9a3d7f3876
Captures today's six commits (theme loader fix, exit-warn silence, two font-warn rounds, HUD band, action fade), updates HEAD/test counts, records that the player redirected from "cut v0.11.0 / package" to "keep iterating on UX," and lists the new four-item UX punch list (unlock foundations, drop shadows, drop highlighting, stock badge). Resume prompt is rewritten so a fresh agent on a different machine picks up cleanly: notes GitHub is the canonical remote (Gitea drift caused commits to silently miss the alex machine earlier in session), flags that the in-progress save format will invalidate when (1) lands, and explicitly defers the release-prep items. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
120 lines
9.2 KiB
Markdown
120 lines
9.2 KiB
Markdown
# Solitaire Quest — UX Overhaul Session Handoff
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**Last updated:** 2026-05-01 (session 6) — Six commits landed today on top of `v0.10.0`: four bug fixes surfaced by the player's first end-to-end smoke test of the embedded-theme path, plus a HUD-band layout reservation and an auto-fade for the action button bar. Direction has shifted from "cut a release" to "keep iterating on UX."
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## Status at pause
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- **HEAD:** `c4970b1`. **Pushed to GitHub** (`origin = https://github.com/funman300/Rusty_Solitare.git`).
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- **Working tree:** clean. (`CARD_PLAN.md` is untracked but intentionally so — it's a plan doc, not source.)
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- **Build:** `cargo clippy --workspace --all-targets -- -D warnings` clean.
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- **Tests:** **962 passed / 0 failed / 9 ignored** across the workspace.
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- **Tags on origin:** `v0.9.0`, `v0.10.0`. Local-only stale tag `v0.1.0` (points at a doc commit far behind HEAD — safe to `git tag -d v0.1.0`).
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## Where we are
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The card-theme system, HUD restructure, and modal scaffold are all complete. Today's session was a player-smoke-test pass that surfaced four bugs (theme assets not loading, an exit-time false-warn, two flavours of usvg font-substitution noise) plus two cosmetic wins (HUD crowding the cards, action buttons cluttering the play surface even when idle). All shipped.
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The player explicitly said **the direction is more UX iteration, not release prep** — so the v0.11.0 cut and desktop packaging are deferred until they say otherwise.
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### Design direction (unchanged)
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- **Tone:** Balatro — chunky readable type, theatrical hierarchy, satisfying micro-interactions.
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- **Palette:** Midnight Purple base + Balatro yellow primary + warm magenta secondary.
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- See `~/.claude/projects/-home-manage-Rusty-Solitare/memory/project_ux_overhaul_2026-04.md` (auto-memory; on a different machine, recreate this fresh from the README + ARCHITECTURE.md).
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### Canonical remote
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`github.com/funman300/Rusty_Solitare` is the canonical repo. Earlier in this session a self-hosted Gitea remote (`git.aleshym.co/funman300/Rusty_Solitare`) was the source of truth on one machine, which caused commits to silently not reach the machine running the game. **Always push to GitHub.**
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## Session 6 (shipped 2026-05-01)
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| Area | Commit | What landed |
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|---|---|---|
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| Theme loader | `ab1d098` | `AssetPath::resolve` (concatenates) → `resolve_embed` (RFC 1808 sibling resolution). Was producing paths like `…/theme.ron/hearts_4.svg` and failing to load every face SVG. |
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| Sync exit log | `9a9026e` | `push_on_exit` now silently no-ops on `LocalOnlyProvider`'s `UnsupportedPlatform` instead of warn-spamming "sync push on exit failed" every shutdown. Mirrors the pull path's existing handling. |
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| Font warn (filter) | `78cf30e` | Initial fix: populated usvg fontdb with system fonts + LogPlugin filter. Insufficient on its own (warnings still fired). Superseded by next commit. |
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| Font warn (resolver) | `efa063f` | Custom `usvg::FontResolver.select_font` appends `Family::SansSerif` and `Family::Serif` to every query so unmatched named families (Arial on Linux) silently fall through to whatever sans-serif fontconfig points at. Reverts the LogPlugin filter. |
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| HUD band | `2c72e1f` | `layout::HUD_BAND_HEIGHT = 64` reserved at top; `top_y` shifts down. Translucent `BG_HUD_BAND` strip painted via `hud_plugin::spawn_hud_band`. Cards no longer crowd the action buttons / score text. |
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| Action fade | `c4970b1` | `HudActionFade` resource + cursor-tracked auto-hide. Buttons fade out when cursor is below `HUD_BAND_HEIGHT + 32 px`, fade back in when it returns. Lerp at 6/sec ≈ 167 ms transition. Applied in `Last` schedule so paint_action_buttons can't clobber. |
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## Open punch list — UX iteration (current direction)
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The player's request, in priority order they've expressed:
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1. **Unlock foundations** — currently `PileType::Foundation(Suit)` pre-assigns each foundation to a fixed suit (the slots show "C / D / H / S" placeholders). Player wants any Ace to land in any empty foundation; the slot then claims that suit until empty again. Cleanest path: change variant to `Foundation(u8)` (slot 0–3) and track the claimed suit as runtime state on `Pile`. Touches ~80 call sites in `solitaire_core` + `solitaire_engine`. Does NOT cross `solitaire_sync` (PileType is not transmitted), so no API break. **One-time invalidation of in-progress `game_state.json` saves on first launch after upgrade.**
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2. **Card drop shadows against the felt** — cards currently read as flat stickers. Subtle 2-3 px shadow under each card, slightly stronger when picked up. "Make the play surface feel physical."
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3. **Drop-target highlighting during drag** — when the player is holding a card, legal target piles glow / lift slightly. Highest gameplay-feel win in this list. Currently drops feel guess-y because there's no preview.
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4. **Stock-pile remaining-count badge** — small "·N" chip on the corner of the stock so the player knows how many cards remain before a recycle. Currently they recycle blind.
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## Open punch list — release prep (deferred per player)
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These are still on the table but the player has explicitly deferred them in favour of more UX work:
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1. **Cut `v0.11.0`** — meaningful slice since `v0.10.0`: full card-theme system (CARD_PLAN phases 1–7 + theme picker + hayeah art), HUD overhaul (band + fade), and the four bug fixes from session 6. (`git tag -d v0.1.0` first to clean up the stale local tag.)
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2. **README + CHANGELOG refresh** — README was last touched at `a6b8348` before the Settings picker shipped; doesn't mention card themes or the auto-fade.
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3. **Desktop packaging** per `ARCHITECTURE.md §17`. The Arch PKGBUILD exists in `/home/manage/solitaire-quest-pkgbuild/` (separate repo, no remote yet). Pending: app icon, macOS .icns + notarisation cert, Windows .ico + Authenticode cert, AppImage recipe.
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### Optional, deferred (lower priority than the four UX items above)
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- Animated focus ring (currently a static overlay; could pulse on focus change).
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- Achievement onboarding pass — show first-time players the achievement panel after their first win.
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- Mode-switch keyboard shortcut from inside the Mode Launcher (today only mouse opens it).
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- Runtime aspect-ratio fidelity: hayeah SVGs are ~1.45 h/w; engine layout assumes 1.4. Cards render ~3 % squashed vertically. Cosmetic.
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## Card-theme system (CARD_PLAN.md, fully shipped)
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Seven phases landed across `b8fb3fb` → `924a1e2`. End-to-end:
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- **Bundled default theme** ships in the binary via `embedded://` — 52 hayeah/playing-cards-assets SVGs (MIT) + a midnight-purple `back.svg` (original work).
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- **User themes** live under `themes://` rooted at `solitaire_engine::assets::user_theme_dir()`. Drop a directory containing `theme.ron` + 53 SVG files; appears in the registry on next launch.
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- **Importer** at `solitaire_engine::theme::import_theme(zip)` validates an archive (20 MB cap, zip-slip rejection, manifest validation, every SVG round-tripped through the rasteriser) and atomically unpacks.
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- **Picker UI** in Settings → Cosmetic — one chip per registered theme; selection persists to `settings.json` as `selected_theme_id` and propagates to live sprites via `react_to_settings_theme_change` → `sync_card_image_set_with_active_theme` → `StateChangedEvent`.
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## Resume prompt
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```
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You are a senior Rust + Bevy developer iterating on UX for Solitaire
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Quest. Working directory: <Rusty_Solitare clone path on this machine>.
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Branch: master. Current direction is UX iteration, NOT release prep —
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the player explicitly deferred v0.11.0 and packaging in favour of more
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gameplay-feel work.
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State: HEAD=c4970b1, fully pushed to GitHub
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(origin = https://github.com/funman300/Rusty_Solitare.git).
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Working tree clean apart from untracked CARD_PLAN.md (intentional).
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Build: cargo clippy --workspace --all-targets -- -D warnings clean.
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Tests: 962 passed / 0 failed / 9 ignored.
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READ FIRST (in order, before doing anything):
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1. SESSION_HANDOFF.md — full state, session 6 changelog, punch list
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2. CLAUDE.md — hard rules (UI-first, no panics, etc.)
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3. ARCHITECTURE.md — crate responsibilities + data flow
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4. ~/.claude/projects/<this-project>/memory/MEMORY.md
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— saved feedback / project context (machine-local;
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may be missing on a fresh machine)
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PUNCH LIST — UX iteration, in priority order the player expressed:
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1. Unlock foundations: any Ace lands in any empty slot, slot claims
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that suit until emptied. Refactor PileType::Foundation(Suit) →
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Foundation(u8). ~80 call sites. Invalidates in-progress saves.
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Does NOT cross solitaire_sync.
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2. Card drop shadows against the felt.
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3. Drop-target highlighting during drag (highest gameplay-feel win).
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4. Stock-pile remaining-count badge.
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DEFERRED (do not start without explicit direction):
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- Cut v0.11.0, README/CHANGELOG refresh, desktop packaging.
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WORKFLOW NOTES:
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- Commits use:
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git -c user.name=funman300 -c user.email=root@vscode.infinity \
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commit -m "..."
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- Sub-agents stage + verify only; orchestrator commits.
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- Every commit must pass build / clippy / test before pushing.
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- Push to GitHub (origin) — that is the canonical remote.
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OPEN AT THE START: ask which punch-list item to start on. The player
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prefers being asked over you picking unilaterally; (1) is the largest
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in code-touch and they may want to scope it first.
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```
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