Commit Graph

10 Commits

Author SHA1 Message Date
funman300 8325bf6cf7 chore: rename app from Solitaire Quest to Ferrous Solitaire
Replace all display-name occurrences across web pages, Rust source,
docs, and Cargo metadata. Update localStorage token key from sq_token
to fs_token. Tagline "Klondike Solitaire" retained as genre descriptor.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-13 17:04:45 -07:00
funman300 ed152e2d8f feat(accessibility): gate splash scanline + cursor pulse on reduce-motion
Resume-prompt Option E, part 1 of 2 (the reduce-motion piece;
HC chrome borders follow in a separate commit).

v0.21.1 wired `Settings::reduce_motion_mode` through
`effective_slide_secs` so cards snap instead of sliding under
reduce-motion. The design-system spec at §Accessibility (#3)
calls out two more sources of non-essential motion that
reduce-motion should suppress: the splash CRT scanline effect
and the splash cursor pulse. This commit gates both.

### Splash cursor pulse (`pulse_splash_cursor`)

Previously sine-pulsed every frame regardless of settings. Now
reads `Settings::reduce_motion_mode` and skips the pulse
multiplier when on — the cursor still fades in / out with the
global splash alpha (essential timing), but doesn't blink
(decorative motion). The fade is preserved on purpose: skipping
it would hard-cut the splash on/off, which is jarring; the spec
specifically calls out *non-essential* motion as the reduce-
motion target, and a decorative blink is more clearly
non-essential than a fade timeline.

### Splash scanline overlay (`spawn_splash`)

Previously generated and spawned unconditionally when
`Assets<Image>` was available. Now skipped entirely when
reduce-motion is on — without the scanline overlay the boot
screen still reads as terminal-themed (foreground content,
borders, palette swatches all unchanged); the scanlines are
purely decorative.

### Test

New `splash_skips_scanline_overlay_under_reduce_motion` pins
the gate behaviour: under `reduce_motion_mode = true`, the
splash root still spawns (essential motion intact) but the
`SplashScanlineOverlay` entity is absent. 1193 passing
(+1 from prior 1192).

Workspace clippy clean.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-08 13:07:51 -07:00
funman300 a292a7ead0 feat(engine): swap ACCENT_PRIMARY from cyan #6fc2ef to brick red #a54242
Project-wide palette shift at user request. Replaces the cyan
primary accent everywhere it surfaces — splash boot screen,
home menu glyphs, action chevrons, replay overlay banner +
scrub fill + chip border, achievement checkmarks, leaderboard
#1 indicator, radial menu fill, focus ring, card-back canonical
badge, etc. — with `#a54242` from the same base16-eighties
family as the existing pink suit colour.

Knock-on changes that all land in this commit per the
lockstep rule:

- ui_theme.rs: ACCENT_PRIMARY (#a54242), ACCENT_PRIMARY_HOVER
  (#c25e5e brightened companion), FOCUS_RING (same hue, 0.85
  alpha). Module-level palette comment + STOCK_BADGE_FG +
  CARD_SHADOW_ALPHA_DRAG doc strings updated to match.
- card_plugin.rs: card_back_colour(0) now returns the brick-red
  ACCENT_PRIMARY (was cyan). RED_SUIT_COLOUR_CBM swapped from
  cyan to lime #acc267 — the CBM alternative needs to stay
  hue-distinct from the new red-family primary, lime is the
  next-best non-red base16-eighties accent. text_colour doc
  + CBM tests renamed cyan→lime in lockstep
  (text_colour_color_blind_mode_swaps_red_suits_to_lime).
- card_face_svg.rs: BACK_ACCENTS[0] now "#a54242" (canonical
  Terminal back).
- splash_plugin.rs / ui_modal.rs / replay_overlay.rs /
  selection_plugin.rs: descriptive "cyan" comments swapped to
  "accent" / "primary-accent" wording so the doc strings stay
  decoupled from any specific hue. Future palette tweaks won't
  require comment churn.
- design-system.md: YAML token frontmatter updated (primary,
  surface-tint, suit-red-cb, primary-container,
  on-primary-container, inverse-primary). Palette table gains
  a project-specific `base08` slot for the new red. CTA /
  Selection / Card-back badge / Primary button / Bottom-bar
  active-icon / glow / CBM swap text all retuned. Historical
  references preserved (e.g. "Was cyan #6fc2ef before the
  2026-05-08 swap") so the audit trail stays in the spec.
- card_face_svg_pin.rs: rebaselined. Exactly one hash drift
  (back_0 — the canonical Terminal back's badge changed
  colour). Other 56 hashes identical (face SVGs don't
  reference the accent; back_1..4 use unchanged accents). The
  one-hash-drift signal confirms the change scope was
  surgical.

Workspace clippy + cargo test --workspace clean, 1184 passing.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-08 10:30:35 -07:00
funman300 a27cf5a020 feat(engine): add tiled scanline overlay to splash
Closes the second half of the splash polish arc deferred in cacb19c.
A fullscreen ImageNode tiles a runtime-generated 2×2 RGBA8 texture
over the splash content — top row transparent, bottom row #1a1a1a
at ~30 % alpha — producing the 1 px-pitch horizontal scanline
pattern called for in docs/ui-mockups/splash-mobile.html.

Implementation:

- New build_scanline_image() pure helper returns the 2×2 source
  texture. Pixels hard-coded as RGBA bytes (0,0,0,0 / 26,26,26,76)
  so the visible appearance is locked into source rather than
  reconstructed from constants.
- spawn_splash gains an `Option<ResMut<Assets<Image>>>` parameter;
  when present (always in production), the image is added and an
  ImageNode child of the splash root tiles it via
  NodeImageMode::Tiled { tile_x: true, tile_y: true, stretch_value: 1.0 }.
  When absent (legacy bare-MinimalPlugins tests), the overlay is
  silently skipped — the rest of the splash still spawns.
- New SplashFadableImage marker + extension to advance_splash that
  writes (1, 1, 1, global_alpha) into the ImageNode tint each tick.
  Multiplying (rather than overwriting like SplashFadableBg does)
  preserves the per-pixel 30 % alpha in the texture so the GPU
  composite is `0.3 × global_alpha` — fades cleanly with the
  splash without drifting to 100 % alpha during the hold.
- New SplashScanlineOverlay marker for tests. Distinct from
  SplashFadableImage so the test query intent stays explicit
  (there's only one fadable image today, but adding more later
  shouldn't break the scanline-locator).

Bevy 0.18 API quirks worth pinning for next time: RenderAssetUsages
is re-exported under `bevy::asset::` (not `bevy::render::render_asset`),
and TextureFormat::pixel_size() returns Result<usize, _> rather
than usize. Both fixed in the imports / debug_assert.

Headless test fixture now also init_resource::<Assets<Image>>()
since MinimalPlugins doesn't pull AssetPlugin — same pattern
settings_plugin's tests already use.

Two new tests (1183 → 1185): build_scanline_image_has_expected_2x2_rgba_bytes
locks the texture pixels literally, scanline_overlay_spawns_and_fades_with_splash
asserts spawn placement under SplashRoot and the new fade-images
branch's correctness end-to-end.

This closes Option B from the SESSION_HANDOFF Resume prompt — both
splash polish pieces (cursor pulse + scanline overlay) shipped.
2026-05-07 22:42:54 -07:00
funman300 29136d815d feat(engine): add pulsing trailing cursor to splash "▌ ready_" line
Closes the cursor-pulse half of the splash polish arc deferred in
cacb19c. The "▌ ready_" boot-log line now ends with a 6×12 px cyan
Node that pulses on a 1 s sine cadence — matching the mockup at
docs/ui-mockups/splash-mobile.html. The pulse alpha is multiplied
with the global splash fade timeline rather than fighting it: the
cursor can't reach full alpha while the rest of the splash is still
fading in, and it fades out cleanly with everything else.

Implementation:

- New SplashCursorPulse marker on the trailing Node. Carries
  SplashFadableBg too so it picks up the global fade for free; the
  pulse system overwrites the per-tick BackgroundColor afterward
  (last writer wins, both values are commensurate so the override
  is correct, not a fight).
- New pulse_splash_cursor system, scheduled .chain()'d AFTER
  advance_splash so the pulse multiplication is the final write.
  No-op when no SplashRoot exists (post-despawn or under a test
  fixture without one).
- New pure helper cursor_pulse_factor(age, period, min) returns a
  sine-driven multiplier in [min..1.0]. Defensive zero/negative
  period guard returns 1.0 so a misconfiguration produces a
  steady cursor instead of a divide-by-zero NaN.
- Two splash-local consts: MOTION_PULSE_PERIOD_SECS = 1.0 (terminal-
  blink cadence) and PULSE_ALPHA_MIN = 0.4 (the cursor never fully
  extinguishes — matches a real terminal's blink that dips but
  stays visible).

Used Node-with-explicit-dimensions rather than a `█` text glyph so
the 6×12 px size doesn't drift with line font; the leading `▌`
glyph stays a character (textual) while the trailing pulse is a
Node (geometric) — different primitives for different intents.

One new test (1182 → 1183): cursor_pulse_factor_corners pins the
peak (factor = 1 at age = period/4), trough (factor = min at age =
period * 3/4), and the defensive zero/negative-period guard.

Scanline overlay (the other half of cacb19c's skipped polish)
remains open — separate commit.
2026-05-07 22:31:55 -07:00
funman300 cacb19c03f feat(engine): port the splash to the Terminal boot-screen treatment
Implements the full mockup-spec splash from
docs/ui-mockups/splash-mobile.html plus the desktop adaptation rules
from docs/ui-mockups/desktop-adaptation.md. The header (cursor block,
wordmark, divider, "TERMINAL EDITION" subtitle), boot log (three
✓ check rows + "▌ ready_"), progress bar (1px track with full-width
cyan fill + "DONE · 247 ASSETS" caption), and footer
(BASE16-EIGHTIES label, eight palette swatches, version) all land
together. Rules-driven sizing: boot-log column capped at 480 px on
desktop (otherwise 70 % viewport), progress bar capped at 720 px
(otherwise 80 %), per the desktop-adaptation spec.

Refactored the alpha-fade scaffold from per-marker queries
(SplashTitle / SplashSubtitle / SplashCursor) to a single
SplashFadable { base_color: Color } + SplashFadableBg variant.
~15 fadable elements now share one global query each; adding more
elements is one component-attach, not three new query types.

Skipped (each its own potential follow-up):
- Scanline overlay — needs a tiled-pattern asset or a custom
  shader; both are out of scope for a UI-Node port.
- Pulsing cursor on the "ready_" line — would fight the global
  fade timeline; stays static.
- "RUSTY SOLITAIRE" wordmark from the mockup — actual product is
  "Solitaire Quest"; the mockup leaked the repo name.

Tests: 8 carried + 2 new (Terminal boot-screen content present;
fadables start transparent and reach full alpha).

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-07 19:17:05 -07:00
funman300 cdcaddaabe feat(engine): add Terminal cursor block to splash overlay
Splash now renders the design system's signature `▌` cyan terminal-
cursor glyph (96px) above the wordmark, matching docs/ui-mockups/
splash-mobile.html. The cursor uses ACCENT_PRIMARY and fades on the
same per-frame alpha schedule as the title and subtitle so the
brand beat still dissolves as a single layer.

Did NOT pull in the mockup's full boot-loader treatment (scanline
overlay, ✓ check log lines, progress bar, ROOT@SOLITAIRE prompt) —
those are aesthetic features that warrant their own commit, not
this token-port pass. The splash already consumed every relevant
ui_theme token; the cursor glyph is the single highest-signal
visual element the spec called for.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-07 18:42:29 -07:00
funman300 912b08c719 feat(engine): skip splash on subsequent launches
CI / Test & Lint (push) Failing after 34s
CI / Release Build (push) Has been skipped
The 1.6 s brand beat is delightful on first launch and tedious on
every subsequent one. spawn_splash now reads SettingsResource and
returns early when first_run_complete is true — the player has
already seen the splash at least once and the onboarding flow that
follows it, so dropping straight into gameplay is the right move.

Reuses the existing first_run_complete signal rather than introducing
a separate splash_seen field; the two states ("I've been here") line
up naturally and avoid carrying a one-shot flag forever.

The first run, a save reset (settings.json deleted), or a headless
test fixture that doesn't register SettingsResource all still see the
full splash — Option<Res<SettingsResource>> defaults to "show" when
absent, so the existing test fixture observes the same spawn it
always did.

Two new tests pin the split: splash_skipped_when_first_run_complete
asserts no SplashRoot spawns when settings say so, and
splash_still_shows_when_first_run_incomplete asserts the first-run
path is unchanged.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-01 03:15:36 +00:00
funman300 4b9d008be2 refactor(workspace): sweep low-risk clippy::pedantic findings
Conservative cleanup pass — applied only the high-signal pedantic
lints whose fixes either remove genuine waste or read more naturally,
skipping anything stylistic that would bloat the diff.

- map_unwrap_or: 29 .map(...).unwrap_or(...) sites collapsed to
  .map_or / .is_some_and / .map_or_else equivalents
- uninlined_format_args: 7 production format!/write!/println! sites
  rewritten to the inline-argument style; assert! sites in test code
  intentionally untouched
- match_same_arms: 2 redundant arms collapsed where the bodies were
  identical and the merger didn't obscure intent

Public API is unchanged. No dependencies added or removed. The
pedantic warning count dropped from 840 to 807 (-33). Out-of-scope
findings — needless_pass_by_value on Bevy Res params, false-positive
explicit_iter_loop on Bevy Query iterators, items_after_statements
inside test mods, and the "ask before changing" merge logic in
solitaire_sync — were intentionally deferred.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-01 02:46:32 +00:00
funman300 5d57b67934 feat(engine): branded splash screen on launch
The window previously snapped straight to a card deal, which read more
like a prototype than a finished game. SplashPlugin lays a fullscreen
overlay (BG_BASE backdrop, ACCENT_PRIMARY title, version subtitle) on
top of the gameplay layer for MOTION_SPLASH_TOTAL_SECS — the board
deals behind it so the splash dissolve hands off naturally to the
deal animation.

Visibility curves through fade-in (300ms), hold (~1s), fade-out
(300ms) using a pure splash_alpha helper that gets pinned by a unit
test rather than wired to the Bevy clock — Time<Virtual>'s 250ms
per-tick clamp makes float-tight alpha assertions around the fade
boundary brittle.

Any keystroke or mouse-button press jumps the age forward to the
fade-out window so the splash dissolves immediately. The dismiss
handler is read-only on ButtonInput / Touches, so the same press is
still visible to gameplay handlers downstream — pressing Space on the
splash both dismisses it and triggers the next-tick stock draw, as
verified by dismissal_keypress_is_visible_to_other_systems.

Z_SPLASH sits above every other UI rung (Z_TOAST + 100) so the splash
owns the viewport for its brief lifetime. The hierarchy test was
extended to enforce the new rung's monotonic position.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-30 23:31:13 +00:00