The Help modal previously used "Close" while the other five overlay
modals (Home, Stats, Achievements, Settings, Profile, Leaderboard)
used "Done"; standardising on "Done" removes the outlier.
The final onboarding slide changes from "Start playing" to
"Let's play". The microcopy audit suggested matching the win modal's
"Play Again", but that verb is semantically wrong on first launch —
the player has not yet played. "Let's play" reads warmer and matches
the project's Balatro-tone direction without overloading "Play Again"
across two contexts that mean different things.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Phase 3 step 5a of the UX overhaul. Replaces the old monospace
text-dump (a flat vertical column of " D Draw from
stock"-style lines) with a proper modal layout: section titles,
two-column rows where each shortcut renders inside a small
border-outlined chip alongside its description.
Modal contents:
- Header: "Controls"
- Body: three sections (Gameplay / New Game / Overlays), each with a
section title in TEXT_SECONDARY plus a row per shortcut.
- Each row: a 64 px-min-width chip (caption font, border, radius-sm)
carrying the key name, then the description in TEXT_PRIMARY at
TYPE_BODY.
- Actions: a primary "Close" button (hotkey hint "F1").
CONTROL_SECTIONS is a static const-data table of `ControlRow`
records grouped into `ControlSection`s — easier to maintain than the
prior `Vec<String>` of free-form text and easier to extend.
handle_help_close_button is the click counterpart to F1; it
despawns the modal when the player clicks Close.
The audit identified the prior layout as the worst of the
"feels like a 2010 monospace debug dump" overlays. This
restructure is the largest visual upgrade so far in the overhaul.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Continues the UI-first pass started by the New Game button. Per the
design principle in CLAUDE.md / ARCHITECTURE.md §1, every player action
must be reachable from a visible UI control with the keyboard shortcut
as an optional accelerator. Refactor the single New Game button into a
flex-row "action bar" anchored top-right with four buttons: Undo,
Pause, Help, New Game (left → right; New Game rightmost as the most
consequential action).
Plumbing:
- New `PauseRequestEvent` and `HelpRequestEvent` in events.rs.
- pause_plugin::toggle_pause reads either Esc or PauseRequestEvent so
the button and the keyboard accelerator drive the same code path
(with the existing drag / game-over / selection guards).
- help_plugin::toggle_help_screen reads either F1 or HelpRequestEvent;
also fix the stale module-doc claim that H toggles help (it's F1 —
H is bound to hint cycle in input_plugin).
- hud_plugin now spawns four ActionButton-marked buttons via a
ChildSpawnerCommands helper, with one click handler per button
firing its respective request event. A single
paint_action_buttons system covers hover/pressed colour for all of
them via the shared ActionButton marker. The click handlers
defensively re-register their request events so the plugin works in
isolation under MinimalPlugins (tests). add_message is idempotent.
- ARCHITECTURE.md HudPlugin row updated to call out the action bar.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
P0 fixes:
- Register WinSummaryPlugin, SelectionPlugin, CardAnimationPlugin in main.rs
(all three were exported but never wired — features silently did nothing)
- game_state::draw(): increment move_count on waste→stock recycle, not just
on normal draws; add move_count_increments_on_recycle regression test
P1 fixes:
- solitaire_server/Cargo.toml: remove duplicate dev-dependencies
(solitaire_sync, uuid, chrono, jsonwebtoken were in both sections)
P2 — input_plugin refactor:
- Split 198-line handle_keyboard() into three focused systems under 110 lines each:
handle_keyboard_core (U/N/Z/D/Space), handle_keyboard_hint (H), handle_keyboard_forfeit (G)
- Introduce KeyboardConfirmState resource to share countdown timers across systems
- Add three new unit tests: all_hints_suggests_draw_*, all_hints_is_empty_when_truly_stuck,
new_game_confirm_window_is_positive
P2 — achievement predicate tests (solitaire_core):
- Add 10 direct unit tests for speed_demon, lightning, no_undo, high_scorer,
on_a_roll, comeback predicates (previously only covered via check_achievements())
- 141 core tests now passing
P2 — server tests:
- solitaire_server/src/sync.rs: 4 unit tests for merge logic (no DB required)
- solitaire_server/src/leaderboard.rs: 2 unit tests for entry shape and sort order
P3 — documentation:
- Add struct-level /// to 12 Plugin structs (ChallengePlugin, CursorPlugin,
AnimationPlugin, HelpPlugin, PausePlugin, AudioPlugin, DailyChallengePlugin,
HudPlugin, LeaderboardPlugin, OnboardingPlugin, TimeAttackPlugin, WeeklyGoalsPlugin)
- Add field-level /// to Card, Pile, Deck, GameState, AchievementContext, AchievementDef
- Add /// to WeeklyGoalKind, WeeklyGoalDef, WeeklyGoalContext, StatsExt::update_on_win
card_animation module (new files from previous session):
- chain.rs, diagnostics.rs, tuning.rs, updated interaction.rs/animation.rs/mod.rs/lib.rs
- Remove unused HOVER_SCALE_DEFAULT / DRAG_LIFT_SCALE_DEFAULT / HOVER_LERP_SPEED_DEFAULT constants
- Add handle_touch_stock_tap so touch users can draw from the stock pile
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>
Pressing N during an active game (move_count > 0, not won) now shows a
"Press N again to start a new game" toast and only starts a new game if
N is pressed a second time within 3 seconds. Starting a fresh game or
pressing N after a win still acts immediately.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
The help overlay only listed S and H; added Achievements (A),
Leaderboard (L), and Settings (O) which were already implemented
but undocumented in the cheat sheet.
Co-Authored-By: Claude Sonnet 4.6 <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>
- 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>