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2 Commits
| Author | SHA1 | Date | |
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| df22338c8a | |||
| 7f450aab17 |
@@ -6,6 +6,38 @@ project follows [Semantic Versioning](https://semver.org/).
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## [Unreleased]
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## [0.32.0] — 2026-05-16
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### Fixed
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- **Stock-count badge overlaps waste pile on Android** (Bug 1). The badge was
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centred 12 px inward from the stock pile's right edge, but its half-width of
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17 px pushed it 5 px past the edge. On Android (`H_GAP_DIVISOR = 32`) the
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inter-pile gap is only ~4 px, so the badge's top-right corner covered the
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left edge of the adjacent waste card at `Z_STOCK_BADGE = 30` (above the
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card's Z ≈ 1). Fixed by moving the inset to 20 px so the badge right edge
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sits 3 px inside the stock card on every device.
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- **Oversized grey header bar** (Bug 2). The top HUD band was a full-width
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`Node` with an opaque dark-grey `BackgroundColor` sized to `HUD_BAND_HEIGHT`
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(64 px desktop / 80 px Android). Typical gameplay only shows one tier of
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score text (~30 px), leaving a large empty grey block. Removed the
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`BackgroundColor` from the band entity; the green felt now shows through and
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only the score text and avatar button are visible in the header area.
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## [0.31.0] — 2026-05-16
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### Fixed
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- **Face-down cards rendered as solid red squares on AMOLED phones** (Bug 1).
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The dark theme's card back (`back.svg`) uses a near-black background
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(`#151515`) which AMOLED screens render as fully-off pixels, leaving only a
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tiny `#a54242` red badge visible — exactly what was reported. Fixed by
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changing the fresh-install default theme from "dark" to "classic" (white
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background with navy diamond pattern, clearly readable on all display types).
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Also corrected stale asset paths in `load_card_images` (`cards/backs/back_N`
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→ `cards/backs/classic/back_N`, `cards/faces/XY` → `cards/faces/classic/XY`)
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so the PNG fallback loads correctly when the embedded theme hasn't arrived yet.
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## [0.30.0] — 2026-05-16
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### Changed
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@@ -275,7 +275,7 @@ fn default_music_volume() -> f32 {
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}
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fn default_theme_id() -> String {
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"dark".to_string()
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"classic".to_string()
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}
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/// Default tooltip-hover dwell delay in seconds. Mirrors
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@@ -402,11 +402,10 @@ impl Settings {
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/// their respective ranges after deserialization or hand-editing of
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/// `settings.json`.
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pub fn sanitized(self) -> Self {
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// Migrate stale theme IDs: "default" was removed when the theme was
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// renamed to "dark"; "classic" was briefly the default before "dark"
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// was restored as the shipped default.
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// Migrate stale theme IDs: "default" was the original name before it
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// was renamed to "dark".
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let selected_theme_id = match self.selected_theme_id.as_str() {
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"default" | "classic" => "dark".to_string(),
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"default" => "dark".to_string(),
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_ => self.selected_theme_id,
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};
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Self {
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@@ -484,13 +484,13 @@ fn load_card_images(asset_server: Option<Res<AssetServer>>, mut commands: Comman
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let faces: [[Handle<Image>; 13]; 4] = std::array::from_fn(|suit| {
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std::array::from_fn(|rank| {
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asset_server.load(format!(
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"cards/faces/{}{}.png",
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"cards/faces/classic/{}{}.png",
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RANK_STRS[rank], SUIT_CHARS[suit]
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))
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})
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});
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let backs = std::array::from_fn(|i| {
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asset_server.load(format!("cards/backs/back_{i}.png"))
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asset_server.load(format!("cards/backs/classic/back_{i}.png"))
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});
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commands.insert_resource(CardImageSet {
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faces,
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@@ -1614,10 +1614,11 @@ fn update_stock_empty_indicator(
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// ---------------------------------------------------------------------------
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/// Inset (in pixels) from the top-right corner of the stock pile sprite to
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/// the centre of the count badge. A small inward offset keeps the chip from
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/// drifting half-off the card while still reading as "attached" to the
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/// corner.
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const STOCK_BADGE_INSET: Vec2 = Vec2::new(-12.0, -8.0);
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/// the centre of the count badge. Must satisfy `|x| >= STOCK_BADGE_SIZE.x / 2`
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/// so the badge right edge stays inside the stock pile and never overlaps the
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/// adjacent waste pile — critical on Android where `H_GAP_DIVISOR = 32` gives
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/// an inter-pile gap of only ~4 px.
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const STOCK_BADGE_INSET: Vec2 = Vec2::new(-20.0, -8.0);
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/// Width / height of the badge background sprite, in world pixels. Sized so
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/// a 2-digit count (max "24") fits comfortably with `TYPE_BODY` (14 pt) text.
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@@ -479,16 +479,13 @@ impl Plugin for HudPlugin {
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}
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}
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/// Spawns the translucent HUD band that anchors the action buttons
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/// and primary readouts visually. Sits behind every other HUD element
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/// (one z-rung below `Z_HUD`) so it reads as the band's "container"
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/// without intercepting clicks from the buttons it sits under.
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/// Spawns the invisible HUD band that reserves vertical space at the top of
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/// the screen so the card layout (computed by `layout::compute_layout` using
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/// `HUD_BAND_HEIGHT`) aligns correctly below the score readouts.
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///
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/// Width is full-window, height matches `layout::HUD_BAND_HEIGHT` (the
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/// same constant the card layout reserves at the top), so the band's
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/// bottom edge lines up exactly with the top edge of the highest
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/// playable card. The fill is `BG_HUD_BAND` — midnight purple at 0.70
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/// alpha, so the green felt reads through subtly.
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/// The entity carries no `BackgroundColor` — the green felt shows through.
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/// A slim grey background is handled by each content section individually
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/// (the bottom action bar has its own `BG_HUD_BAND` background).
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fn spawn_hud_band(insets: Option<Res<SafeAreaInsets>>, mut commands: Commands) {
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const BASE_TOP: f32 = 0.0;
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let top_inset = insets.as_deref().copied().unwrap_or_default().top;
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@@ -501,10 +498,6 @@ fn spawn_hud_band(insets: Option<Res<SafeAreaInsets>>, mut commands: Commands) {
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height: Val::Px(HUD_BAND_HEIGHT),
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..default()
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},
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BackgroundColor(BG_HUD_BAND),
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// Sit one z-rung below the HUD content so the buttons and text
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// paint on top, but above the card sprites (which are 2D-world
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// entities and rendered behind UI regardless).
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ZIndex(Z_HUD - 1),
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SafeAreaAnchoredTop { base_top: BASE_TOP },
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HudBand,
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@@ -1785,9 +1785,8 @@ mod tests {
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let layout = compute_layout(Vec2::new(1280.0, 800.0), 0.0, 0.0, true);
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// Tableau 6 has 7 cards.
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let (_, size) = pile_drop_rect(&PileType::Tableau(6), &layout, &game);
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// Expected: card_height + 6 * fan. fan = 0.25 * card_height, so
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// size.y = card_height * (1 + 6 * 0.25) = card_height * 2.5.
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let expected = layout.card_size.y * 2.5;
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// Expected: card_height + 6 fan steps.
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let expected = layout.card_size.y * (1.0 + 6.0 * layout.tableau_fan_frac);
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assert!(
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(size.y - expected).abs() < 1e-3,
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"expected {expected}, got {}",
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