Three small UX improvements bundled because they share ui_theme token
edits.
Tooltip-delay slider in Settings → Gameplay
- Settings.tooltip_delay_secs (f32, #[serde(default)] = 0.5) tunable
via "−" / "+" icon buttons next to a value readout. Range
[TOOLTIP_DELAY_MIN_SECS, TOOLTIP_DELAY_MAX_SECS] = [0.0, 1.5] in
TOOLTIP_DELAY_STEP_SECS (0.1) increments. "Instant" label when
value is 0; "{n:.1} s" otherwise.
- ui_tooltip's hover-delay comparison reads from SettingsResource
with MOTION_TOOLTIP_DELAY_SECS as the fallback when the resource
is absent (test path). New tooltip_should_show(elapsed, delay)
pure helper covers the boundary cases.
- adjust_tooltip_delay clamps; sanitized() carries the clamp through
load. Five round-trip / default / legacy-deserialise tests.
Win-streak milestone fire animation
- New WinStreakMilestoneEvent { streak: u32 } fired from stats_plugin
when win_streak_current crosses any of [3, 5, 10] (only the
threshold crossing — not every subsequent win). HUD streak readout
scale-pulses 1.0 → 1.20 → 1.0 over MOTION_STREAK_FLOURISH_SECS
(0.6 s) on receipt; mirrors the foundation-flourish curve shape.
- Three threshold-crossing tests pin the firing contract.
Score-breakdown reveal on the win modal
- Win modal body replaces the single "Score: N" line with a
per-component reveal: Base score, Time bonus (m:ss), No-undo
bonus, Mode multiplier, separator, Total. Rows fade in over
MOTION_SCORE_BREAKDOWN_FADE_SECS (0.12 s) staggered by
MOTION_SCORE_BREAKDOWN_STAGGER_SECS (0.15 s) so the math reads as
it animates. Skipped rows: zero time bonus, undo-tainted no-undo
bonus, multiplier == 1.0.
- Honours AnimSpeed::Instant: rows spawn fully visible, no stagger.
- New ScoreBreakdown::compute helper sources base from
GameWonEvent.score, time bonus from
solitaire_core::scoring::compute_time_bonus, no-undo from a +25
constant when undo_count == 0, mode multiplier from GameMode (Zen
zeros the total). 9 new tests cover the math and the reveal
cadence.
Test count net: +25 across the workspace (1007 → 1031).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
On first launch the Stats grid previously mixed "0" cells (Games
Played / Won / Lost) with "—" cells (Best Score / Win Rate / Avg
Time), reading as inconsistent. Now every cell renders an em-dash
when games_played == 0, and a "Play a game to start tracking stats."
caption sits above the grid using the existing TYPE_CAPTION /
TEXT_SECONDARY tokens. Once a game has been played the original
formatters resume.
The Profile screen gains a one-line welcome ("Welcome! Play games to
earn XP and unlock achievements.") that renders only when both
total_xp and the daily streak are zero, breaking up the wall of
zero-valued readouts that greeted users on first launch.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Phase 3 step 5b of the UX overhaul. Wraps the existing 8-cell stats
grid + progression / weekly-goals / time-attack sections inside the
standard modal scaffold. The cell layout (the audit's pick for
"best layout in the codebase") is preserved.
Changes:
- spawn_stats_screen now calls spawn_modal(StatsScreen, ...) and
populates the card with the same content as before, retoned to
ui_theme: stat values are TYPE_HEADLINE in ACCENT_PRIMARY (yellow
numbers pop against the midnight-purple card), labels are TYPE_BODY
in TEXT_SECONDARY.
- Stat cells lose their 6%-alpha-white fill (clashed with the new
card surface) and gain a BORDER_SUBTLE outline at RADIUS_SM
instead — same visual purpose, fits the new palette.
- Section headers ("Progression", "Weekly Goals") use STATE_INFO and
TEXT_SECONDARY respectively at TYPE_BODY_LG.
- Time Attack callout uses STATE_WARNING.
- "Press S to close" prose hint replaced by a primary "Done" button
carrying its "S" hotkey chip.
A new handle_stats_close_button system mirrors the keyboard `S`
toggle for clicks. font_res threaded through toggle_stats_screen so
the modal scaffold can pick up FiraMono.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Continues the UI-first pass. The five informational overlays were
each behind a single-key shortcut (S/A/P/O/L) with no visible UI
affordance. Add a "Menu ▾" button to the action bar that toggles a
popover with one row per overlay. Each row dispatches the same code
path the keyboard accelerator uses by writing a new
`Toggle*RequestEvent`:
- Stats → ToggleStatsRequestEvent
- Achievements → ToggleAchievementsRequestEvent
- Profile → ToggleProfileRequestEvent
- Settings → ToggleSettingsRequestEvent
- Leaderboard → ToggleLeaderboardRequestEvent
Each plugin's existing toggle handler now reads either its key or
the matching request event so the spawn / despawn / fetch logic stays
in the owning plugin (the popover never duplicates that behaviour).
Action bar order is now (left → right):
Menu ▾ Undo Pause Help Modes ▾ New Game
Menu sits on the far left because it's a navigation aggregator;
New Game stays on the far right as the most consequential action.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Reported during 2026-04-29 smoke test: pressing Y on the
ConfirmNewGameScreen modal closed nothing and didn't start a new game.
Trace:
Frame N: handle_confirm_input despawns the modal entity (deferred),
writes NewGameRequestEvent.
End of N: command flush — modal gone.
Frame N+1: handle_new_game reads the event. needs_confirm is still
true (game state unchanged). confirm_already_open is now
false (modal flushed). Condition matches → spawn_confirm_
dialog runs again, the modal reappears, and the new game
never starts.
Add a `confirmed: bool` field to NewGameRequestEvent. handle_confirm_
input writes it as true on Y/Enter so handle_new_game's dialog-spawn
guard short-circuits and the existing despawn-and-start branch runs.
All other writers (button click, N hotkey, mode hotkeys, daily/
challenge/time-attack auto-deal, tests) stay at `confirmed: false`.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
update_stats_on_new_game and handle_forfeit ran .before(GameMutation)
while being inside StatsUpdate. win_summary_plugin constrains
cache_win_data.before(StatsUpdate), which forces the entire StatsUpdate
set to run after GameMutation — creating an unsolvable cycle that panicked
Bevy 0.18's schedule solver at startup.
Only update_stats_on_win (post-GameMutation) belongs in StatsUpdate.
The pre-GameMutation systems still run before GameMutation but outside
the set, so external .before(StatsUpdate)/.after(StatsUpdate) constraints
remain consistent.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
- Collapse nested-if patterns into let-chains across 13 plugins (42 instances)
- Add #[allow(clippy::too_many_arguments)] to 5 Bevy systems in card_plugin
and input_plugin where ECS parameter count exceeds the lint threshold
- Gate Theme import in table_plugin under #[cfg(test)] — only used by
test-only colour helpers; removing the unconditional import silences the
unused-import lint without breaking the test suite
- Wrap ButtonInput<MouseButton> in Option<> in update_input_platform so that
tests using MinimalPlugins (no InputPlugin) no longer panic on startup
All 789 tests pass; cargo clippy --workspace -- -D warnings is clean.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
- 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>
- 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>
Resolves 15 violations found by `cargo clippy --workspace --tests -D warnings`:
- Remove unused imports (Card, Rank) in cursor_plugin tests
- Replace absurd i32::MAX comparison with a meaningful >= 0 check
- Use range .contains() instead of manual >= && <= (manual_range_contains)
- Move impl FromRequestParts before test module in middleware.rs (items_after_test_module)
- Move _VEC3_REFERENCED const before test module in input_plugin.rs
- Convert runtime assert on constant to const { assert!(...) }
- Use .contains() instead of .iter().any() for slice membership
- Replace .get(...).is_none() with !.contains_key(...) in HashMap checks
- Collapse Default::default() + field assignment into struct literal initializers
across solitaire_sync, solitaire_data, and solitaire_engine test helpers
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>
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>
Adds "Next Level: N XP (P%)" line so players can see how far they are
through the current level without doing the arithmetic themselves.
Tested with three unit tests covering level 0, mid-level, and level 10.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Stats screen (S key) now shows "Challenge: N / total" in the Progression
section so players can see how far they've advanced through the challenge
seed list without leaving the screen.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
- Card backs: selected_card_back index maps to distinct Color values in card rendering
- Backgrounds: selected_background index applied in TablePlugin alongside theme
- Both re-render immediately on SettingsChangedEvent
- Stats screen now shows Games Lost, Draw 1/3 Wins, and Lifetime Score
- Daily challenge win no longer credited if server-supplied target_score or max_time_secs constraints are not met
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
- solitaire_server: Axum auth, sync push/pull, leaderboard, daily
challenge, account deletion, JWT middleware, rate limiting via
tower_governor, SQLite migrations, health endpoint
- solitaire_server: expose build_test_router (no rate limiting) so
integration tests work without a peer IP in oneshot requests
- solitaire_sync: SyncPayload, merge logic, shared API types
- solitaire_data: SyncProvider trait, LocalOnlyProvider,
SolitaireServerClient, auth_tokens keyring integration, blanket
Box<dyn SyncProvider> impl
- solitaire_data/settings: derive Default on SyncBackend (clippy fix)
- .sqlx/: offline query cache so server compiles without a live DB
- sqlx: removed non-existent "offline" feature flag
- keyring v2: fixed Entry::new() returning Result<Entry>
- sqlx 0.8: all SQLite TEXT columns wrapped in Option<T>
- Integration tests: max_connections(1) on in-memory pool so all
connections share the same schema
All 191 tests pass; cargo clippy -D warnings clean.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
- Core: GameMode::TimeAttack variant (no scoring/undo changes — session marker only)
- Engine: TimeAttackPlugin with TimeAttackResource, TimeAttackEndedEvent,
T hotkey (gated to level >= 5), auto-deal on win, summary toast
- Engine: Stats overlay (S) gains an Unlocks subsection (card backs /
backgrounds, sorted/deduped) and a live Time Attack panel while active
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
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>
Phase 6 part 3 (partial):
- AnimationPlugin now shows a 3-second toast on DailyChallengeCompletedEvent
and WeeklyGoalCompletedEvent.
- Stats overlay (S key) appends a Progression section with level, total XP,
daily streak, and a live Weekly Goals list pulling from WEEKLY_GOALS.
Special modes (Time Attack / Challenge / Zen) and unlock UI deferred.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
On GameWonEvent, build an AchievementContext from StatsResource + GameState
+ wall-clock hour, evaluate ALL_ACHIEVEMENTS, flip newly-satisfied records
to unlocked, persist atomically, and emit AchievementUnlockedEvent for
each new unlock. AnimationPlugin's toast resolves the event's ID to the
achievement's display name via achievement_plugin::display_name_for.
Introduces StatsUpdate system set so AchievementPlugin can reliably run
after StatsResource reflects the win. AchievementPlugin::headless() used
in tests to avoid touching ~/.local/share/solitaire_quest/achievements.json.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
StatsPlugin loads stats on startup, persists them on every GameWonEvent
and abandoned NewGameRequestEvent (>=1 move, not won), and provides a
full-window overlay toggled with `S` showing games played/won, win rate,
streak, best score, fastest win, and average win time.
The storage path is configurable via StatsPlugin::storage_path: the
default ctor uses dirs::data_dir(); StatsPlugin::headless() disables
I/O entirely so tests don't read or overwrite the user's real
stats.json. record_abandoned runs before GameMutation so it reads
move_count before handle_new_game clobbers it.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>