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3 Commits
v0.39.0
...
22661eac66
| Author | SHA1 | Date | |
|---|---|---|---|
| 22661eac66 | |||
| a5a81ccc8e | |||
| e3188faddc |
@@ -19,6 +19,8 @@ use std::time::{SystemTime, UNIX_EPOCH};
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use bevy::prelude::*;
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use bevy::prelude::*;
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use bevy::window::{MonitorSelection, PresentMode, WindowPosition};
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use bevy::window::{MonitorSelection, PresentMode, WindowPosition};
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#[cfg(target_os = "android")]
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use bevy::winit::{UpdateMode, WinitSettings};
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#[cfg(not(target_os = "android"))]
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#[cfg(not(target_os = "android"))]
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use bevy::window::{Monitor, PrimaryMonitor, PrimaryWindow};
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use bevy::window::{Monitor, PrimaryMonitor, PrimaryWindow};
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#[cfg(not(target_os = "android"))]
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#[cfg(not(target_os = "android"))]
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@@ -112,12 +114,22 @@ pub fn run() {
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name: Some("ferrous-solitaire".into()),
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name: Some("ferrous-solitaire".into()),
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resolution: window_resolution,
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resolution: window_resolution,
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position: window_position,
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position: window_position,
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// AutoNoVsync prefers Mailbox (triple-buffered) and
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// On Android, AutoVsync caps the GPU at the display
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// falls back to Immediate, eliminating the vsync stall
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// refresh rate (~60-90 fps). Without it the renderer
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// that AutoVsync produces during continuous window
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// spins as fast as the hardware allows, keeping the
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// resize on X11 / Wayland. The game's frame budget is
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// GPU fully loaded and draining the battery even when
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// small enough that a few stray dropped frames from
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// the game is completely idle.
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// disabling vsync are imperceptible.
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//
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// On desktop (X11 / Wayland) AutoNoVsync prefers
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// Mailbox (triple-buffered) and falls back to
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// Immediate, eliminating the vsync stall that
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// AutoVsync produces during continuous window resize.
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// The game's frame budget is small enough that a few
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// stray dropped frames from disabling vsync are
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// imperceptible on desktop.
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#[cfg(target_os = "android")]
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present_mode: PresentMode::AutoVsync,
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#[cfg(not(target_os = "android"))]
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present_mode: PresentMode::AutoNoVsync,
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present_mode: PresentMode::AutoNoVsync,
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// Android windows always fill the screen; max_width/max_height
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// Android windows always fill the screen; max_width/max_height
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// default to 0.0, which panics Bevy's clamp when min > max.
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// default to 0.0, which panics Bevy's clamp when min > max.
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@@ -204,6 +216,22 @@ pub fn run() {
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.add_plugins(SplashPlugin)
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.add_plugins(SplashPlugin)
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.add_plugins(DiagnosticsHudPlugin);
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.add_plugins(DiagnosticsHudPlugin);
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// On Android the default WinitSettings use UpdateMode::Continuous for
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// the focused window, which means Bevy renders as fast as possible even
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// when the game is completely idle. Switching to reactive_low_power with
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// a 1-second ceiling when the app is backgrounded cuts wake-up frequency
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// from ~60 Hz to ≤1 Hz, dramatically reducing background battery drain.
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//
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// The focused mode stays Continuous so that card-slide animations remain
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// smooth. PresentMode::AutoVsync (set above) keeps the GPU capped at the
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// display refresh rate (~60 Hz) when foregrounded, which already prevents
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// the GPU from spinning at 200+ fps between vsync intervals.
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#[cfg(target_os = "android")]
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app.insert_resource(WinitSettings {
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focused_mode: UpdateMode::Continuous,
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unfocused_mode: UpdateMode::reactive_low_power(std::time::Duration::from_secs(1)),
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});
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// Wire the runtime window icon. Bevy 0.18 has no first-class
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// Wire the runtime window icon. Bevy 0.18 has no first-class
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// `Window::icon` field; the icon is set through the underlying
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// `Window::icon` field; the icon is set through the underlying
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// `winit::window::Window` via `WinitWindows`. Android draws its
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// `winit::window::Window` via `WinitWindows`. Android draws its
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@@ -1680,6 +1680,29 @@ mod tests {
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);
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);
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}
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}
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#[test]
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fn possible_instructions_includes_foundation_to_tableau_when_enabled() {
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// Reuse the Foundation→Tableau board setup (Foundation(0): A♠,2♠; Tableau(0): 3♥).
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let g = setup_take_from_foundation_game();
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assert!(g.take_from_foundation);
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let moves = g.possible_instructions();
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assert!(
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moves.contains(&(PileType::Foundation(0), PileType::Tableau(0), 1)),
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"possible_instructions must include Foundation→Tableau when take_from_foundation is on; got {moves:?}"
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);
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}
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#[test]
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fn possible_instructions_excludes_foundation_to_tableau_when_disabled() {
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let mut g = setup_take_from_foundation_game();
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g.take_from_foundation = false;
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let moves = g.possible_instructions();
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assert!(
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!moves.iter().any(|(from, _, _)| matches!(from, PileType::Foundation(_))),
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"possible_instructions must not include any Foundation source when take_from_foundation is off; got {moves:?}"
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);
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}
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// --- P2: waste multi-card move must be rejected ---
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// --- P2: waste multi-card move must be rejected ---
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#[test]
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#[test]
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@@ -81,7 +81,7 @@ const VOLUME_TOAST_SECS: f32 = 1.4;
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///
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///
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/// 50.0 sits comfortably above the highest pile depth (~1.04) and well below
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/// 50.0 sits comfortably above the highest pile depth (~1.04) and well below
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/// `DRAG_Z` (500), so a dragged card always renders above an animated one.
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/// `DRAG_Z` (500), so a dragged card always renders above an animated one.
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const CARD_ANIM_Z_LIFT: f32 = 50.0;
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pub const CARD_ANIM_Z_LIFT: f32 = 50.0;
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/// Per-card stagger interval for the win cascade at Normal speed (seconds).
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/// Per-card stagger interval for the win cascade at Normal speed (seconds).
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///
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///
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@@ -23,7 +23,7 @@ use solitaire_core::pile::PileType;
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use solitaire_core::rules::{can_place_on_foundation, can_place_on_tableau};
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use solitaire_core::rules::{can_place_on_foundation, can_place_on_tableau};
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use crate::animation_plugin::{CardAnim, EffectiveSlideDuration};
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use crate::animation_plugin::{CardAnim, EffectiveSlideDuration, CARD_ANIM_Z_LIFT};
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use crate::card_animation::CardAnimation;
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use crate::card_animation::CardAnimation;
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use crate::events::{CardFaceRevealedEvent, CardFlippedEvent, StateChangedEvent};
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use crate::events::{CardFaceRevealedEvent, CardFlippedEvent, StateChangedEvent};
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use crate::game_plugin::GameMutation;
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use crate::game_plugin::GameMutation;
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@@ -963,7 +963,12 @@ fn update_card_entity(
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if !has_card_animation {
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if !has_card_animation {
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// Slide to the new position when it differs meaningfully; snap otherwise.
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// Slide to the new position when it differs meaningfully; snap otherwise.
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if (cur.truncate() - target.truncate()).length() > 1.0 && slide_secs > 0.0 {
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if (cur.truncate() - target.truncate()).length() > 1.0 && slide_secs > 0.0 {
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let start = Vec3::new(cur.x, cur.y, z); // update Z immediately
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// Lift the card immediately on the first frame of the animation so
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// it never appears behind a card that is already resting at the
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// destination slot. `advance_card_anims` will maintain this lift
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// throughout the tween and snap to `target` (without lift) on
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// completion.
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let start = Vec3::new(cur.x, cur.y, z + CARD_ANIM_Z_LIFT);
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commands
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commands
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.entity(entity)
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.entity(entity)
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.insert(Transform::from_translation(start))
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.insert(Transform::from_translation(start))
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@@ -734,8 +734,13 @@ fn end_drag(
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.is_some_and(|p| can_place_on_foundation(&bottom_card, p))
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.is_some_and(|p| can_place_on_foundation(&bottom_card, p))
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}
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}
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PileType::Tableau(_) => {
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PileType::Tableau(_) => {
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game.0.piles.get(&target)
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// Enforce the take-from-foundation rule at the input layer so the
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.is_some_and(|p| can_place_on_tableau(&bottom_card, p))
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// engine never fires a MoveRequestEvent that game_state would reject.
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let foundation_allowed = !matches!(&origin, PileType::Foundation(_))
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|| game.0.take_from_foundation;
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foundation_allowed
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&& game.0.piles.get(&target)
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.is_some_and(|p| can_place_on_tableau(&bottom_card, p))
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}
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}
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_ => false,
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_ => false,
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};
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};
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@@ -988,8 +993,13 @@ fn touch_end_drag(
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.is_some_and(|p| can_place_on_foundation(&bottom_card, p))
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.is_some_and(|p| can_place_on_foundation(&bottom_card, p))
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}
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}
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PileType::Tableau(_) => {
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PileType::Tableau(_) => {
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game.0.piles.get(&target)
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// Enforce the take-from-foundation rule at the input layer so the
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.is_some_and(|p| can_place_on_tableau(&bottom_card, p))
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// engine never fires a MoveRequestEvent that game_state would reject.
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let foundation_allowed = !matches!(&origin, PileType::Foundation(_))
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|| game.0.take_from_foundation;
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foundation_allowed
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&& game.0.piles.get(&target)
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.is_some_and(|p| can_place_on_tableau(&bottom_card, p))
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}
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}
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_ => false,
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_ => false,
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};
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};
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@@ -1591,6 +1601,26 @@ pub fn all_hints(game: &GameState) -> Vec<(PileType, PileType, usize)> {
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}
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}
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}
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}
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// Pass 2b — Foundation → Tableau moves (only when the rule allows it).
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// Foundation piles are excluded from Pass 1 & 2's source list because they
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// should never hint Foundation→Foundation. Here we handle the return path
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// separately so the guarded `take_from_foundation` rule is respected.
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if game.take_from_foundation {
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for slot in 0..4_u8 {
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let from = PileType::Foundation(slot);
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let Some(from_pile) = game.piles.get(&from) else { continue };
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let Some(card) = from_pile.cards.last().filter(|c| c.face_up) else { continue };
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for i in 0..7_usize {
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let dest = PileType::Tableau(i);
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if let Some(dest_pile) = game.piles.get(&dest)
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&& can_place_on_tableau(card, dest_pile) {
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hints.push((from.clone(), dest, 1));
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break;
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}
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}
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}
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}
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// Pass 3 — suggest drawing from the stock when no other hint was found.
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// Pass 3 — suggest drawing from the stock when no other hint was found.
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if hints.is_empty() {
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if hints.is_empty() {
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let stock_non_empty = game.piles.get(&PileType::Stock)
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let stock_non_empty = game.piles.get(&PileType::Stock)
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@@ -1,5 +1,3 @@
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/* @ts-self-types="./solitaire_wasm.d.ts" */
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/**
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/**
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* Browser-side replay state machine. Owns a live `GameState` and the
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* Browser-side replay state machine. Owns a live `GameState` and the
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* replay's move list; each `step()` applies the next move.
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* replay's move list; each `step()` applies the next move.
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@@ -94,6 +92,12 @@ if (Symbol.dispose) ReplayPlayer.prototype[Symbol.dispose] = ReplayPlayer.protot
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* full pile snapshot at any time without mutating state.
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* full pile snapshot at any time without mutating state.
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*/
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*/
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export class SolitaireGame {
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export class SolitaireGame {
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static __wrap(ptr) {
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const obj = Object.create(SolitaireGame.prototype);
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obj.__wbg_ptr = ptr;
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SolitaireGameFinalization.register(obj, obj.__wbg_ptr, obj);
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return obj;
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}
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__destroy_into_raw() {
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__destroy_into_raw() {
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const ptr = this.__wbg_ptr;
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const ptr = this.__wbg_ptr;
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this.__wbg_ptr = 0;
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this.__wbg_ptr = 0;
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@@ -125,6 +129,23 @@ export class SolitaireGame {
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const ret = wasm.solitairegame_draw(this.__wbg_ptr);
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const ret = wasm.solitairegame_draw(this.__wbg_ptr);
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return ret;
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return ret;
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}
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}
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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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* @param {string} json
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* @returns {SolitaireGame}
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*/
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static from_saved(json) {
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const ptr0 = passStringToWasm0(json, wasm.__wbindgen_malloc, wasm.__wbindgen_realloc);
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const len0 = WASM_VECTOR_LEN;
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const ret = wasm.solitairegame_from_saved(ptr0, len0);
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if (ret[2]) {
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throw takeFromExternrefTable0(ret[1]);
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}
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return SolitaireGame.__wrap(ret[0]);
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}
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/**
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/**
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* Move `count` cards from pile `from` to pile `to`.
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* Move `count` cards from pile `from` to pile `to`.
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*
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*
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@@ -167,6 +188,31 @@ export class SolitaireGame {
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const ret = wasm.solitairegame_seed(this.__wbg_ptr);
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const ret = wasm.solitairegame_seed(this.__wbg_ptr);
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return ret;
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return ret;
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}
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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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* @returns {string}
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*/
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serialize() {
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let deferred2_0;
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let deferred2_1;
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try {
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const ret = wasm.solitairegame_serialize(this.__wbg_ptr);
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var ptr1 = ret[0];
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var len1 = ret[1];
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if (ret[3]) {
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ptr1 = 0; len1 = 0;
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throw takeFromExternrefTable0(ret[2]);
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}
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deferred2_0 = ptr1;
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deferred2_1 = len1;
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return getStringFromWasm0(ptr1, len1);
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} finally {
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wasm.__wbindgen_free(deferred2_0, deferred2_1, 1);
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}
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}
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/**
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/**
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* Full pile snapshot as a JS object.
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* Full pile snapshot as a JS object.
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*
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*
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