Resume-prompt Option C — first in-engine consumer of `ToastVariant::Error`. The variant has had a slot in the enum since v0.20.0's toast system landed; this commit wires a real driver event so the slot is no longer dead code. ### Driver: MoveRejectedEvent When a player tries an illegal placement (drops dragged cards on a real pile but the move violates the rules), `MoveRejectedEvent` fires. The existing rejection-feedback chain plays `card_invalid.wav` (audio cue) and triggers the destination-pile shake (visual cue via `feedback_anim_plugin`). This commit adds a third leg — a 2-second pink-bordered Error toast reading "Invalid move" — primarily for accessibility: - **Audio cue alone** doesn't help deaf players. - **Visual shake alone** is brief and easy to miss for low-vision players or anyone with reduce-motion enabled (which gates the shake's animation timing). - **Toast text** is persistent ~2 s, readable, and unambiguous. The three legs together cover the major perception channels. ### Implementation New `handle_move_rejected_toast` system in `animation_plugin` mirrors the shape of `handle_xp_awarded_toast` — read events, fire `spawn_toast(commands, "Invalid move", 2.0, ToastVariant::Error)`. Registered in the plugin's Update set between `handle_xp_awarded_toast` and `tick_toasts` so the toast spawn pipeline picks it up the same frame the event fires. `AnimationPlugin::build` gains `.add_message::<MoveRejectedEvent>()` so the message is initialized when the plugin runs under MinimalPlugins (tests). The message is also registered by `feedback_anim_plugin` — Bevy's `add_message` is idempotent, so both registrations coexist cleanly. Also drops the `#[allow(dead_code)]` from `ToastVariant::Error` (stale now that the variant has a real consumer) and updates the variant's doc comment to point at `handle_move_rejected_toast`. ### Test New `move_rejected_event_spawns_error_toast` pins the wiring: firing a `MoveRejectedEvent` spawns exactly one `ToastOverlay` on the next tick. Matches the shape of the existing `info_toast_event_spawns_toast_overlay` test. 1195 passing (+1 from prior 1194). 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.