funman300 a27cf5a020 feat(engine): add tiled scanline overlay to splash
Closes the second half of the splash polish arc deferred in cacb19c.
A fullscreen ImageNode tiles a runtime-generated 2×2 RGBA8 texture
over the splash content — top row transparent, bottom row #1a1a1a
at ~30 % alpha — producing the 1 px-pitch horizontal scanline
pattern called for in docs/ui-mockups/splash-mobile.html.

Implementation:

- New build_scanline_image() pure helper returns the 2×2 source
  texture. Pixels hard-coded as RGBA bytes (0,0,0,0 / 26,26,26,76)
  so the visible appearance is locked into source rather than
  reconstructed from constants.
- spawn_splash gains an `Option<ResMut<Assets<Image>>>` parameter;
  when present (always in production), the image is added and an
  ImageNode child of the splash root tiles it via
  NodeImageMode::Tiled { tile_x: true, tile_y: true, stretch_value: 1.0 }.
  When absent (legacy bare-MinimalPlugins tests), the overlay is
  silently skipped — the rest of the splash still spawns.
- New SplashFadableImage marker + extension to advance_splash that
  writes (1, 1, 1, global_alpha) into the ImageNode tint each tick.
  Multiplying (rather than overwriting like SplashFadableBg does)
  preserves the per-pixel 30 % alpha in the texture so the GPU
  composite is `0.3 × global_alpha` — fades cleanly with the
  splash without drifting to 100 % alpha during the hold.
- New SplashScanlineOverlay marker for tests. Distinct from
  SplashFadableImage so the test query intent stays explicit
  (there's only one fadable image today, but adding more later
  shouldn't break the scanline-locator).

Bevy 0.18 API quirks worth pinning for next time: RenderAssetUsages
is re-exported under `bevy::asset::` (not `bevy::render::render_asset`),
and TextureFormat::pixel_size() returns Result<usize, _> rather
than usize. Both fixed in the imports / debug_assert.

Headless test fixture now also init_resource::<Assets<Image>>()
since MinimalPlugins doesn't pull AssetPlugin — same pattern
settings_plugin's tests already use.

Two new tests (1183 → 1185): build_scanline_image_has_expected_2x2_rgba_bytes
locks the texture pixels literally, scanline_overlay_spawns_and_fades_with_splash
asserts spawn placement under SplashRoot and the new fade-images
branch's correctness end-to-end.

This closes Option B from the SESSION_HANDOFF Resume prompt — both
splash polish pieces (cursor pulse + scanline overlay) shipped.
2026-05-07 22:42:54 -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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