--- name: Terminal colors: surface: '#151515' surface-dim: '#0d0d0d' surface-bright: '#2a2a2a' surface-container-lowest: '#0a0a0a' surface-container-low: '#1a1a1a' surface-container: '#202020' surface-container-high: '#2a2a2a' surface-container-highest: '#353535' on-surface: '#d0d0d0' on-surface-variant: '#a0a0a0' inverse-surface: '#d0d0d0' inverse-on-surface: '#151515' outline: '#505050' outline-variant: '#353535' surface-tint: '#6fc2ef' primary: '#6fc2ef' on-primary: '#151515' primary-container: '#1f3a4a' on-primary-container: '#a8dcf5' inverse-primary: '#0e6e99' secondary: '#acc267' on-secondary: '#151515' secondary-container: '#2a3320' on-secondary-container: '#c5d585' tertiary: '#e1a3ee' on-tertiary: '#151515' tertiary-container: '#3a2a40' on-tertiary-container: '#eec3f5' error: '#fb9fb1' on-error: '#151515' error-container: '#4a2530' on-error-container: '#fdc3ce' background: '#151515' on-background: '#d0d0d0' surface-variant: '#353535' suit-red: '#fb9fb1' suit-black: '#d0d0d0' suit-red-cb: '#6fc2ef' highlight-valid: '#acc267' highlight-celebration: '#e1a3ee' highlight-warning: '#ddb26f' highlight-info: '#12cfc0' typography: hud-score: fontFamily: JetBrains Mono fontSize: 24px fontWeight: '700' lineHeight: 32px letterSpacing: '-0.02em' hud-timer: fontFamily: JetBrains Mono fontSize: 16px fontWeight: '400' lineHeight: 24px card-rank: fontFamily: JetBrains Mono fontSize: 18px fontWeight: '700' lineHeight: 18px body-md: fontFamily: Inter fontSize: 16px fontWeight: '400' lineHeight: 24px label-caps: fontFamily: JetBrains Mono fontSize: 12px fontWeight: '500' lineHeight: 16px letterSpacing: '0.08em' headline: fontFamily: JetBrains Mono fontSize: 28px fontWeight: '700' lineHeight: 32px letterSpacing: '-0.01em' rounded: sm: 0.125rem DEFAULT: 0.25rem md: 0.5rem lg: 0.75rem xl: 1rem full: 9999px spacing: margin-edge: 1rem gutter-card: 0.375rem stack-overlap: 2rem touch-target-min: 48dp --- ## Brand & Style The "Terminal" design system replaces the previous "Premium Solitaire" calm-indie aesthetic with a **retro-terminal / synthwave** identity. The intent is the visual confidence of a well-tuned terminal emulator (think Berkeley Mono dotfiles, base16-eighties, CRT phosphor): monospaced, dense, legible, snappy. It is *not* casino-glitz, *not* skeuomorphic felt, and *not* whimsical. The personality is **technical, deliberate, slightly playful**. Cards are flat with thin colored strokes; the HUD reads like a status bar; modals look like terminal panes. Motion is short and snap-easing — no bouncy springs. Long-session calm is preserved by keeping the chroma low and reserving saturated accents for *meaning* (CTAs, feedback, celebrations) rather than decoration. Influences: base16-eighties (Chris Kempson), Berkeley Mono, Vim/Neovim status lines, the iA Writer aesthetic, classic CRT phosphor with no chromatic aberration. ## Palette The palette is base16-eighties — a 16-slot terminal palette where indices 00–07 form a monochrome ramp and 08–0F provide saturated accents. We map base16 slots to Material Design 3 token roles below. ### Source palette (base16-eighties) | Slot | Hex | Role | |---|---|---| | base00 | `#151515` | background | | base01 | `#202020` | surface-container | | base02 | `#303030` | line-highlight (subtle) | | base03 | `#505050` | outline / muted text | | base04 | `#b0b0b0` | secondary text | | base05 | `#d0d0d0` | foreground / on-surface | | base06 | `#e0e0e0` | bright text | | base07 | `#f5f5f5` | brightest highlight | | base08 | `#fb9fb1` | red — used for `error`, `suit-red` | | base09 | `#ddb26f` | orange — used for warning chips | | base0A | `#acc267` | yellow/lime — used for `highlight-valid` (drag targets, valid moves) | | base0B | `#12cfc0` | green/teal — used for `highlight-info` (toasts, neutral status) | | base0C | `#6fc2ef` | cyan/sky — primary CTA, focus ring, `selection`, `suit-red-cb` (color-blind tinted red) | | base0D | `#6fc2ef` | (alias) | | base0E | `#e1a3ee` | violet — used for celebration (level-up, achievement unlock) | | base0F | `#fb9fb1` | (alias) | ### Semantic assignments - **CTA / Primary action**: cyan `#6fc2ef`. Reserved for "Play," "New Game," "Save," "Resume," and the focus ring on selected cards. Never used decoratively. - **Valid-move / drag-target highlight**: lime `#acc267`. Reserved for in-game feedback only. Never appears in chrome. - **Celebration**: lavender `#e1a3ee`. Used for level-up flashes, achievement unlock cards, and the daily-streak chip when the streak is active. Quiet otherwise. - **Warning / soft alert**: gold `#ddb26f`. Used for "challenge expires in N minutes" chips, sync-pending status, and the daily-seed countdown. - **Info**: teal `#12cfc0`. Used for neutral system toasts and the sync-connected indicator. - **Error**: pink `#fb9fb1`. Used for sync conflict, server unreachable, invalid move shake. ## Suit Colors **Two-color traditional mapping**, with mandatory color-blind support: | Suit | Default | Color-blind mode | Glyph differentiation | |---|---|---|---| | Hearts | `#fb9fb1` (pink) | `#6fc2ef` (cyan) | Solid filled glyph | | Diamonds | `#fb9fb1` (pink) | `#6fc2ef` (cyan) | **Outlined glyph (1.5px stroke)** | | Spades | `#d0d0d0` (foreground) | `#d0d0d0` | Solid filled glyph | | Clubs | `#d0d0d0` (foreground) | `#d0d0d0` | **Outlined glyph (1.5px stroke)** | The outlined-glyph treatment is the **primary** differentiation mechanism. Color is supplementary. This means a player viewing the game on a monochrome display, or with severe red-green deficiency, can still distinguish all four suits without context. This is a hard requirement, not an optional setting. The "color-blind mode" toggle in Settings only swaps red→cyan; it does not turn the outlined glyphs on or off, because outlined glyphs are always on. ## Typography **Monospace-forward, dual-font system.** - **JetBrains Mono** is used for: HUD (score, timer, moves), card rank/value text, all labels, all headlines, all numerals anywhere in the app, and any chip-style component. This is the dominant face. - **Inter** is used only for: long-form body copy (Help screen, Settings descriptions, achievement tooltips, onboarding copy). It is the *exception*, not the default. Weights: 400 regular, 500 medium for labels, 700 bold for HUD numbers and headlines. No 600 / no italics anywhere — the terminal aesthetic doesn't have them. Letter spacing: tight (`-0.02em`) on HUD score for visual mass; wide (`+0.08em`) on uppercase labels for readability at 12px. Body uses default (0). HUD numbers must use **tabular figures** (`font-feature-settings: 'tnum'`) so the timer and score don't reflow as digits change. ## Layout & Spacing Optimized for **Android portrait, 390×844 (Pixel 6 baseline), API 34**. - **Margins**: 16px (1rem) edge safety margin. *Tighter than the previous system's 24px.* Eighties palettes are dense by nature; over-padding fights the aesthetic. - **Tableau**: 7-column layout, 32px (2rem) vertical card overlap. Tighter than before to fit a longer cascade on phone screens. - **HUD position**: top of screen, in the system safe area. Bottom 64px holds the action bar (Undo / Hint / New Game / Auto-complete). Action bar is **always visible** in-game — no hover-fade — because there is no hover on touch. - **Touch target minimum**: 48dp on all interactive elements. Cards in the tableau may be smaller visually but use a 48dp invisible hit area centered on the visible glyph. ## Elevation & Depth Depth is created through **tonal layering and 1px outlines**, not blur shadows. (Synthwave-flat, not Material-soft.) - **Level 0 (Background)**: the `#151515` base canvas. - **Level 1 (Tableau slots, empty piles)**: 1px dashed outline in `#353535`. Empty foundations show a faint suit glyph at 12% opacity inside the outline. - **Level 2 (Cards at rest)**: solid `#1a1a1a` fill, 1px solid border in the suit color (so the suit is detectable at a glance even if the card is partially obscured). - **Level 3 (Active / dragged card)**: same border, but glow effect: 0 0 12px of `#6fc2ef` at 40% opacity. **No scale transform** — flatness preserved. Z-index lifts above siblings. - **Modals**: full-screen with backdrop `#151515` at 95% opacity (just enough to dim the table without blurring it). Modal panel is `#202020` with a 1px `#505050` border — like a terminal pane. - **Toasts**: bottom of screen, `#202020` fill, 1px border in the toast's accent color (info=teal, warning=gold, error=pink, celebration=lavender). 16px monospaced caption. No `box-shadow` is used anywhere. **All depth is achieved with borders and tonal value.** This is a hard constraint. ## Shapes The shape language is **soft-rounded but tight**: - **Cards**: `rounded-md` (8px) — slightly less rounded than the previous system's 16px to read more "technical." - **Buttons / chips / inputs**: `rounded` (4px) default, `rounded-sm` (2px) for the smallest chips. - **Modals / sheets**: `rounded-lg` (12px). - **Avatars / circular indicators**: `rounded-full`. - **Card-back pattern corners**: matches the card's `rounded-md`. Selection highlights use a **2px inset stroke** in `#6fc2ef` following the host shape's corner radius. Never an outer stroke — the outer stroke is reserved for the suit-color hairline. ## Motion **Snappy, no spring.** All transitions use `ease-out` with a 120ms duration unless specified. - Card lift (start drag): 80ms. - Card place (drop): 120ms with a 16ms holdframe (no bounce). - Modal enter: 200ms ease-out, fade + 8px translate-up. - Modal exit: 120ms ease-in, fade only. - Selection ring appear: 80ms. - Win-summary stat reveal: 60ms each, staggered 40ms. - HUD number tick: instant (no transition) — terminal counters don't ease. **Optional CRT effect**: a 1-frame scanline sweep across the screen on game-state transitions (start, win, restart). User-toggleable in Settings. Off by default. ## Components ### Game Cards Flat face design. - Background: `#1a1a1a` - Border: 1px solid in suit color (pink for hearts/diamonds, foreground gray for spades/clubs) - Top-left: rank in JetBrains Mono Bold 18px + small suit glyph (10px) - Bottom-right: large suit glyph (32px), rotated 180° - Corner radius: 8px - Suit differentiation: hearts and spades have **filled** glyphs; diamonds and clubs have **outlined** glyphs (1.5px stroke) ### Card Back ("Terminal" theme) - Theme name: `"Terminal"` - Author: `"Rusty Solitaire"` - Background: `#151515` - Pattern: horizontal scanlines at 2px pitch in `#1a1a1a` (1px line, 1px gap), full bleed - Border: 1px solid `#353535` - Top-left badge: a 12×16px solid `#6fc2ef` block (the "terminal cursor"), 6px from the corner - Bottom-right monogram: the characters `▌RS` in JetBrains Mono 12px, color `#505050`, 6px from the corner - Corner radius: 8px (matches face) ### Primary Buttons Solid `#6fc2ef` fill, `#151515` text, JetBrains Mono Medium 14px uppercase with `+0.08em` tracking. 4px corner radius. Pressed state: darken to `#5aa9d4`. Disabled: `#353535` fill, `#505050` text. ### Secondary Buttons Transparent fill, 1px `#505050` border, `#d0d0d0` text. Hover/press: border becomes `#6fc2ef`, text becomes `#6fc2ef`. ### HUD Chips `#202020` fill, no border, 4px radius. Monospaced 16px text. Score chip pulses to `#acc267` for 200ms when score increases. ### Drag Targets When a card is being dragged over a valid pile, the pile's empty-slot dashed outline becomes: - Solid 1px in `#acc267` - Plus a 0 0 8px outer glow in `#acc267` at 30% opacity This is the *only* place glow effects appear in the system. ### Modals Full-screen backdrop at 95% opacity. Centered panel: `#202020` fill, 1px `#505050` border, 12px corner radius. Title bar shows the screen name in monospaced 14px, color `#a0a0a0`, with a single `▌` cursor character prefix to reinforce the terminal pane motif. ### Navigation Bar Fixed at the bottom of in-game screens. Height: 64px. `#202020` fill, 1px top border in `#353535`. Four icon buttons: Undo / Hint / New / Auto-complete. Icons: 24px, 1.5px stroke weight, color `#d0d0d0`. Active/pressed: icon color `#6fc2ef`. ### Status / Sync Indicator Top-right corner of the HUD: a 6px circular dot. - Connected & synced: `#12cfc0` - Pending: `#ddb26f` (pulsing 1.5s) - Error: `#fb9fb1` (steady) - Offline: `#505050` ## Accessibility 1. **Color-blind mode** (Settings → Gameplay): swaps red suits' default `#fb9fb1` for `#6fc2ef`. Outlined-glyph differentiation remains active in *all* modes. 2. **High-contrast mode** (Settings → Gameplay): boosts on-surface from `#d0d0d0` to `#f5f5f5`, outline from `#505050` to `#a0a0a0`, suit-red from `#fb9fb1` to `#ff8aa0`. 3. **Reduce-motion mode** (Settings → Gameplay): disables card-lift transition (instant z-lift), disables CRT scanline effect, disables the warning-chip pulse animation. 4. **Tabular figures** are mandatory for any number that updates live (timer, score, moves) so they don't reflow. 5. **Touch targets** are 48dp minimum even when the visual element is smaller. 6. **Text contrast**: all body text on background passes WCAG AA at minimum (`#d0d0d0` on `#151515` = 9.5:1; `#a0a0a0` on `#151515` = 5.7:1).