Compare commits
5 Commits
| Author | SHA1 | Date | |
|---|---|---|---|
| f6e7de1093 | |||
| b5a780ddf4 | |||
| 3322fd4250 | |||
| 90eb5fd207 | |||
| 76cf41e7a9 |
@@ -20,4 +20,4 @@ resources:
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images:
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- name: solitaire-server
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newName: git.aleshym.co/funman300/solitaire-server
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newTag: ea9dd848
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newTag: 90eb5fd2
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@@ -193,7 +193,7 @@ impl GameState {
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is_auto_completable: false,
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undo_count: 0,
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recycle_count: 0,
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take_from_foundation: false,
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take_from_foundation: true,
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schema_version: GAME_STATE_SCHEMA_VERSION,
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undo_stack: VecDeque::new(),
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}
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@@ -1408,9 +1408,9 @@ mod tests {
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}
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#[test]
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fn take_from_foundation_disabled_by_default() {
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fn take_from_foundation_enabled_by_default() {
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let g = setup_take_from_foundation_game();
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assert!(!g.take_from_foundation, "take_from_foundation is off by default (non-standard rule)");
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assert!(g.take_from_foundation, "take_from_foundation is on by default (standard Klondike rule)");
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}
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#[test]
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@@ -94,7 +94,7 @@ pub struct SettingsChangedEvent(pub Settings);
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/// Marker on the root Settings panel entity.
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#[derive(Component, Debug)]
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struct SettingsPanel;
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pub struct SettingsPanel;
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/// Marks the `Text` node showing the live SFX volume value.
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#[derive(Component, Debug)]
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@@ -1137,6 +1137,7 @@ fn handle_sync_buttons(
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mut configure_sync: MessageWriter<SyncConfigureRequestEvent>,
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mut logout_sync: MessageWriter<SyncLogoutRequestEvent>,
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mut delete_account: MessageWriter<DeleteAccountRequestEvent>,
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mut screen: ResMut<SettingsScreen>,
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) {
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for (interaction, button) in &interaction_query {
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if *interaction != Interaction::Pressed {
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@@ -1144,7 +1145,12 @@ fn handle_sync_buttons(
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}
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match button {
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SettingsButton::SyncNow => { manual_sync.write(ManualSyncRequestEvent); }
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SettingsButton::ConnectSync => { configure_sync.write(SyncConfigureRequestEvent); }
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SettingsButton::ConnectSync => {
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// Close settings before the sync-setup modal opens so the
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// guard in open_sync_setup_modal doesn't block on our own scrim.
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screen.0 = false;
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configure_sync.write(SyncConfigureRequestEvent);
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}
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SettingsButton::DisconnectSync => { logout_sync.write(SyncLogoutRequestEvent); }
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SettingsButton::DeleteAccount => { delete_account.write(DeleteAccountRequestEvent); }
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_ => {}
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@@ -52,7 +52,7 @@ use crate::events::{
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SyncLogoutRequestEvent,
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};
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use crate::font_plugin::FontResource;
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use crate::settings_plugin::{SettingsResource, SettingsScreen, SettingsStoragePath};
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use crate::settings_plugin::{SettingsPanel, SettingsResource, SettingsScreen, SettingsStoragePath};
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use crate::resources::TokioRuntimeResource;
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use crate::sync_plugin::SyncProviderResource;
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use crate::ui_modal::{spawn_modal, ModalScrim};
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@@ -205,10 +205,14 @@ impl Plugin for SyncSetupPlugin {
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// ---------------------------------------------------------------------------
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/// Opens the sync-setup modal when `SyncConfigureRequestEvent` is received.
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#[allow(clippy::type_complexity)]
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fn open_sync_setup_modal(
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mut events: MessageReader<SyncConfigureRequestEvent>,
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existing: Query<(), With<SyncSetupScreen>>,
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other_modal_scrims: Query<(), (With<ModalScrim>, Without<SyncSetupScreen>)>,
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// Exclude SettingsPanel: the Connect button closes settings in the same
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// frame it fires SyncConfigureRequestEvent, but Bevy despawns are deferred
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// so the settings scrim still exists in the world during this system.
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other_modal_scrims: Query<(), (With<ModalScrim>, Without<SyncSetupScreen>, Without<SettingsPanel>)>,
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mut commands: Commands,
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mut focused: ResMut<SyncFocusedField>,
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font_res: Option<Res<FontResource>>,
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@@ -230,6 +230,68 @@ main {
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pointer-events: none;
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}
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/* ── Resume overlay ──────────────────────────────────────────────────── */
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#resume-overlay {
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position: fixed;
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inset: 0;
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background: rgba(21, 21, 21, 0.92);
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display: flex;
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align-items: center;
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justify-content: center;
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z-index: 1000;
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}
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#resume-overlay.hidden { display: none; }
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.resume-card {
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background: var(--panel);
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border: 1px solid rgba(255,255,255,0.12);
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border-radius: 16px;
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padding: 40px 48px;
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text-align: center;
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display: flex;
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flex-direction: column;
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gap: 16px;
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box-shadow: 0 20px 60px rgba(0,0,0,0.6);
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max-width: 360px;
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}
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.resume-title {
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font-size: 28px;
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font-weight: 700;
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color: var(--accent);
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}
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.resume-detail {
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font-size: 14px;
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color: var(--text-muted);
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margin: 0;
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line-height: 1.5;
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}
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.resume-actions {
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display: flex;
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gap: 12px;
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justify-content: center;
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margin-top: 8px;
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}
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.resume-actions button {
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padding: 12px 24px;
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font-size: 15px;
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}
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.resume-actions button.secondary {
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background: transparent;
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border: 1px solid rgba(255,255,255,0.2);
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color: var(--text-muted);
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}
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.resume-actions button.secondary:hover {
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background: rgba(255,255,255,0.05);
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}
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/* ── Win overlay ─────────────────────────────────────────────────────── */
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#win-overlay {
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@@ -56,6 +56,17 @@
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</section>
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</main>
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<div id="resume-overlay" class="hidden">
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<div class="resume-card">
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<div class="resume-title">Resume Game?</div>
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<p class="resume-detail">You have an unfinished game saved. Would you like to continue where you left off?</p>
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<div class="resume-actions">
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<button id="btn-resume">↩ Resume</button>
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<button id="btn-resume-new" class="secondary">↺ New Game</button>
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</div>
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</div>
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</div>
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<div id="win-overlay" class="hidden">
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<div class="win-card">
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<div class="win-title">You Won!</div>
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@@ -69,6 +69,34 @@ function preloadTheme(theme) {
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preloadTheme("classic");
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preloadTheme("dark");
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// ── Persistence ──────────────────────────────────────────────────────────────
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const LS_SAVE_KEY = "fs_game_save";
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function saveState() {
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if (!game) return;
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try {
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const gameState = game.serialize();
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if (typeof gameState !== "string") return;
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localStorage.setItem(LS_SAVE_KEY, JSON.stringify({ gameState, elapsedSecs, drawThree }));
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} catch (e) {
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// localStorage may be unavailable (private browsing quota, etc.) — never block gameplay.
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console.warn("fs: save failed", e);
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}
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}
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function clearSave() {
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try { localStorage.removeItem(LS_SAVE_KEY); } catch { /* ignore */ }
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}
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function loadSave() {
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try {
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const raw = localStorage.getItem(LS_SAVE_KEY);
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if (!raw) return null;
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const save = JSON.parse(raw);
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return save?.gameState ? save : null;
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} catch { return null; }
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}
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// ── State ────────────────────────────────────────────────────────────────────
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let game = null;
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let snap = null; // last rendered GameSnapshot
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@@ -138,16 +166,72 @@ async function bootstrap() {
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await init();
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syncThemeButton();
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const params = new URLSearchParams(window.location.search);
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const urlSeed = params.has("seed") ? Number(params.get("seed")) : randomSeed();
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drawThree = params.has("draw3");
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chkDraw3.checked = drawThree;
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buildSlots();
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scaleBoard();
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window.addEventListener("resize", scaleBoard);
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startGame(urlSeed);
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attachHandlers();
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const saved = loadSave();
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if (saved) {
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showResumeDialog(saved);
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} else {
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const params = new URLSearchParams(window.location.search);
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const urlSeed = params.has("seed") ? Number(params.get("seed")) : randomSeed();
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drawThree = params.has("draw3");
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chkDraw3.checked = drawThree;
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startGame(urlSeed);
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}
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}
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function showResumeDialog(saved) {
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const overlay = document.getElementById("resume-overlay");
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if (overlay) overlay.classList.remove("hidden");
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document.getElementById("btn-resume").onclick = () => {
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if (overlay) overlay.classList.add("hidden");
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resumeGame(saved);
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};
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document.getElementById("btn-resume-new").onclick = () => {
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clearSave();
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if (overlay) overlay.classList.add("hidden");
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drawThree = false;
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chkDraw3.checked = false;
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startGame(randomSeed());
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};
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}
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function resumeGame(saved) {
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let restored;
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try {
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restored = SolitaireGame.from_saved(saved.gameState);
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} catch (e) {
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console.warn("fs: restore failed, starting new game", e);
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clearSave();
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startGame(randomSeed());
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return;
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}
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game = restored;
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drawThree = !!saved.drawThree;
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elapsedSecs = saved.elapsedSecs || 0;
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chkDraw3.checked = drawThree;
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const displaySeed = Math.round(game.seed());
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hudSeed.textContent = `seed ${displaySeed}`;
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winOverlay.classList.add("hidden");
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cardEls.clear();
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board.querySelectorAll(".card, .recycle-label").forEach(el => el.remove());
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const url = new URL(window.location);
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url.searchParams.set("seed", displaySeed);
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if (drawThree) url.searchParams.set("draw3", "");
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else url.searchParams.delete("draw3");
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history.replaceState(null, "", url);
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const s = game.state();
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snap = s;
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render(s);
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if (!s.is_won) startTimer();
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}
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function randomSeed() {
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@@ -304,9 +388,12 @@ function render(s) {
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acTimer = setInterval(doAutoCompleteStep, 380);
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}
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if (s.is_won) {
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clearSave();
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stopTimer();
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if (acTimer) { clearInterval(acTimer); acTimer = null; }
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showWin(s);
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} else {
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saveState();
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}
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}
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@@ -422,6 +422,30 @@ impl SolitaireGame {
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}
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}
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/// Serialise the full game state as a JSON string for `localStorage`.
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///
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/// Use [`SolitaireGame::from_saved`] to restore it. The returned string is
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/// opaque — callers should treat it as a blob and store/restore it verbatim.
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pub fn serialize(&self) -> Result<String, JsValue> {
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serde_json::to_string(&self.game)
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.map_err(|e| JsValue::from_str(&e.to_string()))
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}
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/// Restore a game from a JSON string previously produced by [`SolitaireGame::serialize`].
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///
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/// Returns an error string if the JSON is malformed or describes a state
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/// that can't be deserialised (e.g. from a future schema version).
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pub fn from_saved(json: &str) -> Result<SolitaireGame, JsValue> {
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serde_json::from_str::<GameState>(json)
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.map(|mut game| {
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// Older saves serialised with take_from_foundation=false (the core default).
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// The web client has no settings layer, so enforce the standard rule here.
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game.take_from_foundation = true;
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SolitaireGame { game }
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})
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.map_err(|e| JsValue::from_str(&e.to_string()))
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}
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/// Apply one auto-complete move (only valid when `is_auto_completable`).
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///
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/// If no card can go directly to a foundation this step, advances the
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Reference in New Issue
Block a user