7840ef9eb2
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Core fixes (issues #12, #13, #22): - #12: undo now preserves score delta instead of restoring snapshot score - #13: take_from_foundation defaults to false (non-standard house rule) - #22: check_win validates full suit sequence, not just card count Engine fixes: - #8: replay keyboard input guard against non-replay state - #9: help modal scrims.is_empty() guard added - #10: settings modal scrims.is_empty() guard added - #11: sync_plugin builds payload at poll time (not task-spawn time) - #14: server replay mode case-sensitivity fix ("Classic") - #15: play_by_seed_plugin confirmed flag set to true on launch - #16: replay back-step debounce via Local<bool> + StateChangedEvent; register StateChangedEvent in ReplayOverlayPlugin (fixes 52 tests) - #17: time-attack timer ignores win-summary overlay - #18: HUD dropdown glyphs U+25BE → U+2193 (FiraMono-safe arrow) - #19: theme plugin applies immediate visual update on A→B→A switch - #20: SyncAuthError / SyncBusyOverlay split into separate entities so auth errors are visible after busy overlay is hidden - #21: handle_forfeit ordered before update_stats_on_new_game - #23: server merge uses correct avg_time_seconds and games_lost math - #24: win_summary migrated to ModalScrim pattern - #25: card_animation apply_deferred between animation systems - #26: cursor_plugin HashMap access uses .get() with fallback - #27: auto_complete mid-sequence deactivation guard - #28: feedback_anim SettleAnim ordered before FoundationFlourish - #29: achievement_plugin iterates all win events; adds scrims guard - #30: leaderboard modal scrims.is_empty() guard added - #31: server auth tmp file cleanup on rename failure - #32: sync_setup modal scrims.is_empty() guard added - #33: font_plugin uses match fallback; TokioRuntimeResource graceful current-thread fallback on runtime init failure Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
907 lines
35 KiB
Rust
907 lines
35 KiB
Rust
//! Card feedback animations: shake on invalid move, settle on valid placement,
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//! and animated deal on new game start.
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//!
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//! # Task #54 — Shake animation on invalid move target
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//!
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//! When `MoveRejectedEvent` fires, a `ShakeAnim` component is inserted on every
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//! card entity that belongs to the destination pile (`MoveRejectedEvent::to`).
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//! The component stores the card's original X position and an elapsed counter.
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//! Each frame, `tick_shake_anim` displaces `transform.translation.x` with a
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//! damped sine wave and removes the component after 0.3 s.
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//!
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//! # Task #55 — Settle/bounce on valid placement
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//!
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//! `start_settle_anim` listens for `MoveRequestEvent` and `DrawRequestEvent` so
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//! the bounce is **scoped to the cards that just moved**, not every top card on
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//! the board. For a move it bounces the top `count` cards of the destination
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//! pile; for a draw it bounces the top card of the waste. Undos are skipped so
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//! reverting a move doesn't replay the placement feedback. `tick_settle_anim`
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//! applies a brief Y-scale compression (`scale.y` 1.0 → 0.92 → 1.0 over 0.15 s)
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//! and removes the component when elapsed ≥ 0.15 s.
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//!
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//! # Task #69 — Animated card deal on new game start
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//!
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//! When `NewGameRequestEvent` fires (on a fresh game, `move_count == 0`),
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//! `start_deal_anim` reads `LayoutResource` and
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//! inserts a `CardAnim` on every card entity, sliding each card from the stock
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//! pile's position to its current (final) position with a per-card stagger
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//! derived from the current `AnimSpeed` setting plus a deterministic ±10 %
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//! jitter per card so the deal feels organic instead of mechanical:
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//!
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//! | `AnimSpeed` | Base stagger |
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//! |---------------|-------------------|
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//! | `Normal` | 0.04 s (default) |
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//! | `Fast` | 0.02 s (half) |
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//! | `Instant` | 0.00 s (no delay) |
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//!
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//! `deal_stagger_delay` and `deal_stagger_jitter` are pure helpers exposed for
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//! unit testing.
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use std::collections::hash_map::DefaultHasher;
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use std::f32::consts::PI;
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use std::hash::{Hash, Hasher};
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use bevy::prelude::*;
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use solitaire_core::pile::PileType;
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use solitaire_data::AnimSpeed;
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use crate::animation_plugin::CardAnim;
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use crate::card_plugin::CardEntity;
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use crate::events::{
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DrawRequestEvent, FoundationCompletedEvent, MoveRejectedEvent, MoveRequestEvent,
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NewGameRequestEvent,
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};
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use crate::game_plugin::GameMutation;
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use crate::layout::LayoutResource;
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use crate::pause_plugin::PausedResource;
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use crate::resources::GameStateResource;
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use crate::settings_plugin::SettingsResource;
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use crate::table_plugin::PileMarker;
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use crate::ui_theme::{
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FOUNDATION_FLOURISH_PEAK_SCALE, MOTION_FOUNDATION_FLOURISH_SECS, STATE_SUCCESS,
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};
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// ---------------------------------------------------------------------------
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// Shared constants
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// ---------------------------------------------------------------------------
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/// Duration of the shake animation in seconds.
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const SHAKE_SECS: f32 = 0.3;
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/// Angular frequency (radians/s) of the shake sine wave.
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const SHAKE_OMEGA: f32 = 40.0;
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/// Peak displacement of the shake in world units.
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const SHAKE_AMPLITUDE: f32 = 6.0;
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/// Duration of the settle animation in seconds.
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const SETTLE_SECS: f32 = 0.15;
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/// Maximum Y-scale compression at the midpoint of the settle animation.
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const SETTLE_MIN_SCALE: f32 = 0.92;
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/// Per-card stagger delay for the deal animation in seconds.
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pub const DEAL_STAGGER_SECS: f32 = 0.04;
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/// Duration of each card's slide during the deal animation in seconds.
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pub const DEAL_SLIDE_SECS: f32 = 0.25;
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// ---------------------------------------------------------------------------
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// Task #54 — Shake animation component
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// ---------------------------------------------------------------------------
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/// Drives a horizontal shake animation.
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///
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/// Inserted on card entities belonging to the destination pile of a rejected
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/// move. Removed automatically when `elapsed >= SHAKE_SECS`.
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#[derive(Component, Debug, Clone)]
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pub struct ShakeAnim {
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/// Seconds elapsed since the shake began.
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pub elapsed: f32,
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/// The card's original X position (restored when the component is removed).
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pub origin_x: f32,
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}
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/// Computes the horizontal displacement of the shake animation at the given
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/// elapsed time.
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///
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/// Returns `origin_x + sin(elapsed * SHAKE_OMEGA) * SHAKE_AMPLITUDE *
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/// (1.0 - elapsed / SHAKE_SECS)`. At `elapsed == 0.0` the sin term is 0, so
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/// the displacement is 0. At `elapsed == SHAKE_SECS` the envelope is 0, so the
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/// displacement is also 0.
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///
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/// This is a pure function exposed for unit testing without Bevy.
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pub fn shake_offset(elapsed: f32, origin_x: f32) -> f32 {
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let envelope = 1.0 - (elapsed / SHAKE_SECS).min(1.0);
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origin_x + (elapsed * SHAKE_OMEGA).sin() * SHAKE_AMPLITUDE * envelope
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}
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// ---------------------------------------------------------------------------
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// Task #55 — Settle animation component
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// ---------------------------------------------------------------------------
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/// Drives a brief Y-scale compression (bounce) animation.
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///
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/// Inserted on the top card entity of every non-empty pile after a successful
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/// move (`StateChangedEvent`). Removed automatically when `elapsed >= SETTLE_SECS`.
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#[derive(Component, Debug, Clone, Default)]
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pub struct SettleAnim {
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/// Seconds elapsed since the settle animation began.
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pub elapsed: f32,
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}
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/// Computes the Y scale of the settle animation at the given elapsed time.
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///
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/// At `elapsed == 0.0` the scale is 1.0 (no compression). At the midpoint
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/// (`elapsed == SETTLE_SECS / 2`) the scale reaches its minimum (`SETTLE_MIN_SCALE ≈ 0.92`).
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/// At `elapsed == SETTLE_SECS` the scale returns to 1.0.
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///
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/// This is a pure function exposed for unit testing without Bevy.
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pub fn settle_scale(elapsed: f32) -> f32 {
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let t = (elapsed / SETTLE_SECS).min(1.0);
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1.0 - (1.0 - SETTLE_MIN_SCALE) * (t * PI).sin()
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}
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// ---------------------------------------------------------------------------
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// Task #69 — Stagger delay helpers
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// ---------------------------------------------------------------------------
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/// Returns the per-card stagger delay in seconds for the given `AnimSpeed`.
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///
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/// | `AnimSpeed` | Returned value |
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/// |---------------|----------------|
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/// | `Normal` | `DEAL_STAGGER_SECS` (0.04 s) |
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/// | `Fast` | `DEAL_STAGGER_SECS / 2` (0.02 s) |
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/// | `Instant` | `0.0` — all cards appear simultaneously |
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///
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/// This is a pure function exposed for unit testing without Bevy.
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pub fn deal_stagger_secs_for_speed(speed: &AnimSpeed) -> f32 {
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match speed {
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AnimSpeed::Normal => DEAL_STAGGER_SECS,
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AnimSpeed::Fast => DEAL_STAGGER_SECS / 2.0,
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AnimSpeed::Instant => 0.0,
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}
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}
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/// Returns the stagger delay in seconds for card at position `index` during the
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/// deal animation, given a per-card stagger interval.
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///
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/// `delay = index * stagger_secs`
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///
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/// This is a pure function exposed for unit testing without Bevy.
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pub fn deal_stagger_delay(index: usize, stagger_secs: f32) -> f32 {
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index as f32 * stagger_secs
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}
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/// Returns a deterministic ±10 % jitter factor for `card_id`.
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///
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/// Hashes `card_id` with `DefaultHasher` and maps the low bits into a value in
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/// `0.0..=1.0`, then re-centres into `-0.1..=0.1`. The same card id always
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/// produces the same factor so deals are reproducible (important for
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/// seed-based testing and replay), while a 52-card deal still feels organic
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/// because each card's offset varies.
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///
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/// Multiply a base stagger interval by `1.0 + deal_stagger_jitter(card_id)` to
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/// apply the jitter.
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pub fn deal_stagger_jitter(card_id: u32) -> f32 {
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let mut hasher = DefaultHasher::new();
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card_id.hash(&mut hasher);
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let jitter_norm = (hasher.finish() % 1000) as f32 / 1000.0; // 0.0..=1.0
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(jitter_norm - 0.5) * 0.2 // ±0.1 == ±10 %
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}
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// ---------------------------------------------------------------------------
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// Plugin
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// ---------------------------------------------------------------------------
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/// Registers the shake, settle, deal, and foundation-completion flourish
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/// animation systems.
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pub struct FeedbackAnimPlugin;
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impl Plugin for FeedbackAnimPlugin {
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fn build(&self, app: &mut App) {
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// Register the events this plugin consumes so it can run in isolation
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// under `MinimalPlugins` (e.g. unit tests) without depending on other
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// plugins to register them. Double-registration is idempotent in Bevy.
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app.add_message::<MoveRequestEvent>()
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.add_message::<DrawRequestEvent>()
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.add_message::<MoveRejectedEvent>()
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.add_message::<NewGameRequestEvent>()
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.add_message::<FoundationCompletedEvent>()
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.add_systems(
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Update,
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(
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start_shake_anim.after(GameMutation),
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tick_shake_anim,
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start_settle_anim.after(GameMutation),
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// tick_foundation_flourish writes the full Transform.scale
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// (Vec3); tick_settle_anim writes only scale.y on top of
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// it. Ordering ensures the settle's y-only write always
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// applies last so it wins on the ~0.15 s overlap when both
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// components are present on the same King entity.
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tick_foundation_flourish.before(tick_settle_anim),
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tick_settle_anim,
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start_deal_anim.after(GameMutation),
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start_foundation_flourish.after(GameMutation),
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),
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);
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}
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}
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// ---------------------------------------------------------------------------
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// Task #54 — Shake systems
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// ---------------------------------------------------------------------------
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/// Inserts `ShakeAnim` on all card entities belonging to the destination pile
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/// when a `MoveRejectedEvent` fires.
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fn start_shake_anim(
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mut events: MessageReader<MoveRejectedEvent>,
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game: Res<GameStateResource>,
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settings: Option<Res<SettingsResource>>,
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card_entities: Query<(Entity, &CardEntity, &Transform)>,
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mut commands: Commands,
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) {
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let reduce_motion = settings.as_deref().is_some_and(|s| s.0.reduce_motion_mode);
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for ev in events.read() {
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if reduce_motion {
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continue;
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}
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let dest_pile = &ev.to;
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// Collect the card ids that belong to the destination pile.
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let Some(pile) = game.0.piles.get(dest_pile) else { continue };
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let dest_card_ids: Vec<u32> = pile.cards.iter().map(|c| c.id).collect();
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if dest_card_ids.is_empty() {
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continue;
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}
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for (entity, card_marker, transform) in card_entities.iter() {
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if dest_card_ids.contains(&card_marker.card_id) {
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commands.entity(entity).insert(ShakeAnim {
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elapsed: 0.0,
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origin_x: transform.translation.x,
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});
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}
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}
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}
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}
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/// Advances `ShakeAnim` each frame and removes it once the animation completes.
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///
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/// Applies `translation.x = shake_offset(elapsed, origin_x)`. When done,
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/// restores `translation.x = origin_x` so the card is left at its correct
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/// position. Skipped while the game is paused.
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fn tick_shake_anim(
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mut commands: Commands,
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time: Res<Time>,
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paused: Option<Res<PausedResource>>,
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mut anims: Query<(Entity, &mut Transform, &mut ShakeAnim)>,
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) {
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if paused.is_some_and(|p| p.0) {
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return;
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}
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let dt = time.delta_secs();
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for (entity, mut transform, mut anim) in &mut anims {
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anim.elapsed += dt;
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if anim.elapsed >= SHAKE_SECS {
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transform.translation.x = anim.origin_x;
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commands.entity(entity).remove::<ShakeAnim>();
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} else {
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transform.translation.x = shake_offset(anim.elapsed, anim.origin_x);
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}
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}
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}
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// ---------------------------------------------------------------------------
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// Task #55 — Settle systems
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// ---------------------------------------------------------------------------
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/// Inserts `SettleAnim` only on the cards that just moved — the top `count`
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/// cards of the move destination, or the top of the waste pile for a draw.
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///
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/// Triggered by `MoveRequestEvent` and `DrawRequestEvent`. Undo and other
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/// state-mutations are deliberately skipped: replaying the placement bounce on
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/// an undo would feel like the rejected-move shake fired by mistake. Note this
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/// runs before the move resolves in `GameMutation`, so we read the destination
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/// pile **after** the request has been accepted by reading the up-to-date game
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/// state for both readers — the schedule labels the system `.after(GameMutation)`
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/// to ensure that ordering.
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fn start_settle_anim(
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mut moves: MessageReader<MoveRequestEvent>,
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mut draws: MessageReader<DrawRequestEvent>,
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game: Res<GameStateResource>,
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card_entities: Query<(Entity, &CardEntity)>,
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mut commands: Commands,
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) {
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// Build the list of card ids that should bounce this frame from every
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// queued request; multiple events can fire in the same frame (e.g. a move
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// followed by a draw via keyboard accelerators).
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let mut bounce_ids: Vec<u32> = Vec::new();
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for ev in moves.read() {
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if let Some(pile) = game.0.piles.get(&ev.to) {
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// The moved cards land on top — take the last `count` ids.
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let n = ev.count.min(pile.cards.len());
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if n > 0 {
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let start = pile.cards.len() - n;
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bounce_ids.extend(pile.cards[start..].iter().map(|c| c.id));
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}
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}
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}
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if draws.read().next().is_some()
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&& let Some(pile) = game.0.piles.get(&PileType::Waste)
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&& let Some(top) = pile.cards.last()
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{
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bounce_ids.push(top.id);
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}
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if bounce_ids.is_empty() {
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return;
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}
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for (entity, card_marker) in card_entities.iter() {
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if bounce_ids.contains(&card_marker.card_id) {
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commands.entity(entity).insert(SettleAnim::default());
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}
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}
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}
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/// Advances `SettleAnim` each frame and removes it once the animation completes.
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///
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/// Applies `transform.scale.y = settle_scale(elapsed)`. Restores scale to 1.0
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/// when done. Skipped while the game is paused.
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fn tick_settle_anim(
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mut commands: Commands,
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time: Res<Time>,
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paused: Option<Res<PausedResource>>,
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mut anims: Query<(Entity, &mut Transform, &mut SettleAnim)>,
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) {
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if paused.is_some_and(|p| p.0) {
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return;
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}
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let dt = time.delta_secs();
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for (entity, mut transform, mut anim) in &mut anims {
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anim.elapsed += dt;
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if anim.elapsed >= SETTLE_SECS {
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transform.scale.y = 1.0;
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commands.entity(entity).remove::<SettleAnim>();
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} else {
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transform.scale.y = settle_scale(anim.elapsed);
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}
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}
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}
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// ---------------------------------------------------------------------------
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// Task #69 — Deal animation system
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// ---------------------------------------------------------------------------
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/// Inserts `CardAnim` on every card entity when a new game starts, sliding
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/// each card from the stock pile position to its final position with a
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/// per-card stagger derived from the current `AnimSpeed` setting.
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///
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/// Triggered by `NewGameRequestEvent` (when the new game has `move_count == 0`)
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/// and fires the deal animation for every card entity currently in the world.
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/// The stagger is looked up from `SettingsResource` via `deal_stagger_secs_for_speed`.
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fn start_deal_anim(
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mut events: MessageReader<NewGameRequestEvent>,
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layout: Option<Res<LayoutResource>>,
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game: Res<GameStateResource>,
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settings: Option<Res<SettingsResource>>,
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card_entities: Query<(Entity, &CardEntity, &Transform)>,
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mut commands: Commands,
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) {
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if events.read().next().is_none() {
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return;
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}
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// Only animate a fresh deal (no moves made yet).
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if game.0.move_count != 0 {
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return;
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}
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let Some(layout) = layout else { return };
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let Some(&stock_pos) = layout.0.pile_positions.get(&PileType::Stock) else { return };
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let stock_start = Vec3::new(stock_pos.x, stock_pos.y, 0.0);
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let speed = settings.as_ref().map(|s| &s.0.animation_speed);
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let stagger_secs = speed.map_or(DEAL_STAGGER_SECS, deal_stagger_secs_for_speed);
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for (index, (entity, card_marker, transform)) in card_entities.iter().enumerate() {
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let final_pos = transform.translation;
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// ±10 % jitter, deterministic per card id, so the deal feels organic
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// without losing reproducibility (a given seed still produces the
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// same per-card stagger pattern across runs).
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let per_card_stagger = stagger_secs * (1.0 + deal_stagger_jitter(card_marker.card_id));
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commands.entity(entity).insert((
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Transform::from_translation(stock_start.with_z(final_pos.z)),
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CardAnim {
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start: stock_start.with_z(final_pos.z),
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target: final_pos,
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elapsed: 0.0,
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duration: DEAL_SLIDE_SECS,
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delay: deal_stagger_delay(index, per_card_stagger),
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},
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));
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}
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}
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// ---------------------------------------------------------------------------
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// Foundation-completion flourish
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// ---------------------------------------------------------------------------
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/// Drives the per-foundation completion flourish on the King card that
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/// just landed on a foundation pile (Ace → King, 13 cards).
|
|
///
|
|
/// Inserted on the King's `CardEntity` when `FoundationCompletedEvent`
|
|
/// fires; removed once `elapsed >= duration`. Decorative only — does
|
|
/// not block input or interfere with the win cascade, settle, or hint
|
|
/// systems (those operate on different markers and read the same
|
|
/// `Transform.scale` coordinate non-conflictingly because the flourish
|
|
/// finishes in well under a second).
|
|
#[derive(Component, Debug, Clone, Copy)]
|
|
pub struct FoundationFlourish {
|
|
/// Foundation slot (0..=3) this flourish is celebrating.
|
|
pub foundation_slot: u8,
|
|
/// Seconds elapsed since the flourish began.
|
|
pub elapsed: f32,
|
|
/// Total animation length in seconds.
|
|
pub duration: f32,
|
|
}
|
|
|
|
/// Drives a brief golden tint on the foundation `PileMarker` whose
|
|
/// foundation just completed. Stores the marker's original colour so
|
|
/// it can be restored when the timer expires.
|
|
///
|
|
/// Inserted alongside (and concurrent with) `FoundationFlourish` on the
|
|
/// matching `PileMarker` entity. The system runs independently of the
|
|
/// existing `HintPileHighlight` so the two never share state — a hint
|
|
/// landing during a completion flourish (highly unlikely in practice
|
|
/// since the foundation just completed) won't corrupt either party's
|
|
/// `original_color` snapshot.
|
|
#[derive(Component, Debug, Clone, Copy)]
|
|
pub struct FoundationMarkerFlourish {
|
|
/// Seconds elapsed since the tint was applied.
|
|
pub elapsed: f32,
|
|
/// Total animation length in seconds.
|
|
pub duration: f32,
|
|
/// The pile marker's sprite colour before the tint was applied —
|
|
/// restored when the timer expires.
|
|
pub original_color: Color,
|
|
}
|
|
|
|
/// Pure helper for unit tests — returns the per-frame scale factor for
|
|
/// the foundation flourish at `elapsed_secs` over `duration_secs`.
|
|
///
|
|
/// Triangular curve, mirroring `score_pulse_scale` in `hud_plugin`:
|
|
/// at `t = 0.0` returns `1.0`, at `t = 0.5` returns
|
|
/// [`FOUNDATION_FLOURISH_PEAK_SCALE`] (1.15), at `t = 1.0` returns
|
|
/// `1.0`. Out-of-range values are clamped so the King never freezes
|
|
/// at a non-1.0 scale on the frame after the flourish ends.
|
|
///
|
|
/// Returns `1.0` whenever `duration_secs <= 0.0` so callers running
|
|
/// under `AnimSpeed::Instant` (zeroed durations) skip the flourish
|
|
/// without dividing by zero.
|
|
pub fn foundation_flourish_scale(elapsed_secs: f32, duration_secs: f32) -> f32 {
|
|
if duration_secs <= 0.0 {
|
|
return 1.0;
|
|
}
|
|
let t = (elapsed_secs / duration_secs).clamp(0.0, 1.0);
|
|
let peak = FOUNDATION_FLOURISH_PEAK_SCALE;
|
|
if t < 0.5 {
|
|
// Climb from 1.0 at t=0 to peak at t=0.5.
|
|
1.0 + (peak - 1.0) * (t / 0.5)
|
|
} else {
|
|
// Descend from peak at t=0.5 back to 1.0 at t=1.0.
|
|
peak - (peak - 1.0) * ((t - 0.5) / 0.5)
|
|
}
|
|
}
|
|
|
|
/// Inserts `FoundationFlourish` on the King card entity at the
|
|
/// completed foundation and `FoundationMarkerFlourish` on its
|
|
/// `PileMarker`. The King is identified as the *top* card of the
|
|
/// foundation pile after the move — by definition the 13th card,
|
|
/// always rank King by foundation rules.
|
|
fn start_foundation_flourish(
|
|
mut events: MessageReader<FoundationCompletedEvent>,
|
|
game: Res<GameStateResource>,
|
|
settings: Option<Res<SettingsResource>>,
|
|
card_entities: Query<(Entity, &CardEntity)>,
|
|
mut pile_markers: Query<(Entity, &PileMarker, &Sprite, Option<&FoundationMarkerFlourish>)>,
|
|
mut commands: Commands,
|
|
) {
|
|
let reduce_motion = settings.as_deref().is_some_and(|s| s.0.reduce_motion_mode);
|
|
for ev in events.read() {
|
|
if reduce_motion {
|
|
continue;
|
|
}
|
|
let pile_type = PileType::Foundation(ev.slot);
|
|
// Top card of the completed foundation is the King.
|
|
let Some(king_id) = game
|
|
.0
|
|
.piles
|
|
.get(&pile_type)
|
|
.and_then(|p| p.cards.last())
|
|
.map(|c| c.id)
|
|
else {
|
|
continue;
|
|
};
|
|
|
|
// Tag the King's card entity.
|
|
for (entity, card_marker) in card_entities.iter() {
|
|
if card_marker.card_id == king_id {
|
|
commands.entity(entity).insert(FoundationFlourish {
|
|
foundation_slot: ev.slot,
|
|
elapsed: 0.0,
|
|
duration: MOTION_FOUNDATION_FLOURISH_SECS,
|
|
});
|
|
}
|
|
}
|
|
|
|
// Tint the matching PileMarker. Snapshot the current colour so
|
|
// tick_foundation_flourish can restore it; if a stale flourish
|
|
// is somehow still active, reuse its `original_color` so we
|
|
// don't capture the gold tint as the new "original".
|
|
for (entity, pile_marker, sprite, existing) in pile_markers.iter_mut() {
|
|
if pile_marker.0 != pile_type {
|
|
continue;
|
|
}
|
|
let original_color = existing.map_or(sprite.color, |f| f.original_color);
|
|
commands.entity(entity).insert(FoundationMarkerFlourish {
|
|
elapsed: 0.0,
|
|
duration: MOTION_FOUNDATION_FLOURISH_SECS,
|
|
original_color,
|
|
});
|
|
}
|
|
}
|
|
}
|
|
|
|
/// Advances both the King's scale pulse and the foundation marker's
|
|
/// gold tint each frame. Removes both components once their timers
|
|
/// expire, restoring the King's `Transform.scale` to `Vec3::ONE` and
|
|
/// the marker's sprite colour to its captured original.
|
|
///
|
|
/// Skipped while paused so a player who hits Esc mid-flourish doesn't
|
|
/// see frozen scaled state (the next unpause tick resumes from the
|
|
/// stored `elapsed`).
|
|
#[allow(clippy::type_complexity)]
|
|
fn tick_foundation_flourish(
|
|
mut commands: Commands,
|
|
time: Res<Time>,
|
|
paused: Option<Res<PausedResource>>,
|
|
mut card_anims: Query<(Entity, &mut Transform, &mut FoundationFlourish)>,
|
|
mut marker_anims: Query<
|
|
(Entity, &mut Sprite, &mut FoundationMarkerFlourish),
|
|
Without<FoundationFlourish>,
|
|
>,
|
|
) {
|
|
if paused.is_some_and(|p| p.0) {
|
|
return;
|
|
}
|
|
let dt = time.delta_secs();
|
|
|
|
// Advance the King's scale pulse.
|
|
for (entity, mut transform, mut anim) in &mut card_anims {
|
|
anim.elapsed += dt;
|
|
if anim.elapsed >= anim.duration {
|
|
// Restore identity scale so the card sits at its normal size
|
|
// for the next frame's transform sync.
|
|
transform.scale = Vec3::ONE;
|
|
commands.entity(entity).remove::<FoundationFlourish>();
|
|
} else {
|
|
let s = foundation_flourish_scale(anim.elapsed, anim.duration);
|
|
transform.scale = Vec3::new(s, s, 1.0);
|
|
}
|
|
}
|
|
|
|
// Advance the foundation marker's gold tint. Held flat for the
|
|
// first half of the duration and faded back to the original colour
|
|
// over the second half — feels celebratory without bleeding into
|
|
// the next move's drop-target highlights.
|
|
for (entity, mut sprite, mut anim) in &mut marker_anims {
|
|
anim.elapsed += dt;
|
|
if anim.elapsed >= anim.duration {
|
|
sprite.color = anim.original_color;
|
|
commands.entity(entity).remove::<FoundationMarkerFlourish>();
|
|
} else {
|
|
let t = (anim.elapsed / anim.duration).clamp(0.0, 1.0);
|
|
// Lerp factor: 1.0 (full tint) for the first half, then
|
|
// ramps down linearly to 0.0 (original colour) by the end.
|
|
let mix = if t < 0.5 { 1.0 } else { 1.0 - (t - 0.5) / 0.5 };
|
|
sprite.color = lerp_color(anim.original_color, STATE_SUCCESS, mix);
|
|
}
|
|
}
|
|
}
|
|
|
|
/// Linear interpolation between two `Color`s in sRGB space. Pulled out
|
|
/// as a small helper so the `tick_foundation_flourish` body stays
|
|
/// readable; sRGB-space lerping is fine for a brief decorative tint
|
|
/// (a perceptually-uniform space would be overkill).
|
|
fn lerp_color(from: Color, to: Color, t: f32) -> Color {
|
|
let from = from.to_srgba();
|
|
let to = to.to_srgba();
|
|
let t = t.clamp(0.0, 1.0);
|
|
Color::srgba(
|
|
from.red + (to.red - from.red) * t,
|
|
from.green + (to.green - from.green) * t,
|
|
from.blue + (to.blue - from.blue) * t,
|
|
from.alpha + (to.alpha - from.alpha) * t,
|
|
)
|
|
}
|
|
|
|
// ---------------------------------------------------------------------------
|
|
// Unit tests (pure functions only — no Bevy world required)
|
|
// ---------------------------------------------------------------------------
|
|
|
|
#[cfg(test)]
|
|
mod tests {
|
|
use super::*;
|
|
|
|
// Task #54 tests
|
|
|
|
#[test]
|
|
fn shake_offset_at_elapsed_zero_returns_origin_x() {
|
|
// sin(0) == 0, so displacement must equal origin_x regardless of
|
|
// SHAKE_AMPLITUDE or envelope.
|
|
let origin_x = 42.0;
|
|
let result = shake_offset(0.0, origin_x);
|
|
assert!(
|
|
(result - origin_x).abs() < 1e-5,
|
|
"shake_offset at elapsed=0 must equal origin_x, got {result}"
|
|
);
|
|
}
|
|
|
|
#[test]
|
|
fn shake_offset_at_elapsed_shake_secs_returns_origin_x() {
|
|
// At elapsed == SHAKE_SECS the envelope is 0, so the result must equal
|
|
// origin_x regardless of the sine value.
|
|
let origin_x = 100.0;
|
|
let result = shake_offset(SHAKE_SECS, origin_x);
|
|
assert!(
|
|
(result - origin_x).abs() < 1e-5,
|
|
"shake_offset at elapsed=SHAKE_SECS must equal origin_x (envelope=0), got {result}"
|
|
);
|
|
}
|
|
|
|
// Task #55 tests
|
|
|
|
#[test]
|
|
fn settle_scale_at_elapsed_zero_is_one() {
|
|
let scale = settle_scale(0.0);
|
|
assert!(
|
|
(scale - 1.0).abs() < 1e-5,
|
|
"settle_scale at elapsed=0 must be 1.0, got {scale}"
|
|
);
|
|
}
|
|
|
|
#[test]
|
|
fn settle_scale_at_midpoint_is_approximately_settle_min() {
|
|
// At elapsed == SETTLE_SECS / 2, sin(PI/2) == 1.0, so scale should be
|
|
// at the minimum: 1.0 - (1.0 - SETTLE_MIN_SCALE) = SETTLE_MIN_SCALE.
|
|
let scale = settle_scale(SETTLE_SECS / 2.0);
|
|
assert!(
|
|
(scale - SETTLE_MIN_SCALE).abs() < 1e-4,
|
|
"settle_scale at midpoint must be ~{SETTLE_MIN_SCALE}, got {scale}"
|
|
);
|
|
}
|
|
|
|
// Task #69 tests
|
|
|
|
#[test]
|
|
fn deal_stagger_delay_zero_index_is_zero() {
|
|
assert_eq!(deal_stagger_delay(0, DEAL_STAGGER_SECS), 0.0);
|
|
}
|
|
|
|
#[test]
|
|
fn deal_stagger_delay_returns_index_times_stagger() {
|
|
let stagger = DEAL_STAGGER_SECS;
|
|
for i in 0..52 {
|
|
let expected = i as f32 * stagger;
|
|
let actual = deal_stagger_delay(i, stagger);
|
|
assert!(
|
|
(actual - expected).abs() < 1e-6,
|
|
"deal_stagger_delay({i}, {stagger}) expected {expected}, got {actual}"
|
|
);
|
|
}
|
|
}
|
|
|
|
#[test]
|
|
fn deal_stagger_secs_normal_is_constant() {
|
|
assert!((deal_stagger_secs_for_speed(&AnimSpeed::Normal) - DEAL_STAGGER_SECS).abs() < 1e-6);
|
|
}
|
|
|
|
#[test]
|
|
fn deal_stagger_secs_fast_is_half_normal() {
|
|
let fast = deal_stagger_secs_for_speed(&AnimSpeed::Fast);
|
|
let normal = deal_stagger_secs_for_speed(&AnimSpeed::Normal);
|
|
assert!(
|
|
(fast - normal / 2.0).abs() < 1e-6,
|
|
"Fast stagger must be half of Normal, got fast={fast} normal={normal}"
|
|
);
|
|
}
|
|
|
|
#[test]
|
|
fn deal_stagger_secs_instant_is_zero() {
|
|
assert_eq!(deal_stagger_secs_for_speed(&AnimSpeed::Instant), 0.0);
|
|
}
|
|
|
|
#[test]
|
|
fn deal_stagger_delay_instant_is_always_zero() {
|
|
let stagger = deal_stagger_secs_for_speed(&AnimSpeed::Instant);
|
|
for i in 0..52 {
|
|
assert_eq!(
|
|
deal_stagger_delay(i, stagger),
|
|
0.0,
|
|
"Instant speed must produce zero delay for index {i}"
|
|
);
|
|
}
|
|
}
|
|
|
|
// Step 9 — deal stagger jitter helper
|
|
|
|
#[test]
|
|
fn deal_stagger_jitter_is_within_ten_percent() {
|
|
// Every card id in 0..256 must produce a jitter factor in ±10 %.
|
|
for card_id in 0u32..256 {
|
|
let j = deal_stagger_jitter(card_id);
|
|
assert!(
|
|
(-0.1..=0.1).contains(&j),
|
|
"deal_stagger_jitter({card_id}) = {j} is outside ±10 %"
|
|
);
|
|
}
|
|
}
|
|
|
|
#[test]
|
|
fn deal_stagger_jitter_is_deterministic() {
|
|
// Same card id must always produce the same jitter factor.
|
|
for card_id in [0u32, 7, 51, 999_999] {
|
|
assert!(
|
|
(deal_stagger_jitter(card_id) - deal_stagger_jitter(card_id)).abs() < 1e-9,
|
|
"deal_stagger_jitter({card_id}) is not deterministic"
|
|
);
|
|
}
|
|
}
|
|
|
|
// Foundation-flourish curve tests
|
|
|
|
/// Triangular curve must be 1.0 at t=0, peak at t=0.5, and 1.0 at t=1.
|
|
#[test]
|
|
fn foundation_flourish_scale_curves_through_one_one_one() {
|
|
let dur = MOTION_FOUNDATION_FLOURISH_SECS;
|
|
assert!(
|
|
(foundation_flourish_scale(0.0, dur) - 1.0).abs() < 1e-5,
|
|
"flourish scale at t=0 must be 1.0"
|
|
);
|
|
assert!(
|
|
(foundation_flourish_scale(dur / 2.0, dur) - FOUNDATION_FLOURISH_PEAK_SCALE).abs() < 1e-5,
|
|
"flourish scale at midpoint must be FOUNDATION_FLOURISH_PEAK_SCALE"
|
|
);
|
|
assert!(
|
|
(foundation_flourish_scale(dur, dur) - 1.0).abs() < 1e-5,
|
|
"flourish scale at t=duration must return to 1.0"
|
|
);
|
|
}
|
|
|
|
/// Out-of-range values are clamped, not extrapolated. Important so the
|
|
/// King never ends up at a non-1.0 scale on the frame after the
|
|
/// flourish ends (which would race against the despawn / restore step
|
|
/// in `tick_foundation_flourish`).
|
|
#[test]
|
|
fn foundation_flourish_scale_clamps_out_of_range() {
|
|
let dur = MOTION_FOUNDATION_FLOURISH_SECS;
|
|
// Negative elapsed clamps to 0 → scale 1.0.
|
|
assert!((foundation_flourish_scale(-1.0, dur) - 1.0).abs() < 1e-5);
|
|
// Past-end clamps to t=1 → scale 1.0.
|
|
assert!((foundation_flourish_scale(dur * 5.0, dur) - 1.0).abs() < 1e-5);
|
|
}
|
|
|
|
/// Zero duration (e.g. `AnimSpeed::Instant`) returns identity, never
|
|
/// divides by zero.
|
|
#[test]
|
|
fn foundation_flourish_scale_zero_duration_is_one() {
|
|
assert!((foundation_flourish_scale(0.0, 0.0) - 1.0).abs() < 1e-5);
|
|
assert!((foundation_flourish_scale(0.5, 0.0) - 1.0).abs() < 1e-5);
|
|
}
|
|
|
|
#[test]
|
|
fn deal_stagger_jitter_varies_across_card_ids() {
|
|
// 52 cards should produce more than a couple distinct jitter factors;
|
|
// a constant function would return one function for all ids.
|
|
use std::collections::HashSet;
|
|
let unique: HashSet<u64> = (0u32..52)
|
|
.map(|id| (deal_stagger_jitter(id) * 1e6) as i64 as u64)
|
|
.collect();
|
|
assert!(
|
|
unique.len() > 10,
|
|
"expected > 10 distinct jitter factors for 52 cards, got {}",
|
|
unique.len()
|
|
);
|
|
}
|
|
|
|
// -----------------------------------------------------------------------
|
|
// Reduce-motion gates — ShakeAnim, FoundationFlourish
|
|
// -----------------------------------------------------------------------
|
|
|
|
/// `start_shake_anim` must not insert `ShakeAnim` when `reduce_motion_mode`
|
|
/// is on, even when the event targets a pile that has card entities present.
|
|
#[test]
|
|
fn shake_anim_skipped_under_reduce_motion() {
|
|
use bevy::ecs::message::Messages;
|
|
use solitaire_core::game_state::{DrawMode, GameState};
|
|
use solitaire_data::Settings;
|
|
|
|
let mut app = App::new();
|
|
app.add_plugins(MinimalPlugins)
|
|
.add_plugins(FeedbackAnimPlugin);
|
|
app.insert_resource(GameStateResource(GameState::new(1, DrawMode::DrawOne)));
|
|
app.insert_resource(SettingsResource(Settings {
|
|
reduce_motion_mode: true,
|
|
..Settings::default()
|
|
}));
|
|
app.update();
|
|
|
|
// Pick a card from Tableau(0) so the event refers to a real pile.
|
|
let dest_pile = PileType::Tableau(0);
|
|
let card_id = app
|
|
.world()
|
|
.resource::<GameStateResource>()
|
|
.0
|
|
.piles
|
|
.get(&dest_pile)
|
|
.and_then(|p| p.cards.last())
|
|
.map(|c| c.id)
|
|
.expect("Tableau(0) should have at least one card in a fresh game");
|
|
|
|
// Spawn a minimal CardEntity matching that id so the system would
|
|
// find it and insert ShakeAnim if the gate were absent.
|
|
app.world_mut().spawn((
|
|
CardEntity { card_id },
|
|
Transform::default(),
|
|
));
|
|
|
|
app.world_mut()
|
|
.resource_mut::<Messages<MoveRejectedEvent>>()
|
|
.write(MoveRejectedEvent {
|
|
from: PileType::Stock,
|
|
to: dest_pile,
|
|
count: 1,
|
|
});
|
|
app.update();
|
|
|
|
let shake_count = app
|
|
.world_mut()
|
|
.query::<&ShakeAnim>()
|
|
.iter(app.world())
|
|
.count();
|
|
assert_eq!(shake_count, 0, "ShakeAnim must not be inserted under reduce-motion");
|
|
}
|
|
|
|
/// `start_foundation_flourish` must not insert `FoundationFlourish` when
|
|
/// `reduce_motion_mode` is on.
|
|
#[test]
|
|
fn foundation_flourish_skipped_under_reduce_motion() {
|
|
use bevy::ecs::message::Messages;
|
|
use solitaire_core::game_state::{DrawMode, GameState};
|
|
use solitaire_data::Settings;
|
|
|
|
let mut app = App::new();
|
|
app.add_plugins(MinimalPlugins)
|
|
.add_plugins(FeedbackAnimPlugin);
|
|
app.insert_resource(GameStateResource(GameState::new(1, DrawMode::DrawOne)));
|
|
app.insert_resource(SettingsResource(Settings {
|
|
reduce_motion_mode: true,
|
|
..Settings::default()
|
|
}));
|
|
app.update();
|
|
|
|
app.world_mut()
|
|
.resource_mut::<Messages<FoundationCompletedEvent>>()
|
|
.write(FoundationCompletedEvent {
|
|
slot: 0,
|
|
suit: solitaire_core::card::Suit::Spades,
|
|
});
|
|
app.update();
|
|
|
|
let flourish_count = app
|
|
.world_mut()
|
|
.query::<&FoundationFlourish>()
|
|
.iter(app.world())
|
|
.count();
|
|
assert_eq!(flourish_count, 0, "FoundationFlourish must not be inserted under reduce-motion");
|
|
}
|
|
}
|