Phase 3 step 4a of the UX overhaul. Closes the player's #2 smoke-test
complaint head-on: the abandon-current-game prompt previously rendered
"Yes (Y)" and "No (N)" as plain `Text` entities — not real `Button`s.
Clicks did nothing, hover/press feedback was absent, and the only path
through the modal was the keyboard.
Replace the bespoke 60-line spawn function with a 30-line call to the
ui_modal primitive:
- spawn_modal(ConfirmNewGameScreen, Z_MODAL_PANEL, ...) — uniform
scrim + centred card with header / body / actions slots.
- Header: "Abandon current game?" (TYPE_HEADLINE, TEXT_PRIMARY).
- Body: "Your progress will be lost." (TYPE_BODY_LG, TEXT_SECONDARY).
- Actions row:
Cancel (Secondary variant, hotkey "Esc") — left
Yes, abandon (Primary yellow CTA, hotkey "Y") — right
The ConfirmNewGameScreen marker rides on the scrim entity per
ui_modal's contract; OriginalNewGameRequest is attached to the same
entity after spawn so handle_confirm_input / handle_confirm_button_input
can read it.
A new handle_confirm_button_input system mirrors the keyboard handler
for clicks: it queries `Changed<Interaction>` on `ConfirmYesButton` /
`ConfirmNoButton` and dispatches the same despawn + new-game-fire
logic. Keyboard accelerators (Y/Enter, N/Esc) still work; both paths
reach the same code through the existing `confirmed: true` flag on
NewGameRequestEvent (62cd1cf).
UiModalPlugin's paint_modal_buttons system (8da62bd) handles
hover/press recolouring automatically; no per-modal paint logic
needed.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Reported during 2026-04-29 smoke test: pressing Y on the
ConfirmNewGameScreen modal closed nothing and didn't start a new game.
Trace:
Frame N: handle_confirm_input despawns the modal entity (deferred),
writes NewGameRequestEvent.
End of N: command flush — modal gone.
Frame N+1: handle_new_game reads the event. needs_confirm is still
true (game state unchanged). confirm_already_open is now
false (modal flushed). Condition matches → spawn_confirm_
dialog runs again, the modal reappears, and the new game
never starts.
Add a `confirmed: bool` field to NewGameRequestEvent. handle_confirm_
input writes it as true on Y/Enter so handle_new_game's dialog-spawn
guard short-circuits and the existing despawn-and-start branch runs.
All other writers (button click, N hotkey, mode hotkeys, daily/
challenge/time-attack auto-deal, tests) stay at `confirmed: false`.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
- Collapse nested-if patterns into let-chains across 13 plugins (42 instances)
- Add #[allow(clippy::too_many_arguments)] to 5 Bevy systems in card_plugin
and input_plugin where ECS parameter count exceeds the lint threshold
- Gate Theme import in table_plugin under #[cfg(test)] — only used by
test-only colour helpers; removing the unconditional import silences the
unused-import lint without breaking the test suite
- Wrap ButtonInput<MouseButton> in Option<> in update_input_platform so that
tests using MinimalPlugins (no InputPlugin) no longer panic on startup
All 789 tests pass; cargo clippy --workspace -- -D warnings is clean.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
- BorderRadius is no longer a Component; moved into Node.border_radius
field at all 15 spawn sites across 6 plugin files
- Events<T> renamed to Messages<T> in test code (12 files)
- KeyboardEvents SystemParam renamed to KeyboardMessages to match the
MessageWriter rename done in the 0.17 hop
- WindowResolution::from((f32,f32)) removed; use (u32,u32) tuple in main.rs
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
- Event/EventReader/EventWriter renamed to Message/MessageReader/MessageWriter
- add_event → add_message for all 67 call sites
- ScrollPosition changed to tuple struct ScrollPosition(Vec2)
- CursorIcon import moved from bevy::winit::cursor to bevy::window
- WindowResolution::from((f32,f32)) removed — use (u32,u32) tuple
- World::send_event → World::write_message in test code
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Round 7 — Input & feedback
- H key cycles hints; F1 opens help (conflict resolved)
- N key cancels active Time Attack session
- Hint text distinguishes "draw from stock" vs "recycle waste"
- Forfeit (G) clears AutoCompleteState so chime does not bleed into new deal
- Zen mode timer clears immediately on Z press
- HUD shows recycle count in both draw modes
- Settings scroll position persisted across open/close
Round 8 — Polish & clarity
- Undo unavailable fires "Nothing to undo" toast
- Streak-break toast on forfeit/abandon when streak > 1
- F11 fullscreen toggle with toast; documented in help and home screens
- H-after-win, new-game countdown expiry, Tab-no-cards toasts
- Win cascade duration/stagger scales with animation speed setting
- Draw-Three cycle counter HUD ("Cycle: N/3")
- Forfeit requires G×2 confirmation within 3 s (mirrors N key)
Round 9 — Game feel & information
- Escape dismisses game-over/stuck overlay (PausePlugin skips Escape when overlay visible)
- Shake animation on rejected drag before snap-back
- Forfeit countdown cancels when any other key is pressed (U/H/D/Z/Space)
- Tab wrap-around fires "Back to first card" toast
- HUD selection indicator shows active Tab-selected pile in yellow
- Challenge time-limit HUD turns orange < 60s, red < 30s
- Win summary shows XP breakdown (+50 base, +25 no-undo, +N speed)
- Game-over overlay: "No more moves available" with clear N/Escape/G instructions
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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>
Task #27: Double-click auto-move — best_destination() finds optimal target
(foundation over tableau); handle_double_click() fires MoveRequestEvent.
Task #28: Hint system — find_hint() returns first legal from/to/count triple;
H key tints the source stack HintHighlight (yellow pulse via tick_hint_highlight).
Task #29: No-moves detection — has_legal_moves() checks stock/waste/all face-up
cards; check_no_moves system fires InfoToastEvent("No moves available") once per
stalemate (debounced so it fires only once until the state changes).
Task #30: Forfeit — G key fires ForfeitEvent; StatsPlugin records abandoned game,
persists stats, starts a new deal.
Task #37: Mute-all (M) and mute-music (Shift+M) toggles; MuteState resource
applied in apply_volume_on_change.
Task #39: Daily challenge HUD constraint label (time limit / target score).
Task #40: Undo-count HUD label; amber colour when undos > 0.
Task #44: Win-streak and level line on pause screen.
Task #48: Undo sound routes UndoRequestEvent → lib.flip audio channel.
Task #49: Onboarding banner rich-text key highlights — D and H rendered as
orange KeyHighlightSpan children so they stand out from body text.
Also registers CursorPlugin in solitaire_app (tasks #31/#32 wire-up).
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
When a move exposes a face-down tableau card, game_plugin now fires
CardFlippedEvent carrying the flipped card's id. AudioPlugin listens
and plays card_flip.wav so the reveal has satisfying audio feedback.
Two unit tests verify the event fires only when needed.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Save game_state.json on app exit and on pause open so players can
resume interrupted sessions. Delete the file on win, loss, or new-game
start. Restore the saved game on launch if it exists and isn't won.
- solitaire_core: add pile_map_serde module so HashMap<PileType,Pile>
round-trips through JSON (serialized as Vec of pairs)
- solitaire_data: add game_state_file_path, load_game_state_from,
save_game_state_to, delete_game_state_at with 8 new unit tests
- solitaire_engine/GamePlugin: restore saved game on startup, expose
GameStatePath resource, save on AppExit, delete on new-game and win
- solitaire_engine/PausePlugin: save on pause open (guards against
OS-level kills while the overlay is showing)
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Settings panel "coming soon" stubs replaced with live controls:
- Draw Mode toggle (Draw 1 / Draw 3): new games read draw_mode from
SettingsResource instead of the previous game's mode. Falls back to
the current game's mode in headless/test contexts where SettingsPlugin
is absent.
- Theme selector (Green → Blue → Dark → Green): SettingsChangedEvent
drives TablePlugin's background Sprite colour so the table re-colours
immediately without a restart.
- Music Volume [−]/[+]: dedicated kira sub-tracks created for SFX and
music on startup. SFX sounds are routed to the SFX track; the music
track exists for future ambient audio. Both volumes are set on
SettingsChangedEvent and at startup.
Also fixed: time_attack timer_expiry test double-fires when
MinimalPlugins time delta is nonzero — removed the intermediate
0.001-remaining update step.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
- New MoveRejectedEvent fires from end_drag when the cursor is over
a real pile but the placement is illegal. AudioPlugin plays
card_invalid.wav on it.
- New PausePlugin + PausedResource: Esc toggles a full-window
overlay and the flag. tick_elapsed_time and advance_time_attack
skip work while paused. Help cheat sheet updated.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
Phase 6 part 4 (partial):
- GameState now tracks elapsed_seconds via tick_elapsed_time in GamePlugin
(per-second increment while not won). Pure helper advance_elapsed makes
the tick logic directly testable without mocking Bevy Time.
- New GameMode enum (Classic / Zen) on GameState. Zen mode suppresses
scoring in move_cards and undo. GameState::new_with_mode allows callers
to construct non-Classic games; the existing GameState::new still
defaults to Classic. mode is serde(default) for backwards-compatible
persistence.
- NewGameRequestEvent gains an optional mode field; handle_new_game
honours it (falling back to the current game's mode when None).
- InputPlugin: pressing Z starts a fresh Zen-mode game.
Time Attack, Challenge mode, level-5 unlock gating, and unlock UI are
still deferred.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
- CardAnim component lerps cards from old to new position on every move
- card_plugin now adds CardAnim instead of teleporting cards on state change
- Snap-back on invalid drag reuses the same mechanism (StateChangedEvent)
- Win cascade flies all 52 cards off-screen with staggered delay on GameWonEvent
- Achievement toast scaffold wired to AchievementUnlockedEvent (Phase 5 content)
- Fix input_plugin test: click Queen's visible strip, not geometric centre
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Each card is a parent Sprite (white for face-up, blue for face-down) with
a Text2d child showing rank+suit (e.g. "AH", "10C", "KS"). Hearts and
diamonds render red; clubs and spades black. Face-down labels are hidden.
Tableau cards fan downward; other piles stack at the same position with a
small z-offset.
Sync runs in PostStartup for the initial deal and in Update after every
StateChangedEvent. To avoid a one-frame lag, downstream plugins run after
the new GameMutation system set.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
Introduces the plumbing layer for Phase 3: GameStateResource wraps
solitaire_core::GameState, DragState tracks in-progress drags, and
SyncStatusResource holds runtime sync status. GamePlugin routes
Draw/Move/Undo/NewGame request events into GameState and emits
StateChangedEvent and GameWonEvent for downstream systems.
Also adds the Phase 3 implementation plan under docs/superpowers/plans/.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>