Now that foundations are unlocked and "completing" one is a real
moment (rather than a foregone conclusion based on suit assignment),
each Ace-through-King run gets its own small celebration when the
King lands.
Three layers fire on a single FoundationCompletedEvent emitted by
game_plugin's handle_move when a successful move leaves a
PileType::Foundation pile holding 13 cards:
1. King card scale-pulse via a new FoundationFlourish component.
Triangular curve 1.0 → 1.15 → 1.0 over MOTION_FOUNDATION_FLOURISH
_SECS (0.4s) — same shape as the existing ScorePulse so the feel
matches.
2. Pile-marker tint flourish via FoundationMarkerFlourish — the
foundation marker's sprite colour lerps to STATE_SUCCESS for the
first half of the duration then fades back. Reuses the existing
success-signal palette; no new colour token.
3. Audio cue: foundation_complete.wav, a synthesised C6→E6→G6 triad
with 2nd-harmonic warmth and AR decay (~240 ms). Sits an octave
above win_fanfare's root so the layered fourth-completion + win
cascade reads cleanly. Generated via solitaire_assetgen's
foundation_complete() function and embedded via include_bytes!().
The visual systems run .after(GameMutation) so the post-move pile
state is visible when the King is identified. Both flourish
components remove themselves once elapsed time exceeds duration —
no animation queue or scheduler integration needed.
Pure foundation_flourish_scale(elapsed, duration) helper is
unit-tested for the curve, edge clamps, and zero-duration safety.
Three integration tests on the firing logic verify the event fires
exactly once when a King completes a foundation, doesn't fire for
non-foundation moves, and doesn't fire when the foundation is at 12
cards.
The fourth completion still co-occurs with the win cascade — the
two layer cleanly because the flourish's scale is on the King card
sprite while the cascade is a screen-shake + per-card rotation, and
the foundation_complete ping is a higher octave than the win
fanfare's root.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Replace the single shared face.png placeholder with 52 individual card
face images (120×168 px each), generated by the updated gen_art tool:
- solitaire_assetgen: add ab_glyph dep; rewrite gen_art to render each
card with FiraMono rank characters, programmatic suit symbols (heart,
spade, diamond, club drawn via circles/triangles), and standard pip
layout for numbered cards (A–10) plus large face letter for J/Q/K.
- CardImageSet: replace single `face` handle with `faces: [[Handle; 13]; 4]`
indexed by [suit][rank].
- card_sprite(): select the per-card face image by suit/rank indices.
- spawn/update_card_entity: suppress Text2d overlay when PNG faces are
loaded (rank/suit baked into image); keep overlay in solid-colour
fallback for tests.
- gen_sfx.rs: rename `gen` variable to `make` (reserved keyword in 2024).
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
- New solitaire_assetgen crate with gen_sfx binary: synthesizes
five 44.1kHz mono 16-bit PCM WAVs (flip/place/deal/invalid/fanfare)
from an LCG noise source + sine/square synths. Output committed
under assets/audio/.
- AudioPlugin (engine): embeds the WAVs via include_bytes!, decodes
once with kira::StaticSoundData, plays on Draw / Move / NewGame /
GameWon events. card_invalid is loaded but unused — wiring it
needs a MoveRejectedEvent.
- AudioManager kept on the main thread (NonSend) since cpal is !Send
on some platforms; degrades gracefully if no audio device present.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>