Closes the spec gap flagged after v0.20.0: the 24 mockups in
docs/ui-mockups/ are 23 mobile + 1 desktop, but desktop is still
the primary delivery surface. Stitch's variant generation kept
timing out on layout-only adaptation prompts, so the deterministic
fix is rules-based: a markdown spec that captures (a) the desktop
viewport assumptions, (b) seven universal adaptation rules that
apply to every screen, and (c) per-screen geometry rules for the
priority surfaces (Game Table, Win Summary, Settings, Help, Pause,
Home, Splash, Stats, Profile / Achievements / Theme Picker / Daily
Challenge).
Why rules > visual mockups for this gap:
- Apply uniformly to every screen — including the 9 missing-plugin
surfaces (splash, challenge, time-attack, weekly-goals, leader-
board, sync, level-up, replay-overlay, radial-menu) that have
only mobile mockups today.
- Reference-able from code comments and commit messages without
loading an image.
- Layout-agnostic by construction: tells the engine "use percent /
flex / min(720, 50%) widths" instead of pinning a specific
desktop pixel layout.
- Cheaper than re-running Stitch generation per screen, which is
flaky for layout-only adaptation work.
Cross-check confirms that v0.20.0's port (modal scaffold, toasts,
table chrome, card chrome, gameplay-feedback, splash cursor) is
already layout-agnostic — the spec gap mattered for *next* ports,
not the work that just shipped.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
Adds the spec the recent visual-identity port pass referenced:
- design-system.md — base16-eighties palette, type scale, spacing
scale, motion budget, component library, accessibility notes
(color-blind toggle, high-contrast mode, glyph differentiation),
and the canonical "Terminal" card-back theme.
- 24 Stitch-rendered mockups (HTML + PNG): 12 redesigned existing
screens, 1 desktop home variant, 2 onboarding steps, and 9
missing-plugin screens (splash, challenge, time-attack,
weekly-goals, leaderboard, sync, level-up, replay, radial-menu).
These mockups are the source the engine plugins were ported
against in commits 0d477ac through 9891ae4 (token system,
modal scaffold, gameplay-feedback layer, toasts, table chrome,
card chrome, splash cursor, hint highlight). Future plugin work
should diff against the matching mockup before touching pixels.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
Captures the toolchain install for Debian 13 (the path Quat ran on
this dev box, including the JDK 21 / unzip / SDK-licence prompts),
the `cargo apk build` invocation, the cosmetic post-pass panic
workaround, and the table of what's wired vs. stubbed for the
android target. Runnable on a fresh box from a clone — no
machine-local context required.
Pairs with the workspace cfg-gating in fb8b2ac. Future Phase-Android
work (dirs::data_dir port, JNI ClipboardManager, Android Keystore,
gpgs) is listed as the not-yet-done section so a contributor can
pick it up without re-deriving the punch list.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
The GitHub repo was renamed from Rusty_Solitare to Rusty_Solitaire
(adding the missing 'i'). The local origin remote has been updated
via `git remote set-url`; this commit updates the three doc
references that hardcoded the old URL.
SESSION_HANDOFF.md's "Canonical remote" section now names the new
URL and explains the rename for future readers, including the note
that local clone directories may still be named Rusty_Solitare —
that's a local-only name and works fine, only the GitHub repo URL
changed.
docs/SESSION_HANDOFF.md (older snapshot, unchanged otherwise) gets
its single URL line corrected.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Mirrors the move of the canonical remote from git.aleshym.co to
GitHub. The git remote itself was switched via 'git remote set-url
origin'; this updates the one stale URL in docs/SESSION_HANDOFF.md
that named the old host.
OnboardingPlugin spawns a centered welcome banner at PostStartup
when Settings.first_run_complete is false. Any key or mouse
press dismisses it, sets the flag, and persists settings.json
so returning players never see it again.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
- solitaire_data::Settings { sfx_volume, first_run_complete } with
atomic JSON persistence and clamping sanitizer.
- SettingsPlugin (engine): [ / ] adjust SFX volume by 0.1, clamped;
persists on change; emits SettingsChangedEvent. No-op at rails.
- AudioPlugin applies sfx_volume to kira's main track at startup
and on every change so live tweaks take effect without restart.
- Brief "SFX: N%" toast on each change. Help cheat sheet updated.
Co-Authored-By: Claude Opus 4.7 <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>
- 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>
- HelpPlugin: full-window cheat sheet listing every keybinding,
toggled with H or ?. Three unit tests cover open/close/slash.
- AnimationPlugin: ChallengeAdvancedEvent now surfaces as a
3-second "Challenge N cleared!" toast.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
- Core: GameMode::TimeAttack variant (no scoring/undo changes — session marker only)
- Engine: TimeAttackPlugin with TimeAttackResource, TimeAttackEndedEvent,
T hotkey (gated to level >= 5), auto-deal on win, summary toast
- Engine: Stats overlay (S) gains an Unlocks subsection (card backs /
backgrounds, sorted/deduped) and a live Time Attack panel while active
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>