Commit Graph

66 Commits

Author SHA1 Message Date
funman300 21d0c289b5 chore(deps): migrate to Bevy 0.18
- 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>
2026-04-28 13:48:41 -07:00
funman300 648cd44387 chore(deps): migrate to Bevy 0.17
- 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>
2026-04-28 13:04:44 -07:00
funman300 c8553dc8c5 chore(deps): migrate to Bevy 0.16, axum 0.8, and other package updates
- Bump bevy 0.15 → 0.16; fixes all breaking API changes:
  ChildBuilder → ChildSpawnerCommands, Parent → ChildOf,
  despawn_descendants → despawn_related::<Children>(),
  despawn_recursive → despawn (now recursive by default),
  EventWriter::send → write, Query::{get_single,get_single_mut}
  → {single,single_mut}, ChildOf::get → parent()
- Bump axum 0.7 → 0.8; remove axum::async_trait from FromRequestParts
- Bump tower_governor 0.4 → 0.8; fix GovernorLayer::new() API
- Bump jsonwebtoken 9 → 10 with rust_crypto feature only
- Bump thiserror 1 → 2, dirs 5 → 6, bcrypt 0.15 → 0.19,
  reqwest 0.12 → 0.13 (rustls feature rename)
- Regenerate .sqlx offline cache for sqlx compile-time query checks

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-04-28 12:31:12 -07:00
funman300 03227f8c77 feat(engine): playability improvements — rounds 7–9 (#40–#64)
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>
2026-04-28 02:35:15 +00:00
funman300 f32e53dd0b feat(engine): shake/settle/deal animations (#54, #55, #69)
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>
2026-04-27 19:55:24 +00:00
funman300 ddd7502a06 feat(engine): playability improvements — input intelligence, audio, HUD, onboarding (#27–#30, #37, #39–#40, #44, #48–#49)
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>
2026-04-27 19:11:47 +00:00
funman300 fe23e89971 test(engine): add advance_elapsed saturation and theme colour pure-function tests
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-04-27 05:17:15 +00:00
root dfeaed6de2 feat(engine): fire CardFlippedEvent + play flip sound on tableau reveal
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>
2026-04-27 02:48:25 +00:00
root 00f0383867 feat(engine): in-progress game state persistence
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>
2026-04-27 00:17:47 +00:00
root 3c01cef5f3 feat(engine): implement Draw Mode, Theme, and Music Volume settings
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>
2026-04-26 23:53:48 +00:00
funman300 b720588687 feat(engine): MoveRejectedEvent + PausePlugin (Esc)
- 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>
2026-04-25 22:56:35 -07:00
funman300 8afb1f3fe5 feat(engine,core): add elapsed-time tick system and Zen GameMode
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>
2026-04-25 14:14:57 -07:00
funman300 6b793aa2ab modified: solitaire_engine/src/game_plugin.rs 2026-04-24 20:12:10 -07:00
Solitaire Quest 4d2379c426 feat(engine): add AnimationPlugin with slide, cascade, and toast (Phase 3F)
- 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>
2026-04-23 21:32:42 -07:00
funman300 0a87f0f8f2 feat(engine): add CardPlugin with procedural card rendering
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>
2026-04-23 16:22:49 -07:00
funman300 c393eab17d feat(engine): add resources, events, and GamePlugin event routing
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>
2026-04-23 16:15:38 -07:00