funman300 68d50b5021 feat(toast): wire ToastVariant::Error for invalid-move feedback
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>
2026-05-08 13:59:39 -07:00

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.

S
Description
A Klondike solitaire game built in Rust with Bevy, targeting Android and Linux desktop. Features classic card rendering, draw-one/draw-three modes, score tracking, undo/redo, daily challenges, and auto-complete detection.
https://klondike.aleshym.co/
Readme MIT 45 MiB
v0.39.0 Latest
2026-05-19 23:58:42 +00:00
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