fix+refactor+docs: P0–P3 todo list items
P0 fixes: - Register WinSummaryPlugin, SelectionPlugin, CardAnimationPlugin in main.rs (all three were exported but never wired — features silently did nothing) - game_state::draw(): increment move_count on waste→stock recycle, not just on normal draws; add move_count_increments_on_recycle regression test P1 fixes: - solitaire_server/Cargo.toml: remove duplicate dev-dependencies (solitaire_sync, uuid, chrono, jsonwebtoken were in both sections) P2 — input_plugin refactor: - Split 198-line handle_keyboard() into three focused systems under 110 lines each: handle_keyboard_core (U/N/Z/D/Space), handle_keyboard_hint (H), handle_keyboard_forfeit (G) - Introduce KeyboardConfirmState resource to share countdown timers across systems - Add three new unit tests: all_hints_suggests_draw_*, all_hints_is_empty_when_truly_stuck, new_game_confirm_window_is_positive P2 — achievement predicate tests (solitaire_core): - Add 10 direct unit tests for speed_demon, lightning, no_undo, high_scorer, on_a_roll, comeback predicates (previously only covered via check_achievements()) - 141 core tests now passing P2 — server tests: - solitaire_server/src/sync.rs: 4 unit tests for merge logic (no DB required) - solitaire_server/src/leaderboard.rs: 2 unit tests for entry shape and sort order P3 — documentation: - Add struct-level /// to 12 Plugin structs (ChallengePlugin, CursorPlugin, AnimationPlugin, HelpPlugin, PausePlugin, AudioPlugin, DailyChallengePlugin, HudPlugin, LeaderboardPlugin, OnboardingPlugin, TimeAttackPlugin, WeeklyGoalsPlugin) - Add field-level /// to Card, Pile, Deck, GameState, AchievementContext, AchievementDef - Add /// to WeeklyGoalKind, WeeklyGoalDef, WeeklyGoalContext, StatsExt::update_on_win card_animation module (new files from previous session): - chain.rs, diagnostics.rs, tuning.rs, updated interaction.rs/animation.rs/mod.rs/lib.rs - Remove unused HOVER_SCALE_DEFAULT / DRAG_LIFT_SCALE_DEFAULT / HOVER_LERP_SPEED_DEFAULT constants - Add handle_touch_stock_tap so touch users can draw from the stock pile Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
This commit is contained in:
@@ -140,10 +140,22 @@ impl CardAnimation {
|
||||
|
||||
/// Redirects a card to a new destination without snapping or interrupting motion.
|
||||
///
|
||||
/// Reads the card's current interpolated position (from a live `CardAnimation` if
|
||||
/// present, or from `Transform` if the card is stationary) and starts a fresh
|
||||
/// `CardAnimation` from that position. Duration is recalculated from the remaining
|
||||
/// distance so short remaining paths feel appropriately quick.
|
||||
/// Reads the card's current interpolated position (from a live [`CardAnimation`]
|
||||
/// if present, or from `Transform` if stationary) and starts a fresh
|
||||
/// [`CardAnimation`] from that position. Duration is recalculated from the
|
||||
/// remaining distance so short paths stay quick.
|
||||
///
|
||||
/// # Velocity continuity
|
||||
///
|
||||
/// When a card is mid-flight, the new animation starts with a small positive
|
||||
/// `elapsed` offset (`carry`) derived from how far through the current animation
|
||||
/// the card is. This preserves a sense of forward momentum: the new curve does
|
||||
/// not restart from zero velocity, avoiding a visible "lurch" when the target
|
||||
/// changes rapidly.
|
||||
///
|
||||
/// The carry is deliberately small (≤ 10 % of the new duration) so that it
|
||||
/// never causes a visible position jump — the card's start position is still
|
||||
/// read from the current transform.
|
||||
///
|
||||
/// # Example
|
||||
///
|
||||
@@ -169,17 +181,29 @@ pub fn retarget_animation(
|
||||
new_end_z: f32,
|
||||
curve: MotionCurve,
|
||||
) {
|
||||
let (current_xy, current_z) = match current_anim {
|
||||
Some(anim) => (anim.current_xy(), transform.translation.z),
|
||||
None => (transform.translation.truncate(), transform.translation.z),
|
||||
let (current_xy, current_z, momentum_carry) = match current_anim {
|
||||
Some(anim) if anim.duration > 0.0 => {
|
||||
// Estimate how far into the current animation we are and carry
|
||||
// a small fraction of that progress into the new animation.
|
||||
// This avoids restarting from zero velocity and makes the motion
|
||||
// feel continuous when the target changes mid-flight.
|
||||
let t = (anim.elapsed / anim.duration).clamp(0.0, 1.0);
|
||||
// Cap at 10 % of the new animation so there's no visible jump.
|
||||
let carry = (t * 0.12).min(0.10);
|
||||
(anim.current_xy(), transform.translation.z, carry)
|
||||
}
|
||||
_ => (transform.translation.truncate(), transform.translation.z, 0.0),
|
||||
};
|
||||
|
||||
let distance = current_xy.distance(new_end);
|
||||
let duration = compute_duration(distance);
|
||||
|
||||
commands.entity(entity).insert(CardAnimation {
|
||||
start: current_xy,
|
||||
end: new_end,
|
||||
elapsed: 0.0,
|
||||
duration: compute_duration(distance),
|
||||
// Start slightly into the new animation to carry forward momentum.
|
||||
elapsed: momentum_carry * duration,
|
||||
duration,
|
||||
curve,
|
||||
delay: 0.0,
|
||||
start_z: current_z,
|
||||
|
||||
Reference in New Issue
Block a user