Web client (game.js):
- Restart game timer after undo exits auto-complete sequence
- Pause timer while browser tab is hidden (visibilitychange)
- Validate URL seed — NaN / negative falls back to randomSeed()
- Guard onBoardClick/onBoardDblClick during win (snap.is_won)
- Delay win overlay 320 ms so last card CSS transition finishes
- Force reflow in flashIllegal() to restart shake on rapid re-trigger
Android (safe_area.rs):
- Preserve last-known insets on app resume instead of zeroing them;
eliminates double layout flash on every foreground cycle
All clients — Bevy engine:
- Radial menu: clamp icon anchors to viewport bounds so icons are
never placed off-screen on narrow phones
- Auto-complete: deactivate state.active when is_auto_completable
goes false (undo mid-sequence) to stop perpetual background retry
- Touch selection: gate highlight rebuild on is_changed() — was
despawning/respawning entities every frame unnecessarily
- Input: fire "Tap a pile to move" InfoToast on first tap in
TapToSelect mode; document cursor_world 1:1 viewport invariant
- Drag threshold: raise desktop from 4 → 6 px to prevent accidental
drags from cursor jitter on HiDPI displays
Desktop / Android (solitaire_app):
- Call cleanup_orphaned_tmp_files() at startup to remove .tmp files
left by crashes between atomic write and rename
Design clarification (klondike_adapter.rs):
- Doc comment: Draw-1 recycling is penalty-only by design (never
blocked) to avoid creating unwinnable positions
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Engine: replace broken has_legal_moves loop (which checked buried
mid-column cards without sequence validation) with a delegation to
possible_instructions(), mirroring the hint system's logic exactly.
WASM: add has_moves: bool to GameSnapshot, computed in snap() using the
same stock/waste/possible_instructions check so the web client gets the
flag in every state update at no extra round-trip cost.
Web: show a non-blocking no-moves banner (slide-up toast) with Undo and
New Game actions when has_moves is false and the game is not won. Banner
hides automatically once a move restores legal play (e.g. after undo).
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
- solitaire_wasm: add SolitaireGame::serialize() and from_saved() so JS
can round-trip the full GameState through localStorage as JSON
- game.js: save {gameState, elapsedSecs, drawThree} to localStorage
(key: fs_game_save) on every render(); clear the save on win
- game.js: on bootstrap, check for a saved game and show a resume
dialog if one exists; Resume restores state + timer, New Game discards
the save and starts fresh with a random seed
- game.html: add #resume-overlay markup (same pattern as win-overlay)
- game.css: add styles for the resume dialog and its secondary button
localStorage failures (private-browsing quota) are silently ignored so
they never block gameplay.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
The game timer kept counting during the auto-complete animation even
though the player had already made their last decision. stopTimer() is
now called the moment is_auto_completable fires so elapsed_seconds
reflects only real play time, not the animation delay.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Fetches /api/me with the stored fs_token and renders a 32px circular
avatar in hud-right. Shows the profile photo when set, or the first
letter of the username as initials otherwise. Hidden when not signed in.
Clicking the avatar navigates to /account.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Places a floating "↩ Undo" button at the bottom-right of the green felt
surface so it is visible without looking in the header. Both the board
button and the header button share the same handler; both track
undo_stack_len and disable when nothing can be undone.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Double-clicking or right-clicking a face-up card now auto-places it to
the best valid pile (foundation preferred for single cards, tableau
otherwise). Right-click also suppresses the browser context menu.
Theme button re-render now calls game.state() instead of reusing snap.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
- Reorganise card PNGs into assets/cards/faces/{classic,dark}/ and
assets/cards/backs/{classic,dark}/
- Rasterise dark SVG theme alongside existing classic set
- Add "Dark / Classic" toggle button in the game HUD; persists to
localStorage as fs_theme (defaults to classic)
- Preload both themes on page load so switching is instant
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
- leaderboard.html, replays.html: escape user-supplied display_name and
username before inserting into innerHTML to prevent stored XSS
- game.js: call POST /api/replays on win so browser-game completions are
recorded; scores were never submitted before this fix
- replays.rs: after replay insert, upsert leaderboard best_score /
best_time_secs for opted-in users when the new score beats their current
best (classic mode only); scores were never updated before this fix
- leaderboard.rs: add LIMIT 100 to GET /api/leaderboard to prevent
unbounded query growth
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
When a card flipped face-up, the browser fetched the PNG on demand,
showing the cream fallback colour until the image arrived. Preloading
all 52 faces and the back at module load ensures they are cached before
any flip can occur.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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>
Aligns /play with the landing page and app color scheme — same
bg, panel, accent, and felt tokens from ui_theme.rs.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
- header: position sticky so HUD/controls never scroll off screen
- .card .corner.bottom: remove rotate(180deg) — ♠ rotated looks like ♥,
causing players to misread suit on the bottom corner
- main: add min-width:0 so flex container doesn't push board off-edge
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Add `SolitaireGame` WASM binding to `solitaire_wasm` exposing draw(),
move_cards(), undo(), auto_complete_step(), and state() — all backed by
the real solitaire_core rules engine.
Add /play route to solitaire_server serving a full vanilla-JS
interactive Klondike game (game.html / game.css / game.js). Features:
drag-and-drop card moves (mouse + touch via PointerEvents), click stock
to draw, double-click card to auto-move to foundation, undo, draw-1/3
toggle, new game, auto-complete animation, win overlay, seed display.
Rebuild solitaire_wasm.js + solitaire_wasm_bg.wasm.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>