# Phase 3 — Bevy Rendering & Interaction > Status: In progress (started 2026-04-23) > Crate: `solitaire_engine` > Depends on: `solitaire_core` (complete), `bevy = 0.15` (includes `bevy::ui`), `kira = 0.9` (audio — Phase 3F+) --- ## Scope Make the game playable with a graphical interface. This phase takes `solitaire_engine` from an empty stub to a full Bevy rendering + input layer wired to `solitaire_core::GameState`. Out of scope (later phases): - Persistence (`StatsSnapshot`, file I/O) — Phase 4 - Achievements toast content — Phase 5 - Audio — Phase 7 - Sync — Phase 8 --- ## Sub-phases ### 3A — Plumbing & event wiring **Modules under `solitaire_engine/src/`:** - `lib.rs` — re-exports plugins, types - `resources.rs` - `GameStateResource(pub GameState)` — wraps `solitaire_core::GameState` directly (no `solitaire_data` layer yet) - `DragState { cards: Vec, origin_pile: PileType, cursor_offset: Vec2, origin_z: f32 }` (starts empty) - `SyncStatusResource(pub SyncStatus)` where `SyncStatus` is `Idle|Syncing|LastSynced(DateTime)|Error(String)` - `events.rs` - `MoveRequestEvent { from: PileType, to: PileType, count: usize }` - `DrawRequestEvent` - `UndoRequestEvent` - `NewGameRequestEvent { seed: Option }` - `StateChangedEvent` - `GameWonEvent { score: i32, time_seconds: u64 }` - `CardFlippedEvent(pub u32)` - `AchievementUnlockedEvent(pub AchievementRecord)` — placeholder, unused until Phase 5 - `game_plugin.rs` — `GamePlugin`: - On `Startup`: init `GameStateResource::new(system_time_seed, DrawMode::DrawOne)` - Systems: `handle_draw`, `handle_move`, `handle_undo`, `handle_new_game` - Each fires `StateChangedEvent` on success; `GameWonEvent` when `check_win()` flips to true - Errors: log via `tracing`, do not panic - Register in [solitaire_app/src/main.rs](../../../solitaire_app/src/main.rs) **Tests:** event-routing unit tests that drive `GamePlugin` in a headless `App::new()` and verify resource mutations. **Exit:** `cargo test --workspace` green, `cargo clippy --workspace -- -D warnings` clean. Running the app still shows a blank window (no rendering yet), but pressing nothing crashes anything. Commit: `feat(engine): add resources, events, and GamePlugin event routing` --- ### 3B — Layout + TablePlugin **Modules:** - `layout.rs` — pure function `compute_layout(window: Vec2) -> Layout` - `Layout { card_size: Vec2, pile_positions: HashMap }` - card_width = window.x / 9.0 - card_height = card_width * 1.4 - Row 1: stock, waste, [gap], 4 foundations - Row 2: 7 tableau columns below - `LayoutResource(pub Layout)` — a Bevy resource - `table_plugin.rs` — `TablePlugin`: - Spawns background rectangle (dark green `#0f5132`) - Spawns 13 `PileMarker` sprite entities for empty-pile placeholders - System `on_window_resized`: recompute `LayoutResource`, reposition pile markers **Tests:** `compute_layout` at 800×600, 1280×800, 1920×1080 — all 13 piles within bounds, non-overlapping. **Exit:** Window shows a green table with 13 translucent pile outlines that resize with the window. Commit: `feat(engine): add layout, LayoutResource, and TablePlugin` --- ### 3C — CardPlugin rendering (procedural) **Decision:** Phase 3 uses procedural cards (rounded white rectangle + rank/suit text). Real PNG assets can be slotted in later by replacing the sprite setup; API shape stays stable. **Modules:** - `card_plugin.rs` — `CardPlugin`: - Component `CardEntity { card_id: u32 }` - `StateChangedEvent` handler: sync entities with `GameStateResource` — spawn missing, despawn removed, reposition all - Position: `LayoutResource.pile_positions[pile] + Vec3::Z * stack_index` - Face-up: white rect + text of rank+suit glyph (red for hearts/diamonds, black for clubs/spades) - Face-down: blue rect with a subtle pattern overlay - No assets loaded — text uses Bevy's default font (or shipped system font if needed) **Exit:** A freshly dealt game renders — stock (24 cards face-down), 7 tableau columns in standard 1/2/3/.../7 face-down + 1 face-up, empty foundations. Commit: `feat(engine): add CardPlugin with procedural card rendering` --- ### 3D — Keyboard input & click-to-draw **Modules:** - `input_plugin.rs` — `InputPlugin`: - Keyboard system: `KeyCode::KeyU` → `UndoRequestEvent`, `KeyN` → `NewGameRequestEvent{seed: None}`, `KeyD` → `DrawRequestEvent`, `Escape` → pause-stub event - Mouse system: on left-click, if cursor over stock pile → `DrawRequestEvent` **Exit:** Pressing D cycles stock↔waste on-screen; N deals a new game; U undoes. Commit: `feat(engine): add InputPlugin with keyboard and stock-click` --- ### 3E — Drag & drop **Modules:** - Extend `input_plugin.rs` with drag systems: - `start_drag`: on left mouse-down, ray-hit the top card (or run of face-up cards) of a pile; populate `DragState`; elevate z - `follow_cursor`: while `DragState.cards` non-empty, move those entities to cursor position + per-card stack offset - `end_drag`: on mouse-up, determine target pile; early-validate with `can_place_on_tableau` / `can_place_on_foundation`; fire `MoveRequestEvent` (backend also validates) - On `MoveError` via `StateChangedEvent` non-emission: snap cards back with a short lerp (uses `CardAnim` from 3F) - Multi-card tableau drag: grabbing card N pulls N..=top if all face-up **Exit:** Full game playable with mouse. `GameWonEvent` fires on a win. No animations yet on invalid drop (just snap back instantly in 3E, smooth in 3F). Commit: `feat(engine): add drag-and-drop input with multi-card tableau support` --- ### 3F — AnimationPlugin (polish) **Modules:** - `animation_plugin.rs` — `AnimationPlugin`: - Component `CardAnim { start: Vec3, target: Vec3, elapsed: f32, duration: f32 }` — linear lerp 0.15s for moves - Flip: `CardFlip { elapsed: f32, duration: f32, flips_to_face_up: bool }` — scale-X 1→0→1 over 0.2s, toggle `face_up` at midpoint, fire `CardFlippedEvent` - Win cascade: on `GameWonEvent`, iterate foundation cards and schedule `CardAnim` to random off-screen targets with staggered 0.05s starts - Toast component scaffold: bevy_ui `Node`/`Text` overlay, wired to `AchievementUnlockedEvent` (no content yet) **Exit:** Valid moves animate smoothly; flipping a tableau card shows a flip; winning plays a cascade. Commit: `feat(engine): add AnimationPlugin with slide, flip, and win cascade` --- ## Cross-cutting rules - `solitaire_core` and `solitaire_sync` gain NO new dependencies. - No `unwrap()` / `panic!()` in new Bevy systems — log errors via `tracing::warn!` and continue. - `cargo test --workspace` and `cargo clippy --workspace -- -D warnings` green after EVERY sub-phase. - Every commit follows `type(scope): description` convention. - One `Plugin` per responsibility; cross-system communication is Events only. --- ## Open questions resolved - **Procedural vs. sourced card art**: procedural for Phase 3. - **`GameStateResource` layer**: wraps `solitaire_core::GameState` directly. - **Phases 4–8 plugins** (Audio/UI/Achievement/Sync): not in Phase 3. - **New-game seed**: system time when `None`, explicit when `Some(u64)`. - **Commit cadence**: one per sub-phase. --- ## Risks - Bevy 0.15 API drift from older tutorials — verify each API call as written. - Procedural card text depends on Bevy's default font; if rendering is unreadable, embed a `.ttf` via `include_bytes!()` as a follow-up (still Phase 3, not 3F). - `kira` audio API is async-friendly but requires careful thread management — initialise the `AudioManager` once at startup and store it in a Bevy `NonSend` resource.