6 Commits

Author SHA1 Message Date
funman300 2cfbc32715 docs: add UI-first design principle
Every player-triggered action (new game, undo, draw, pause, open any
overlay, switch mode, etc.) must be reachable from a visible UI
control. Keyboard shortcuts are optional accelerators only — never
the sole entry point. New gameplay features ship with the UI control
alongside the system that backs it.

- ARCHITECTURE.md §1 (Design Principles): add UI-first bullet.
- ARCHITECTURE.md §5 plugin table: rename "Key" column to
  "Shortcut" and add a note that the column lists optional
  accelerators, not primary entry points.
- CLAUDE.md (Bevy Conventions): add a matching hard rule.

Surfaced during smoke testing: the N+N "press again to confirm"
toast collides with the ConfirmNewGameScreen modal because the
keyboard flow is the only entry point. Adding a visible New Game
button (next commit) makes the modal the single source of truth for
the confirm flow.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-29 21:59:38 +00:00
funman300 3ffde038c5 docs: switch asset pipeline notes to AssetServer model
CI / Test & Lint (push) Failing after 23s
CI / Release Build (push) Has been skipped
Card faces, card backs, board backgrounds, and the UI font are loaded
via Bevy's AssetServer at startup (see commit fbe984c). The CLAUDE.md
hard rule still claimed cards/backgrounds were rendered procedurally
with no AssetServer, and ARCHITECTURE.md §14 / §20 still described
PNGs and TTFs as embedded via include_bytes!(). Update both docs:

- CLAUDE.md hard rule lists which assets ship in assets/ and notes the
  Option<Res<AssetServer>> fallback used under MinimalPlugins (tests).
- ARCHITECTURE.md §2/§3/§5/§14 rewritten to describe the AssetServer
  loaders for CardImageSet, BackgroundImageSet, and FontResource, and
  the Text2d / solid-colour fallbacks.
- ARCHITECTURE.md §20 decision log replaces the two reversed
  embed-via-include_bytes!() entries with a single entry covering the
  switch to AssetServer plus a note that audio remains embedded.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-29 21:14:48 +00:00
funman300 4997356cb5 docs(project): add README, CI workflow, migration guide, and fix asset docs
- README.md: player-facing install, controls, features, and test instructions
- .github/workflows/ci.yml: clippy + headless tests + release build on push/PR
- solitaire_server/migrations/README.md: naming convention and workflow for
  adding future schema migrations
- ARCHITECTURE.md §14: rewrite Asset Pipeline to reflect procedural rendering
  (no image files used; audio only, embedded via include_bytes!)
- ARCHITECTURE.md §2 / §13: fix workspace structure and audio file listing
- CLAUDE.md: clarify asset embedding rule (audio only; visuals are procedural)
- server_tests.rs: add auth_rate_limit_returns_429_on_11th_request test using
  build_router() (rate limiting ON) to verify the GovernorLayer is wired correctly

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-04-28 23:41:16 +00:00
funman300 4bd562671e chore(data,engine,docs): remove Google Play Games Services sync backend
Deletes the solitaire_gpgs crate and all GPGS references from settings,
sync client, profile plugin, CLAUDE.md, and ARCHITECTURE.md. The
self-hosted server covers all sync needs without the Android-only backend.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-04-28 23:22:25 +00:00
Solitaire Quest a8a323c6c3 chore(deps): replace bevy_egui+bevy_kira_audio with bevy_ui+kira, drop AssetServer 2026-04-23 21:02:46 -07:00
Solitaire Quest 684f07746d feat(workspace): initialize all seven crates with stubs and blank Bevy window
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-04-23 11:00:42 -07:00