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 #34: CardFlipAnim component + start_flip_anim/tick_flip_anim systems animate revealed
cards by squashing scale.x to 0 then expanding back to 1 (2×0.08 s). Skipped at Instant speed.
Task #35: spawn_pile_markers now adds a Text2d child (S/H/D/C, 45% alpha) on Foundation
markers so the suit is visible while the pile is empty.
Task #43: Tableau pile markers get a "K" Text2d child (35% alpha) indicating only Kings land
on empty columns.
Task #38: update_drag_shadow system maintains a single ShadowEntity while dragging — a
card_w+8 × card_h+8 dark semi-transparent sprite at z−1 behind the top dragged card.
Also fixed pre-existing clippy/compiler errors in hud_plugin, pause_plugin, stats_plugin,
cursor_plugin, and settings_plugin (missing imports, too-many-arguments, doc formatting).
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
fix(input_plugin): card_position() now applies the same X-fan offset for
Draw-Three waste cards as card_plugin uses for rendering. Previously the
top waste card appeared at base_x + 0.56 * card_width but was only
hittable at base_x, making it impossible to drag from its visual position.
test(hud_plugin): add five behaviour tests — score/moves/time display
format, Zen mode score suppression, Draw-Three mode badge.
test(input_plugin): add find_draggable test that clicks the top fanned
waste card at its visual X position and confirms it hits in Draw-Three.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Zen mode is intended for relaxed play with no performance pressure.
The HUD now clears score and elapsed-time displays when GameMode::Zen
is active, matching the ARCHITECTURE.md spec ("No timer. No score
display."). The mode badge still shows "ZEN" so the player knows
which mode they're in.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Classic + DrawOne shows nothing (clean default). Classic + DrawThree shows
a "Draw 3" badge in the mode position so the player always knows their
current game variant without opening the stats or settings screen.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
During Time Attack sessions the time display updates every frame with the
remaining countdown (from TimeAttackResource) rather than the per-second
game clock tick, giving the player a live countdown. Non-Time-Attack mode
is unchanged — the clock still updates once per second via game state change.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Adds HudPlugin with a persistent top-left overlay that shows score,
move count, and elapsed time during every game. A mode badge highlights
DAILY, CHALLENGE, ZEN, or TIME ATTACK when the game is not in Classic
mode. HUD updates whenever GameStateResource changes (moves and per-second
time ticks) without a separate polling system.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>