All three spades face cards had a heart (♥) baked into their
bottom-right corner instead of a spade (♠). Fixed by rotating the
correct top-left corner 180° and stamping it over the wrong corner.
Pixel-count parity confirmed between TL and BR corners on all three cards.
Deletes QS_BUG.md now that the asset content bug is resolved.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Bug #1 (QS wrong watermark): extracted card_face_asset_path() pure helper so
the (Rank, Suit) → filename mapping is tested in isolation. 6 new unit tests
confirm all 52 keys are unique and each suit resolves to its correct letter.
QS.png has the wrong artwork baked in (confirmed via MD5); QS_BUG.md documents
the required asset replacement.
Bug #2/#3 (red square / invisible black suit on Android): add_android_corner_label
used TextFont { ..default() } which gives Bevy's built-in font — that font
lacks U+2660–U+2666, so suit glyphs rendered as a colored missing-glyph
rectangle. Threaded Option<&Handle<Font>> from sync_cards_startup/on_change →
sync_cards → spawn/update_card_entity → add_android_corner_label, which now
passes FiraMono explicitly. Non-Android builds silence the unused param with
let _ = font_handle.
Bug #4 (waste pile): static analysis found no z or fan-offset bug; two new
tests (waste_pile_cards_have_strictly_increasing_z, _draw_one_cards_have_distinct_z)
pin the invariant for future changes.
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>
Rasterized all 52 classic SVGs via rsvg-convert at 256×384. The web
game was showing dark-background cards; it now shows the traditional
white card face style.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Player feedback after the 2-colour revert: "I do not like the
grey corners on the cards." The visible artifact was anti-
aliasing physics — the 1 px suit-coloured stroke (red for
hearts/diamonds, near-white for clubs/spades) faded through
gray pixels into the dark play surface at each rounded corner,
producing a visible "gray sliver" at the four arcs of every
card.
Fix: drop the stroke entirely. The card body fill defines the
shape against the play surface; the 5-unit brightness gap
between `#1a1a1a` body and `#151515` surface is enough to read
as a card edge without an explicit stroke. Anti-aliasing on a
fill-only rounded rect blends `#1a1a1a → #151515` over a few
pixels — barely perceptible compared to the
`stroke → transparent` gradient that produced the artifact.
### Changes
- `card_face_svg.rs`: removed `stroke="{colour}" stroke-width="2"`
from the card body rect. Reverted the 1 px stroke inset back
to `(x=0, y=0, width=256, height=384)` since there's no
longer a stroke to keep inside the pixmap. Module-level
comment updated to document the reasoning.
- `design-system.md` § Game Cards line 225 updated: "Border:
1px solid in suit color" → "Border: none." with the
artifact rationale recorded as audit trail.
- `card_face_svg_pin.rs` rebaselined: all 52 face hashes drift
(every card's perimeter pixels changed); 5 back hashes
unchanged.
Workspace clippy + cargo test --workspace clean. 1191 passing.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
Per player feedback after the brief 4-colour-deck experiment:
"can we make the card suit colors the same as a regular
solitaire game would." Reverts the 4-colour split (`62b61cc`)
and bumps both 2-colour hues to read more like a real
Microsoft-Solitaire-on-dark-mode deck.
### Constants
- `RED_SUIT_COLOUR`: `#fb9fb1` (Terminal pink, then briefly
hearts-only) → `#e35353` (saturated red). More chromatic, less
pastel; reads as "the red suit" rather than "a Terminal-
themed pink." Visually distinct from `ACCENT_PRIMARY`
`#a54242` (the brick-red CTA accent) so chrome and suit don't
collapse to the same hue.
- `BLACK_SUIT_COLOUR`: `#d0d0d0` (matched `TEXT_PRIMARY`) →
`#e8e8e8` (near-white). Bumped slightly brighter so it reads
as a chromatic-neutral counterpart to the new saturated red,
not as "the same gray as body text." `TEXT_PRIMARY_HC`
(`#f5f5f5`) is still brighter for the high-contrast boost
path.
- `RED_SUIT_COLOUR_HC`: `#ff8aa0` (pinkish boost matching the
v0.21.0 pink default) → `#ff6868` (brighter saturated red).
Now reads as "more chromatic" than the new default red, not
"less saturated."
- `DIAMOND_SUIT_COLOUR` and `CLUB_SUIT_COLOUR` deleted — the
4-colour split is gone, hearts/diamonds re-pair under
`RED_SUIT_COLOUR` and clubs/spades under
`BLACK_SUIT_COLOUR`.
### `card_face_svg.rs`
- Module-level constants collapse from four (`SUIT_HEART` /
`SUIT_DIAMOND` / `SUIT_CLUB` / `SUIT_SPADE`) back to two
(`SUIT_RED` / `SUIT_DARK`) at the new saturated-red /
near-white values.
- `suit_paint()` reverts to the 2-colour pairing: hearts
filled-red, diamonds outlined-red, spades filled-near-white,
clubs outlined-near-white. Filled-vs-outlined glyph
differentiation stays the always-on CBM fallback.
### `card_plugin.rs`
- `text_colour()` reverts to a `card.suit.is_red()`
bifurcation. Comment block updated to reflect the new
truth table: red suits → saturated red (or CBM lime / HC
brighter red); dark suits → near-white (or HC brighter
near-white).
### Tests
Test block restructured back to the pre-4-colour shape: two
red/black pairing tests instead of one 4-colour distinctness
test. CBM/HC compose tests retuned to the 2-colour world (red
suits compose, dark suits compose; no separate diamonds-immune
or clubs-immune cases). 1191 passing / 0 failing — net 0 from
the prior commit (3 tests removed: the 4-colour distinctness
test + the diamonds/clubs-immune test; 2 tests added back: the
red-pairing + dark-pairing tests; existing tests amended to
new colour assumptions).
### `card_face_svg_pin`
All 52 face hashes drift (every suit's colour shifted); 5 back
hashes unchanged. Surgical rebaseline.
### `design-system.md`
§Suit Colors retitled "Two-color traditional pairing", table
updated with the new hex values, CBM section text simplified
back to red→lime swap on both red suits.
Workspace clippy clean.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
Hearts pink (`#fb9fb1`), Diamonds gold (`#ddb26f`), Clubs lime
(`#acc267`), Spades gray (`#d0d0d0`) — each suit picks up its
own base16-eighties accent so a player scanning the table can
distinguish the suit by hue alone (faster recognition than the
2-colour traditional red/black scheme; common in poker decks).
All four colours already exist in the palette as semantic
state-token accents, so this is a pure remapping at the suit-
glyph site, not a palette extension.
The outlined-glyph differentiation (♦ ♣ outlined, ♥ ♠ filled)
is preserved on top of the colour split — it stays the always-
on colour-blind fallback per `design-system.md` §Accessibility,
and matters more than ever now that CBM hearts (lime) and
default clubs (lime) share a hue.
### Changes
- `card_face_svg.rs`: split `SUIT_RED` / `SUIT_DARK` into four
per-suit constants (`SUIT_HEART` / `SUIT_DIAMOND` / `SUIT_CLUB`
/ `SUIT_SPADE`). `suit_paint()` returns each suit's own
colour. Card border picks up the suit colour automatically
via the existing `(colour, paint)` destructure.
- `card_plugin.rs`: new `DIAMOND_SUIT_COLOUR` + `CLUB_SUIT_COLOUR`
constants; `text_colour()` rewritten as a per-suit match (was
red/black bifurcation). Both rendering paths (PNG production +
constant fallback under MinimalPlugins) stay in lockstep.
- CBM behaviour clarified: only hearts swap to lime now;
diamonds + clubs + spades are already hue-distinct from
the heart pink and stay unchanged. Under CBM the heart
(lime) and club (lime) share a hue but stay distinguishable
via the always-on filled-vs-outlined glyph differentiation.
- HC behaviour: only hearts (→ HC red) and spades (→ HC white)
have defined boosts. Diamonds (gold) and clubs (lime) are
already mid-luminance accents and stay at their default.
New test `text_colour_diamonds_and_clubs_are_immune_to_accessibility_flags`
pins all four flag combinations as no-ops for the gold +
lime suits.
- `design-system.md` §Suit Colors retitled "Four-color deck"
with the 4-colour table; CBM section text updated to
describe the hearts-only swap and the hearts/clubs hue
collision under CBM.
- `card_face_svg_pin.rs` rebaselined: 26 hashes drift
(13 clubs + 13 diamonds — the two suits whose colours
changed). Hearts, spades, and the 5 backs all keep their
prior hashes. Surgical scope, exactly what the pin test
was designed to surface.
### Tests
1191 passing / 0 failing — net 0 from the prior baseline:
two old 2-colour tests removed
(`text_colour_is_red_for_hearts_and_diamonds`,
`text_colour_is_black_for_clubs_and_spades`), one consolidated
4-colour test added
(`text_colour_4_colour_deck_assigns_each_suit_its_own_hue`)
plus a pairwise-distinct invariant guard, and one new test
covering the gold/lime suits' immunity to CBM/HC flags. Six
existing CBM/HC tests rewritten to use only the suits each flag
actually affects under the new scheme (hearts for CBM, hearts +
spades for HC).
Workspace clippy clean.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
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>
The user noticed the bottom-right large suit glyphs were
rendering upside-down — point-up hearts, stem-up spades — because
the SVG transform pipeline applied a `rotate(180)` to match the
traditional playing-card inverted-corner convention.
That convention exists so a card reads correctly when flipped or
read from the opposite side of the table. Single-orientation
digital play doesn't benefit from it; most modern digital decks
have abandoned it. User preference is upright.
Drops the rotate from face_svg's bottom-right `<g transform>`
and adjusts the translate so the visible glyph still lands at
(178, 286)–(242, 350) — same screen footprint, same scale, just
no flip.
design-system.md § Game Cards updated in lockstep — line 220
no longer says "rotated 180°", instead documents the deliberate
deviation from the traditional convention.
Knock-on lockstep changes in this commit:
- EXPECTED in tests/card_face_svg_pin.rs rebaselined: 52 face
hashes shift, 5 back hashes unchanged.
- assets/cards/faces/*.png regenerated (52 face PNGs).
- solitaire_engine/assets/themes/default/*_*.svg regenerated
(52 theme face SVGs that production rasterises at startup).
Workspace clippy + cargo test --workspace clean. Pin test
passes against the new hashes.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
The user's first post-migration screenshot showed near-invisible
suit glyphs on every card — the rank rendered at correct size but
the ♠ ♥ ♦ ♣ marks were tiny dots regardless of the requested
20px / 64px font-size.
Root cause: the bundled FiraMono in svg_loader::shared_fontdb
doesn't carry usable Unicode suit glyphs (U+2660-2666). usvg
silently fell back to a substitute rendering at default size,
producing the "tofu" effect.
Fixes by replacing the `<text>` glyph rendering with inline SVG
paths. `suit_path_d(suit)` returns a single closed-perimeter path
authored in a 32 × 32 logical box, then face_svg wraps it in two
`<g transform>` blocks (top-left small + bottom-right rotated
large). Path-based rendering bypasses the font system entirely
— same bytes on every machine, no fontdb dependency, no
substitution risk.
Same path data renders correctly whether filled (♥ ♠) or
outlined (♦ ♣ — the always-on color-blind glyph differentiation
from the design system).
Knock-on changes that must land in this commit per the migration
plan's lockstep rule:
- `EXPECTED` in tests/card_face_svg_pin.rs rebaselined: 52 face
hashes change (text → path), 5 back hashes unchanged
(back_svg untouched). The bootstrap pattern in the test
handled the rebaseline cleanly — empty EXPECTED, re-run,
paste, re-run.
- assets/cards/faces/*.png regenerated (the 52 face PNGs).
- solitaire_engine/assets/themes/default/*_*.svg regenerated
(the 52 theme face SVGs that production rasterises at
startup). Both rendering paths must agree.
Workspace clippy + cargo test --workspace clean. Pin test
passes against the new hashes.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
Step 4+5 lockstep commit closing Option D from SESSION_HANDOFF.
The 52 face PNGs + 5 back PNGs in assets/cards/ are regenerated
to the Terminal-aesthetic artwork emitted by the
card_face_generator example (#1a1a1a face, #fb9fb1 / #d0d0d0
suit glyphs, scanline-pattern backs with palette-rotated badge
accents). Resolution drops from 512×768 to 256×384 — sufficient
for ~250 px-wide desktop sprites and ~⅓ the on-disk weight.
Constant fallback path migrated in lockstep so the
constant-fallback tests (under MinimalPlugins) and the PNG path
(production) agree at every commit boundary:
- CARD_FACE_COLOUR → #1a1a1a (was off-white #fafaf2)
- RED_SUIT_COLOUR → #fb9fb1 (was #c71f26)
- BLACK_SUIT_COLOUR → #d0d0d0 (was #141414)
- CARD_FACE_COLOUR_RED_CBM → renamed to RED_SUIT_COLOUR_CBM,
value #6fc2ef (was #d9ebff). Semantic shift: pre-Terminal
this was a face-background tint, now it's a suit-glyph
colour swap. The Terminal face is uniformly CARD_FACE_COLOUR
regardless of CBM; CBM only swaps red suits to cyan in the
glyph itself.
- card_back_colour() → returns the 5 base16-eighties accents
matching card_face_svg::BACK_ACCENTS in lockstep, so the
test-fallback back is the same hue family as the on-disk
PNG art for that index.
Function signatures shift to follow the semantic move:
- text_colour gains a color_blind: bool parameter (returns
RED_SUIT_COLOUR_CBM for red+CBM).
- face_colour deleted entirely. The face is uniform
CARD_FACE_COLOUR; card_sprite inlines the constant. CBM
parameter dropped from card_sprite as a knock-on.
Test updates land in this commit per the migration plan:
- text_colour_is_red_for_hearts_and_diamonds + sibling: pass
`, false` to text_colour calls now that the signature has
the CBM bool.
- 4 face_colour CBM tests replaced with 2 text_colour CBM
tests asserting (a) red-suit cards swap to cyan in CBM and
(b) black-suit cards do not change.
Engine test count: 747 → 745 (net -2 from the test
consolidation — 4 face_colour tests collapsed into 2
text_colour CBM tests).
Sign-off criteria: a human still needs to `cargo run -p
solitaire_app` and confirm Terminal cards render. clippy +
cargo test --workspace clean as of this commit.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
Replaces the previous xCards-derived card faces (LGPL-3.0) with
hayeah/playing-cards-assets, which itself derives from the
public-domain vector-playing-cards Google Code project. The whole
package is MIT now — see CREDITS.md for the new attribution table
and the simpler license summary.
solitaire_engine/assets/themes/default/
52 face SVGs (clubs/diamonds/hearts/spades × ace/2-10/jack/queen/
king) — copied from hayeah, renamed to the canonical
`{suit}_{rank}.svg` form `CardKey::manifest_name` produces. The
bundled default theme manifest references each by the same name.
back.svg — original midnight-purple-themed card back, hand-written
to match the project's design tokens (BG_BASE / BG_ELEVATED /
ACCENT_PRIMARY / ACCENT_SECONDARY). MIT, original work.
assets/cards/faces/{RANK}{SUIT}.png
52 PNGs regenerated from the new SVGs at 750-tall via resvg 0.47.
These remain the legacy backwards-compat path that
`card_plugin::load_card_images` reads at startup; once the runtime
theme system finishes loading the embedded default theme, the
CardImageSet's face handles are overwritten with the SVG-rendered
variants and these PNGs become moot. Keeping them in place avoids
a brief blank-card flash before the async theme load completes.
solitaire_engine/src/assets/sources.rs
embed_default_svg!() macro + DEFAULT_THEME_SVGS table that bundles
every face + the back into the binary at compile time via
include_bytes!. populate_embedded_default_theme now iterates the
table so the EmbeddedAssetRegistry is populated under the same
asset paths the manifest references.
CREDITS.md
License summary collapses from MIT + LGPL-3.0 + OFL-1.1 to MIT +
OFL-1.1 (the OFL still applies to FiraMono). The hayeah upstream
URL replaces the previously-blank xCards entry.
cargo build / clippy --workspace --all-targets -- -D warnings / test
--workspace all green (960 passed, 0 failed, 9 ignored).
Replace compile-time include_bytes!() embedding for card faces, backgrounds,
and font with runtime AssetServer::load() calls. Swap in 52 xCards @2x PNGs
(LGPL-3.0) as card face assets and xCards bicycle_blue as back_0.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Replace 16×16 placeholder PNGs with 120×168 canvas-drawn art matching card
face dimensions. Each card back has a distinctive coloured pattern (blue diamond
grid, red crosshatch, green circle array, purple concentric diamonds, teal
horizontal stripes). Each background has textured detail (green felt weave, wood
plank grain, navy star field, burgundy diagonal tile, charcoal checkerboard).
Removes the now-unused save_small_png/make_small helpers.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Replace the single shared face.png placeholder with 52 individual card
face images (120×168 px each), generated by the updated gen_art tool:
- solitaire_assetgen: add ab_glyph dep; rewrite gen_art to render each
card with FiraMono rank characters, programmatic suit symbols (heart,
spade, diamond, club drawn via circles/triangles), and standard pip
layout for numbered cards (A–10) plus large face letter for J/Q/K.
- CardImageSet: replace single `face` handle with `faces: [[Handle; 13]; 4]`
indexed by [suit][rank].
- card_sprite(): select the per-card face image by suit/rank indices.
- spawn/update_card_entity: suppress Text2d overlay when PNG faces are
loaded (rank/suit baked into image); keep overlay in solid-colour
fallback for tests.
- gen_sfx.rs: rename `gen` variable to `make` (reserved keyword in 2024).
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Art pass (Phase 4):
- Generate placeholder PNG assets: face.png, back_0–4.png, bg_0–4.png via
solitaire_assetgen gen_art binary (16×16 RGBA, embedded via include_bytes!)
- Add FiraMono-Medium font (assets/fonts/main.ttf) embedded at compile time
- Add FontPlugin: loads font at startup, exposes FontResource; gracefully
falls back to default handle when Assets<Font> absent (MinimalPlugins tests)
- Wire CardImageSet into card_plugin: face/back PNGs replace solid-colour
sprites when available; tests continue using colour fallback via MinimalPlugins
- Wire BackgroundImageSet into table_plugin: bg PNGs replace solid-colour
background; empty set inserted when Assets<Image> absent in tests
- Fix hint highlight system (input_plugin): tint sprite.color directly instead
of replacing the whole Sprite (which would discard the image handle)
- Export FontPlugin, FontResource, CardImageSet from solitaire_engine::lib
- Register FontPlugin in solitaire_app before other plugins
Dependency upgrades (latest releases):
- keyring "2" → keyring "4" + keyring-core "1" (v4 split architecture into
separate core library crate)
- auth_tokens.rs: Entry::new now returns Result; delete_password →
delete_credential; NoDefaultStore error variant handled
- solitaire_app: add keyring::use_native_store(true) at startup for Linux
Secret Service / macOS Keychain / Windows Credential Store selection
ARCHITECTURE.md: fix Edition 2025→2021, update asset pipeline section,
add FontPlugin/CardImageSet/BackgroundImageSet to plugin and resource tables,
update Section 14 to reflect actual include_bytes!() rendering approach,
add Decision Log entries for embedded PNG and font decisions
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>