Resume-prompt Option B (smaller scope variant) — closes the "floating MOVE chip" piece flagged as future scope in v0.21.1's replay-overlay punch list. Leaves the multi-session screen- takeover redesign for a future B-2. The existing banner-anchored MOVE chip stays put — it provides the at-a-glance overview. The new floating chip mirrors the same text but renders above the destination pile of the most-recently- applied move, keeping progress at the player's focal point so they don't have to look up at the banner during fast-paced playback. ### Architecture - New `ReplayFloatingProgressChip` marker component on a `Text2d` entity rendered in 2D world space. World-space placement (rather than UI-space + camera projection) keeps the math trivial — the chip uses the same `LayoutResource` pile coordinates that drive every other piece of pile geometry, so it stays correctly positioned through window resizes without any extra wiring. - Lifecycle matches the banner overlay: `spawn_overlay` spawns the chip alongside the banner when a replay starts; `react_to_state_change` despawns it when the replay ends. The chip lives outside the UI tree (because it's world-space) so the despawn needs its own query — added a second `Query<Entity, With<ReplayFloatingProgressChip>>` parameter. - Z = 100 keeps the chip above every card stack (Z_DROP_OVERLAY = 50, Z_STOCK_BADGE = 30, regular tableau cards stack to the low double digits at most). ### Position + visibility logic `update_floating_progress_chip` runs each Update tick: - Resolves the destination pile of the last-applied move (`replay.moves[cursor - 1]`'s `to`). - Hides the chip when `cursor == 0` (no moves applied yet — nowhere meaningful to land) or when the last move was a `StockClick` (no destination pile, and stock-click feedback already lives at the stock pile — letting the chip jitter back to the stock every cycle would be visual noise). - Otherwise positions the chip at `pile_position + (0, card_size.y * 0.6)` — half a card lifts above the pile centre, the extra 10 % is breathing room above the card's top edge so the chip doesn't visually clip. - Updates the chip text via `format_progress(&state)` — shares the same MOVE N/M format with the banner chip. ### Test New `floating_chip_spawns_and_despawns_with_overlay` pins the lifecycle: chip absent on Inactive, exactly one chip on Playing, absent again on return to Inactive. Position correctness needs `LayoutResource` (which the headless fixture doesn't set up); covered via running-game verification rather than a unit test — the system's gate logic is small enough that pixel positioning isn't load-bearing on a test. 1194 passing (+1 from prior 1193). Workspace clippy clean. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
Solitaire Quest
A cross-platform Klondike Solitaire game written in Rust, with a card-theme system, full progression (XP / levels / achievements / daily challenges), and optional self-hosted sync so your stats follow you across machines.
Features
- Klondike Solitaire — Draw One and Draw Three modes; foundations are unlocked (any Ace lands in any empty slot, the slot then claims that suit)
- Card themes — bundled hayeah/playing-cards-assets default plus user-installable themes (drop a directory under the data dir or import a zip from Settings → Cosmetic)
- Modern HUD — reserved top band keeps cards from crowding the score readout; the action bar auto-fades when the cursor leaves it so it can't compete with the play surface
- Drag feel — every legal drop target is highlighted in green during drag; cards cast a soft drop shadow that lifts when picked up; the stock pile shows a remaining-count chip so you can see how close you are to a recycle
- Keyboard navigation — Tab cycles focus through buttons, arrow keys move within picker rows, Enter activates; works across every modal and the HUD action bar
- Progression — XP, levels, unlockable card backs and backgrounds
- 19 Achievements — including secret ones
- Daily Challenge — server-seeded so every player worldwide gets the same deal
- Leaderboard — opt-in, powered by your own self-hosted server
- Special Modes (unlocked at level 5): Zen, Time Attack, Challenge
- Sync — pull/push stats across devices via a self-hosted server
- Color-blind mode — blue tint on red-suit cards alongside the suit glyph
Building
Prerequisites
- Rust stable toolchain (
rustup install stable) - Linux:
libasound2-dev libudev-dev libxkbcommon-dev - macOS: Xcode Command Line Tools
# Fast development build
cargo run -p solitaire_app --features bevy/dynamic_linking
# Release build
cargo build -p solitaire_app --release
./target/release/solitaire_app
Controls
Every action also has a visible UI button — keyboard shortcuts are optional accelerators.
| Key | Action |
|---|---|
| Left click / drag | Move cards |
| Double click | Auto-move card to its best legal destination |
| Right click | Highlight legal moves for a card |
| Space / D | Draw from stock |
| U | Undo |
| H | Hint (highlight a legal move) |
| N | New game |
| Z | Zen mode |
| G | Forfeit (during pause) |
| Tab / Shift+Tab | Cycle keyboard focus |
| Enter | Activate focused button / auto-complete (when badge is lit) |
| Esc | Pause / dismiss modal |
| F1 | Help / controls |
| F11 | Toggle fullscreen |
| S / A / P / O / L / M | Stats / Achievements / Profile / Settings / Leaderboard / Menu |
Card themes
The default theme ships embedded in the binary, so the game runs
self-contained with no external assets. To install another theme, drop a
directory containing a theme.ron manifest plus 53 SVG files (52 faces +
1 back) under the platform data dir's themes/ folder, or import a zip
from Settings → Cosmetic. The picker chip lights up the moment a new
theme is registered. Themes are SVG-based, so they rasterise cleanly at
whatever resolution the window happens to be.
Sync Server (optional)
To sync stats across machines, run the self-hosted server. See README_SERVER.md for setup instructions.
Once the server is running, open Settings → Sync Backend, enter the server URL and your username, and register an account from within the game.
Running Tests
# All tests (982 passing as of v0.11.0)
cargo test --workspace
# Just game logic (no display required)
cargo test -p solitaire_core -p solitaire_sync -p solitaire_data -p solitaire_server
# Lint
cargo clippy --workspace --all-targets -- -D warnings
Credits
Built on Bevy and the wider Rust ecosystem
(Tokio, Axum, sqlx, Serde, kira, and many more). Card faces come from
hayeah/playing-cards-assets
(MIT, derived from the public-domain vector-playing-cards library); the
default card back is original work; the UI font is FiraMono-Medium (OFL).
All audio is synthesized programmatically by this project. See
CREDITS.md for the full list and license details.
Changelog
See CHANGELOG.md.
License
MIT — see LICENSE.