()
|
||||
},
|
||||
BackgroundColor(bg_color),
|
||||
BorderRadius::all(Val::Px(4.0)),
|
||||
))
|
||||
.with_children(|b| {
|
||||
b.spawn((
|
||||
Text::new(format!("{}", back_idx + 1)),
|
||||
TextFont { font_size: 16.0, ..default() },
|
||||
TextColor(Color::WHITE),
|
||||
));
|
||||
});
|
||||
}
|
||||
});
|
||||
|
||||
// Background row — only shown when the player has unlocked more than one.
|
||||
if unlocked_backgrounds.len() > 1 {
|
||||
card.spawn(Node {
|
||||
flex_direction: FlexDirection::Row,
|
||||
align_items: AlignItems::Center,
|
||||
column_gap: Val::Px(8.0),
|
||||
..default()
|
||||
})
|
||||
.with_children(|row| {
|
||||
// --- Background section ---
|
||||
section_label(card, "Background");
|
||||
card.spawn(Node {
|
||||
flex_direction: FlexDirection::Row,
|
||||
align_items: AlignItems::Center,
|
||||
column_gap: Val::Px(8.0),
|
||||
flex_wrap: FlexWrap::Wrap,
|
||||
..default()
|
||||
})
|
||||
.with_children(|row| {
|
||||
// Always show at least button "1" (index 0 = default).
|
||||
let bgs = if unlocked_backgrounds.is_empty() {
|
||||
&[0usize][..]
|
||||
} else {
|
||||
unlocked_backgrounds
|
||||
};
|
||||
for &bg_idx in bgs {
|
||||
let is_selected = bg_idx == settings.selected_background;
|
||||
let bg_color = if is_selected {
|
||||
Color::srgb(0.2, 0.9, 0.3)
|
||||
} else {
|
||||
Color::srgb(0.25, 0.25, 0.30)
|
||||
};
|
||||
row.spawn((
|
||||
Text::new("Background"),
|
||||
TextFont { font_size: 18.0, ..default() },
|
||||
TextColor(Color::srgb(0.85, 0.85, 0.80)),
|
||||
));
|
||||
row.spawn((
|
||||
BackgroundText,
|
||||
Text::new(background_label(settings.selected_background)),
|
||||
TextFont { font_size: 18.0, ..default() },
|
||||
TextColor(Color::WHITE),
|
||||
));
|
||||
icon_button(row, "⇄", SettingsButton::CycleBackground);
|
||||
});
|
||||
}
|
||||
SettingsButton::SelectBackground(bg_idx),
|
||||
Button,
|
||||
Node {
|
||||
width: Val::Px(40.0),
|
||||
height: Val::Px(40.0),
|
||||
justify_content: JustifyContent::Center,
|
||||
align_items: AlignItems::Center,
|
||||
..default()
|
||||
},
|
||||
BackgroundColor(bg_color),
|
||||
BorderRadius::all(Val::Px(4.0)),
|
||||
))
|
||||
.with_children(|b| {
|
||||
b.spawn((
|
||||
Text::new(format!("{}", bg_idx + 1)),
|
||||
TextFont { font_size: 16.0, ..default() },
|
||||
TextColor(Color::WHITE),
|
||||
));
|
||||
});
|
||||
}
|
||||
});
|
||||
|
||||
// --- Sync section ---
|
||||
section_label(card, "Sync");
|
||||
|
||||
@@ -39,6 +39,12 @@ pub struct StatsUpdate;
|
||||
#[derive(Component, Debug)]
|
||||
pub struct StatsScreen;
|
||||
|
||||
/// Marker component on an individual stat cell inside the stats overlay.
|
||||
///
|
||||
/// Each cell contains a large value label and a small descriptor label below it.
|
||||
#[derive(Component, Debug)]
|
||||
pub struct StatsCell;
|
||||
|
||||
/// Registers stats resources, update systems, and the UI toggle.
|
||||
pub struct StatsPlugin {
|
||||
/// Where to persist stats. `None` disables all file I/O (for tests).
|
||||
@@ -180,90 +186,14 @@ fn spawn_stats_screen(
|
||||
progress: Option<&PlayerProgress>,
|
||||
time_attack: Option<&TimeAttackResource>,
|
||||
) {
|
||||
let win_rate = stats
|
||||
.win_rate()
|
||||
.map_or("N/A".to_string(), |r| format!("{r:.1}%"));
|
||||
let fastest = if stats.fastest_win_seconds == u64::MAX {
|
||||
"N/A".to_string()
|
||||
} else {
|
||||
format_duration(stats.fastest_win_seconds)
|
||||
};
|
||||
let avg = if stats.games_won == 0 {
|
||||
"N/A".to_string()
|
||||
} else {
|
||||
format_duration(stats.avg_time_seconds)
|
||||
};
|
||||
|
||||
let mut lines: Vec<String> = vec![
|
||||
"=== Statistics ===".to_string(),
|
||||
format!("Games Played: {}", stats.games_played),
|
||||
format!("Games Won: {}", stats.games_won),
|
||||
format!("Games Lost: {}", stats.games_lost),
|
||||
format!("Win Rate: {win_rate}"),
|
||||
format!(
|
||||
"Win Streak: {} (Best: {})",
|
||||
stats.win_streak_current, stats.win_streak_best
|
||||
),
|
||||
format!("Draw 1 Wins: {}", stats.draw_one_wins),
|
||||
format!("Draw 3 Wins: {}", stats.draw_three_wins),
|
||||
format!("Best Score: {}", stats.best_single_score),
|
||||
format!("Lifetime Score:{}", stats.lifetime_score),
|
||||
format!("Fastest Win: {fastest}"),
|
||||
format!("Avg Win Time: {avg}"),
|
||||
];
|
||||
|
||||
if let Some(p) = progress {
|
||||
lines.push(String::new());
|
||||
lines.push("=== Progression ===".to_string());
|
||||
lines.push(format!("Level: {}", p.level));
|
||||
lines.push(format!("Total XP: {}", p.total_xp));
|
||||
lines.push(format!("Next Level: {}", xp_to_next_level_label(p.total_xp, p.level)));
|
||||
lines.push(format!(
|
||||
"Daily Streak: {}",
|
||||
p.daily_challenge_streak
|
||||
));
|
||||
lines.push(format!(
|
||||
"Challenge: {}",
|
||||
challenge_progress_label(p.challenge_index)
|
||||
));
|
||||
lines.push(String::new());
|
||||
lines.push("-- Weekly Goals --".to_string());
|
||||
for goal in WEEKLY_GOALS {
|
||||
let progress_value = p
|
||||
.weekly_goal_progress
|
||||
.get(goal.id)
|
||||
.copied()
|
||||
.unwrap_or(0);
|
||||
lines.push(format!(
|
||||
" {}: {}/{}",
|
||||
goal.description, progress_value, goal.target
|
||||
));
|
||||
}
|
||||
lines.push(String::new());
|
||||
lines.push("-- Unlocks --".to_string());
|
||||
lines.push(format!(
|
||||
" Card Backs: {}",
|
||||
format_id_list(&p.unlocked_card_backs)
|
||||
));
|
||||
lines.push(format!(
|
||||
" Backgrounds: {}",
|
||||
format_id_list(&p.unlocked_backgrounds)
|
||||
));
|
||||
}
|
||||
|
||||
if let Some(ta) = time_attack {
|
||||
if ta.active {
|
||||
let mins = (ta.remaining_secs / 60.0).floor() as u64;
|
||||
let secs = (ta.remaining_secs % 60.0).floor() as u64;
|
||||
lines.push(String::new());
|
||||
lines.push("=== Time Attack ===".to_string());
|
||||
lines.push(format!("Remaining: {mins}m {secs:02}s"));
|
||||
lines.push(format!("Wins: {}", ta.wins));
|
||||
}
|
||||
}
|
||||
|
||||
lines.push(String::new());
|
||||
lines.push("Press S to close".to_string());
|
||||
// --- primary stat cells (tasks #65 and #66) ---
|
||||
let win_rate_str = format_win_rate(stats);
|
||||
let played_str = format_stat_value(stats.games_played);
|
||||
let won_str = format_stat_value(stats.games_won);
|
||||
let lost_str = format_stat_value(stats.games_lost);
|
||||
let fastest_str = format_fastest_win(stats.fastest_win_seconds);
|
||||
let best_score_str = format_optional_u32(stats.best_single_score);
|
||||
let best_streak_str = format_stat_value(stats.win_streak_best);
|
||||
|
||||
commands
|
||||
.spawn((
|
||||
@@ -275,28 +205,199 @@ fn spawn_stats_screen(
|
||||
width: Val::Percent(100.0),
|
||||
height: Val::Percent(100.0),
|
||||
flex_direction: FlexDirection::Column,
|
||||
justify_content: JustifyContent::Center,
|
||||
justify_content: JustifyContent::FlexStart,
|
||||
align_items: AlignItems::Center,
|
||||
row_gap: Val::Px(6.0),
|
||||
padding: UiRect::all(Val::Px(24.0)),
|
||||
overflow: Overflow::clip(),
|
||||
..default()
|
||||
},
|
||||
BackgroundColor(Color::srgba(0.0, 0.0, 0.0, 0.88)),
|
||||
ZIndex(200),
|
||||
))
|
||||
.with_children(|b| {
|
||||
for line in lines {
|
||||
b.spawn((
|
||||
Text::new(line),
|
||||
TextFont {
|
||||
font_size: 24.0,
|
||||
..default()
|
||||
},
|
||||
TextColor(Color::srgb(0.95, 0.95, 0.90)),
|
||||
.with_children(|root| {
|
||||
// Title
|
||||
root.spawn((
|
||||
Text::new("Statistics"),
|
||||
TextFont { font_size: 28.0, ..default() },
|
||||
TextColor(Color::srgb(1.0, 0.85, 0.3)),
|
||||
));
|
||||
|
||||
// Two-column grid of stat cells
|
||||
root.spawn(Node {
|
||||
flex_direction: FlexDirection::Row,
|
||||
flex_wrap: FlexWrap::Wrap,
|
||||
justify_content: JustifyContent::Center,
|
||||
align_items: AlignItems::FlexStart,
|
||||
column_gap: Val::Px(24.0),
|
||||
row_gap: Val::Px(16.0),
|
||||
width: Val::Percent(100.0),
|
||||
margin: UiRect::top(Val::Px(16.0)),
|
||||
..default()
|
||||
})
|
||||
.with_children(|grid| {
|
||||
spawn_stat_cell(grid, &win_rate_str, "Win Rate");
|
||||
spawn_stat_cell(grid, &played_str, "Games Played");
|
||||
spawn_stat_cell(grid, &won_str, "Games Won");
|
||||
spawn_stat_cell(grid, &lost_str, "Games Lost");
|
||||
spawn_stat_cell(grid, &fastest_str, "Fastest Win");
|
||||
spawn_stat_cell(grid, &best_score_str, "Best Score");
|
||||
spawn_stat_cell(grid, &best_streak_str, "Best Streak");
|
||||
});
|
||||
|
||||
// Progression section
|
||||
if let Some(p) = progress {
|
||||
root.spawn((
|
||||
Text::new("Progression"),
|
||||
TextFont { font_size: 22.0, ..default() },
|
||||
TextColor(Color::srgb(0.7, 0.9, 1.0)),
|
||||
));
|
||||
|
||||
let level_str = format_stat_value(p.level);
|
||||
let xp_str = format_stat_value(p.total_xp as u32);
|
||||
let next_label = xp_to_next_level_label(p.total_xp, p.level);
|
||||
let daily_str = format_stat_value(p.daily_challenge_streak);
|
||||
let challenge_str = challenge_progress_label(p.challenge_index);
|
||||
|
||||
root.spawn(Node {
|
||||
flex_direction: FlexDirection::Row,
|
||||
flex_wrap: FlexWrap::Wrap,
|
||||
justify_content: JustifyContent::Center,
|
||||
align_items: AlignItems::FlexStart,
|
||||
column_gap: Val::Px(24.0),
|
||||
row_gap: Val::Px(12.0),
|
||||
width: Val::Percent(100.0),
|
||||
..default()
|
||||
})
|
||||
.with_children(|grid| {
|
||||
spawn_stat_cell(grid, &level_str, "Level");
|
||||
spawn_stat_cell(grid, &xp_str, "Total XP");
|
||||
spawn_stat_cell(grid, &next_label, "Next Level");
|
||||
spawn_stat_cell(grid, &daily_str, "Daily Streak");
|
||||
spawn_stat_cell(grid, &challenge_str, "Challenge");
|
||||
});
|
||||
|
||||
// Weekly goals row
|
||||
root.spawn((
|
||||
Text::new("Weekly Goals"),
|
||||
TextFont { font_size: 18.0, ..default() },
|
||||
TextColor(Color::srgb(0.8, 0.8, 0.8)),
|
||||
));
|
||||
for goal in WEEKLY_GOALS {
|
||||
let pv = p.weekly_goal_progress.get(goal.id).copied().unwrap_or(0);
|
||||
root.spawn((
|
||||
Text::new(format!(" {}: {}/{}", goal.description, pv, goal.target)),
|
||||
TextFont { font_size: 16.0, ..default() },
|
||||
TextColor(Color::srgb(0.85, 0.85, 0.80)),
|
||||
));
|
||||
}
|
||||
|
||||
// Unlocks row
|
||||
root.spawn((
|
||||
Text::new(format!(
|
||||
"Card Backs: {} | Backgrounds: {}",
|
||||
format_id_list(&p.unlocked_card_backs),
|
||||
format_id_list(&p.unlocked_backgrounds),
|
||||
)),
|
||||
TextFont { font_size: 16.0, ..default() },
|
||||
TextColor(Color::srgb(0.75, 0.75, 0.75)),
|
||||
));
|
||||
}
|
||||
|
||||
// Time Attack section
|
||||
if let Some(ta) = time_attack {
|
||||
if ta.active {
|
||||
let mins = (ta.remaining_secs / 60.0).floor() as u64;
|
||||
let secs = (ta.remaining_secs % 60.0).floor() as u64;
|
||||
root.spawn((
|
||||
Text::new(format!("Time Attack — {mins}m {secs:02}s left | Wins: {}", ta.wins)),
|
||||
TextFont { font_size: 18.0, ..default() },
|
||||
TextColor(Color::srgb(1.0, 0.6, 0.2)),
|
||||
));
|
||||
}
|
||||
}
|
||||
|
||||
// Dismiss hint
|
||||
root.spawn((
|
||||
Text::new("Press S to close"),
|
||||
TextFont { font_size: 16.0, ..default() },
|
||||
TextColor(Color::srgb(0.6, 0.6, 0.6)),
|
||||
));
|
||||
});
|
||||
}
|
||||
|
||||
/// Spawn a single stat cell: a large value label on top and a small grey
|
||||
/// descriptor below, inside a fixed-width column node with a [`StatsCell`] marker.
|
||||
fn spawn_stat_cell(parent: &mut ChildBuilder, value: &str, label: &str) {
|
||||
parent
|
||||
.spawn((
|
||||
StatsCell,
|
||||
Node {
|
||||
flex_direction: FlexDirection::Column,
|
||||
align_items: AlignItems::Center,
|
||||
justify_content: JustifyContent::Center,
|
||||
min_width: Val::Px(110.0),
|
||||
padding: UiRect::all(Val::Px(8.0)),
|
||||
..default()
|
||||
},
|
||||
BackgroundColor(Color::srgba(1.0, 1.0, 1.0, 0.06)),
|
||||
))
|
||||
.with_children(|cell| {
|
||||
// Large value label.
|
||||
cell.spawn((
|
||||
Text::new(value.to_string()),
|
||||
TextFont { font_size: 32.0, ..default() },
|
||||
TextColor(Color::srgb(1.0, 1.0, 1.0)),
|
||||
));
|
||||
// Small descriptor below.
|
||||
cell.spawn((
|
||||
Text::new(label.to_string()),
|
||||
TextFont { font_size: 14.0, ..default() },
|
||||
TextColor(Color::srgb(0.65, 0.65, 0.65)),
|
||||
));
|
||||
});
|
||||
}
|
||||
|
||||
/// Format a win-rate value for display.
|
||||
///
|
||||
/// Returns `"—"` when no games have been played, otherwise `"N%"`.
|
||||
pub fn format_win_rate(stats: &StatsSnapshot) -> String {
|
||||
match stats.win_rate() {
|
||||
None => "\u{2014}".to_string(),
|
||||
Some(r) => format!("{}%", (r) as u32),
|
||||
}
|
||||
}
|
||||
|
||||
/// Format `fastest_win_seconds` for display.
|
||||
///
|
||||
/// Returns `"—"` when the value is `u64::MAX` (sentinel for "no wins yet") or
|
||||
/// zero. Otherwise delegates to [`format_duration`].
|
||||
pub fn format_fastest_win(fastest_win_seconds: u64) -> String {
|
||||
if fastest_win_seconds == u64::MAX || fastest_win_seconds == 0 {
|
||||
"\u{2014}".to_string()
|
||||
} else {
|
||||
format_duration(fastest_win_seconds)
|
||||
}
|
||||
}
|
||||
|
||||
/// Format an optional `u32` statistic.
|
||||
///
|
||||
/// Returns `"—"` when `value` is `0`, otherwise the decimal representation.
|
||||
pub fn format_optional_u32(value: u32) -> String {
|
||||
if value == 0 {
|
||||
"\u{2014}".to_string()
|
||||
} else {
|
||||
value.to_string()
|
||||
}
|
||||
}
|
||||
|
||||
/// Format any `u32`-like stat value as a decimal string.
|
||||
///
|
||||
/// Unlike [`format_optional_u32`], this always shows the number (even if zero).
|
||||
pub fn format_stat_value<T: std::fmt::Display>(value: T) -> String {
|
||||
format!("{value}")
|
||||
}
|
||||
|
||||
/// Returns XP remaining until next level, formatted as "N XP (P%)".
|
||||
fn xp_to_next_level_label(total_xp: u64, level: u32) -> String {
|
||||
let xp_current = if level < 10 {
|
||||
@@ -316,7 +417,10 @@ fn xp_to_next_level_label(total_xp: u64, level: u32) -> String {
|
||||
format!("{remaining} XP ({pct}%)")
|
||||
}
|
||||
|
||||
fn format_duration(secs: u64) -> String {
|
||||
/// Format a duration given in whole seconds as `"Mm SSs"`.
|
||||
///
|
||||
/// Example: `90` → `"1m 30s"`.
|
||||
pub fn format_duration(secs: u64) -> String {
|
||||
let m = secs / 60;
|
||||
let s = secs % 60;
|
||||
format!("{m}m {s:02}s")
|
||||
@@ -543,4 +647,53 @@ mod tests {
|
||||
fn format_duration_handles_sub_minute() {
|
||||
assert_eq!(format_duration(59), "0m 59s");
|
||||
}
|
||||
|
||||
// -----------------------------------------------------------------------
|
||||
// Task #65 — win rate and stat cell pure-function tests
|
||||
// -----------------------------------------------------------------------
|
||||
|
||||
#[test]
|
||||
fn format_win_rate_zero() {
|
||||
// 0 wins, 0 played → "—"
|
||||
let s = StatsSnapshot::default();
|
||||
assert_eq!(format_win_rate(&s), "\u{2014}");
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn format_win_rate_half() {
|
||||
// 5 wins out of 10 played → "50%"
|
||||
let s = StatsSnapshot {
|
||||
games_played: 10,
|
||||
games_won: 5,
|
||||
..StatsSnapshot::default()
|
||||
};
|
||||
assert_eq!(format_win_rate(&s), "50%");
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn format_stat_value_zero_returns_zero() {
|
||||
assert_eq!(format_stat_value(0u32), "0");
|
||||
}
|
||||
|
||||
// -----------------------------------------------------------------------
|
||||
// Task #66 — fastest win, best score, streak pure-function tests
|
||||
// -----------------------------------------------------------------------
|
||||
|
||||
#[test]
|
||||
fn format_fastest_win_unset() {
|
||||
// fastest_win_seconds == u64::MAX → "—"
|
||||
assert_eq!(format_fastest_win(u64::MAX), "\u{2014}");
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn format_fastest_win_90s() {
|
||||
// 90 seconds → "1m 30s"
|
||||
assert_eq!(format_fastest_win(90), "1m 30s");
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn best_score_display_zero() {
|
||||
// best_single_score == 0 → "—"
|
||||
assert_eq!(format_optional_u32(0), "\u{2014}");
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user