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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>
419 lines
14 KiB
Rust
419 lines
14 KiB
Rust
//! `CardAnimationPlugin` — curve-based card animation system.
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//!
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//! # Quick start
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//!
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//! Register the plugin alongside the existing animation plugins:
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//!
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//! ```ignore
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//! app.add_plugins((
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//! AnimationPlugin, // existing: drives CardAnim (linear)
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//! FeedbackAnimPlugin, // existing: shake + settle
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//! CardAnimationPlugin, // new: curve-based CardAnimation
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//! ));
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//! ```
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//!
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//! Spawn a card with a `CardAnimation` component:
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//!
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//! ```ignore
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//! use solitaire_engine::card_animation::{CardAnimation, MotionCurve};
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//!
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//! commands.spawn((
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//! SpriteBundle { /* ... */ },
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//! CardAnimation::slide(
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//! Vec2::new(0.0, 0.0), // start xy
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//! 0.0, // start z
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//! Vec2::new(300.0, 200.0),// end xy
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//! 5.0, // end z (resting)
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//! MotionCurve::SmoothSnap,
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//! )
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//! .with_z_lift(12.0) // floats up during motion
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//! .with_delay(0.03), // stagger delay
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//! ));
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//! ```
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//!
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//! Retarget a card mid-flight:
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//!
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//! ```ignore
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//! use solitaire_engine::card_animation::retarget_animation;
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//!
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//! fn handle_drop(
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//! mut commands: Commands,
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//! q: Query<(Entity, &Transform, Option<&CardAnimation>), With<CardEntity>>,
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//! ) {
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//! let (entity, transform, anim) = q.get(card_entity).unwrap();
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//! retarget_animation(
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//! &mut commands,
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//! entity,
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//! anim,
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//! transform,
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//! new_target_xy,
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//! new_target_z,
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//! MotionCurve::SmoothSnap,
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//! );
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//! }
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//! ```
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//!
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//! # Win cascade with `Expressive` curve
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//!
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//! The existing `AnimationPlugin` drives the win cascade with `CardAnim`
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//! (linear). To use the curve-based cascade instead, disable
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//! `handle_win_cascade` in `AnimationPlugin` and register `WinCascadePlugin`
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//! (declared below) which uses `CardAnimation` + `MotionCurve::Expressive`.
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//!
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//! They **must not both be active** — both write to `Transform` on the same
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//! 52 entities and will race.
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//!
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//! # Coexistence rules
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//!
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//! | Condition | Safe? |
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//! |---|---|
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//! | `CardAnim` and `CardAnimation` on **different** entities | ✓ |
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//! | `CardAnim` and `CardAnimation` on the **same** entity | ✗ |
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//! | `HoverState` scale + `CardAnimation` scale on same entity | ✓ (CardAnimation takes priority — hover skipped via `Without<CardAnimation>` filter) |
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//! | `apply_drag_visual` scale + `CardAnimation` scale | ✓ (same filter) |
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pub mod animation;
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pub mod chain;
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pub mod curves;
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pub mod diagnostics;
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pub mod interaction;
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pub mod timing;
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pub mod tuning;
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pub use animation::{retarget_animation, win_scatter_targets, CardAnimation};
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pub use chain::AnimationChain;
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pub use curves::{sample_curve, MotionCurve};
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pub use diagnostics::{FrameTimeDiagnostics, WINDOW_SIZE as DIAG_WINDOW_SIZE};
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pub use interaction::{BufferedInput, HoverState, InputBuffer};
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pub use timing::{
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cascade_delay, compute_duration, micro_vary, DEAL_INTERVAL_SECS, MAX_DURATION_SECS,
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MIN_DURATION_SECS, WIN_CASCADE_INTERVAL_SECS,
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};
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pub use tuning::{AnimationTuning, InputPlatform};
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use bevy::prelude::*;
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use crate::card_plugin::CardEntity;
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use crate::events::{DrawRequestEvent, GameWonEvent, MoveRequestEvent, UndoRequestEvent};
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use crate::game_plugin::GameMutation;
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use crate::layout::LayoutResource;
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use crate::resources::DragState;
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use animation::advance_card_animations;
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use chain::advance_animation_chains;
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use diagnostics::update_frame_time_diagnostics;
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use interaction::{apply_drag_visual, apply_hover_scale, detect_hover, drain_input_buffer};
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use tuning::update_input_platform;
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// ---------------------------------------------------------------------------
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// Plugin
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// ---------------------------------------------------------------------------
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/// Registers all systems, resources, and components for curve-based card
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/// animation, hover visuals, drag lift, input buffering, platform-adaptive
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/// tuning, animation chaining, and frame-time diagnostics.
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///
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/// Safe to register alongside `AnimationPlugin` and `FeedbackAnimPlugin` as
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/// long as no single entity carries both `CardAnim` and `CardAnimation`.
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pub struct CardAnimationPlugin;
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impl Plugin for CardAnimationPlugin {
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fn build(&self, app: &mut App) {
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// Register events and resources idempotently — double-registration is
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// safe in Bevy.
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app.add_message::<MoveRequestEvent>()
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.add_message::<DrawRequestEvent>()
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.add_message::<UndoRequestEvent>()
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.add_message::<GameWonEvent>()
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.init_resource::<DragState>()
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.init_resource::<HoverState>()
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.init_resource::<InputBuffer>()
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// Platform-adaptive tuning (desktop by default, switches on touch).
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.init_resource::<AnimationTuning>()
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// Rolling frame-time statistics.
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.init_resource::<FrameTimeDiagnostics>()
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.add_systems(
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Update,
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(
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// Detect input platform and update tuning — runs first so
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// all downstream systems in this frame see the fresh value.
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update_input_platform,
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// Frame-time diagnostics — cheap, runs unconditionally.
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update_frame_time_diagnostics,
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// Advance active animations.
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advance_card_animations,
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// Flush deferred commands so `CardAnimation` removals from
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// `advance_card_animations` are visible before the chain
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// system runs. Without this, the chain sees the component
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// still present in the same frame it was removed (deferred
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// commands aren't applied until the next ApplyDeferred
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// point), causing a 1-frame gap between every chain step.
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ApplyDeferred,
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// After each animation finishes, pop the next chain segment.
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advance_animation_chains,
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// Interaction visuals (run after animation for final positions).
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detect_hover,
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apply_hover_scale,
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apply_drag_visual,
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// Drain buffered inputs only when no animations remain.
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drain_input_buffer,
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)
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.chain()
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.after(GameMutation),
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);
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}
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}
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// ---------------------------------------------------------------------------
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// Optional: win cascade with Expressive curve
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// ---------------------------------------------------------------------------
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/// Optional plugin that replaces the linear win cascade in `AnimationPlugin`
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/// with an `Expressive`-curve cascade.
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///
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/// **Do not register this alongside `AnimationPlugin`'s win cascade** — they
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/// will race on the same card entities. To use this plugin, prevent
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/// `AnimationPlugin` from handling `GameWonEvent` (or remove it and manage
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/// win toasts manually).
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pub struct WinCascadePlugin;
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impl Plugin for WinCascadePlugin {
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fn build(&self, app: &mut App) {
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app.add_systems(
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Update,
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trigger_expressive_win_cascade.after(GameMutation),
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);
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}
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}
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/// Inserts `CardAnimation` (Expressive curve) on every card when `GameWonEvent` fires.
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///
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/// Cards scatter to 8 off-screen positions with per-card stagger. The z-lift
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/// creates a "burst" effect as cards fly outward.
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fn trigger_expressive_win_cascade(
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mut events: MessageReader<GameWonEvent>,
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cards: Query<(Entity, &Transform), With<CardEntity>>,
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layout: Option<Res<LayoutResource>>,
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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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let radius = layout
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.as_ref()
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.map_or(800.0, |l| l.0.card_size.x * 8.0);
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let targets = win_scatter_targets(radius);
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for (index, (entity, transform)) in cards.iter().enumerate() {
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let start_xy = transform.translation.truncate();
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let start_z = transform.translation.z;
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let target = targets[index % targets.len()];
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commands.entity(entity).insert(
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CardAnimation::slide(start_xy, start_z, target, start_z + 60.0, MotionCurve::Expressive)
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.with_delay(cascade_delay(index, WIN_CASCADE_INTERVAL_SECS))
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.with_duration(0.65)
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.with_z_lift(25.0),
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);
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}
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}
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// ---------------------------------------------------------------------------
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// Tests
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// ---------------------------------------------------------------------------
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#[cfg(test)]
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mod tests {
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use super::*;
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use crate::animation_plugin::AnimationPlugin;
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use crate::card_plugin::CardPlugin;
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use crate::game_plugin::GamePlugin;
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use crate::table_plugin::TablePlugin;
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fn base_app() -> App {
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let mut app = App::new();
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app.add_plugins(MinimalPlugins)
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.add_plugins(GamePlugin)
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.add_plugins(TablePlugin)
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.add_plugins(CardPlugin)
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.add_plugins(AnimationPlugin)
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.add_plugins(CardAnimationPlugin);
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app.update();
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app
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}
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#[test]
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fn plugin_registers_hover_state() {
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let app = base_app();
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assert!(
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app.world().get_resource::<HoverState>().is_some(),
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"HoverState resource must be registered"
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);
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}
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#[test]
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fn plugin_registers_input_buffer() {
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let app = base_app();
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assert!(
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app.world().get_resource::<InputBuffer>().is_some(),
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"InputBuffer resource must be registered"
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);
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}
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#[test]
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fn card_animation_advances_and_removes_itself() {
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let mut app = App::new();
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app.add_plugins(MinimalPlugins).add_plugins(CardAnimationPlugin);
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let start = Vec2::new(0.0, 0.0);
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let end = Vec2::new(100.0, 0.0);
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let entity = app
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.world_mut()
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.spawn((
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Transform::from_translation(start.extend(0.0)),
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CardAnimation {
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start,
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end,
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elapsed: 0.99,
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duration: 1.0,
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curve: MotionCurve::Responsive,
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delay: 0.0,
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start_z: 0.0,
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end_z: 0.0,
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z_lift: 0.0,
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scale_start: 1.0,
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scale_end: 1.0,
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},
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))
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.id();
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app.update();
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// After one update at elapsed=0.99, component should still be present.
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// We can't advance time reliably in MinimalPlugins, but we can check
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// that the advance_card_animations system processed the component
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// (pos moved closer to end).
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let transform = app.world().entity(entity).get::<Transform>().unwrap();
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assert!(
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transform.translation.x > 50.0,
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"card should have moved past midpoint by elapsed=0.99, got x={}",
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transform.translation.x
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);
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}
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#[test]
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fn card_animation_instant_snaps_on_zero_duration() {
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let mut app = App::new();
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app.add_plugins(MinimalPlugins).add_plugins(CardAnimationPlugin);
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let end = Vec2::new(200.0, 100.0);
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let entity = app
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.world_mut()
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.spawn((
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Transform::from_translation(Vec3::ZERO),
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CardAnimation {
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start: Vec2::ZERO,
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end,
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elapsed: 0.0,
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duration: 0.0, // zero duration → instant snap
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curve: MotionCurve::SmoothSnap,
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delay: 0.0,
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start_z: 0.0,
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end_z: 5.0,
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z_lift: 0.0,
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scale_start: 1.0,
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scale_end: 1.0,
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},
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))
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.id();
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app.update();
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assert!(
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app.world().entity(entity).get::<CardAnimation>().is_none(),
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"zero-duration animation must be removed after one update"
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);
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let transform = app.world().entity(entity).get::<Transform>().unwrap();
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assert!(
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(transform.translation.x - 200.0).abs() < 1e-3,
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"card must snap to end.x"
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);
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assert!(
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(transform.translation.y - 100.0).abs() < 1e-3,
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"card must snap to end.y"
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);
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assert!(
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(transform.translation.z - 5.0).abs() < 1e-3,
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"card must snap to end_z"
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);
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}
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#[test]
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fn card_animation_respects_delay() {
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let mut app = App::new();
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app.add_plugins(MinimalPlugins).add_plugins(CardAnimationPlugin);
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let entity = app
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.world_mut()
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.spawn((
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Transform::from_translation(Vec3::ZERO),
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CardAnimation {
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start: Vec2::ZERO,
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end: Vec2::new(100.0, 0.0),
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elapsed: 0.0,
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duration: 0.15,
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curve: MotionCurve::SmoothSnap,
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delay: 100.0, // huge delay — card must not move
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start_z: 0.0,
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end_z: 0.0,
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z_lift: 0.0,
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scale_start: 1.0,
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scale_end: 1.0,
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},
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))
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.id();
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app.update();
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let transform = app.world().entity(entity).get::<Transform>().unwrap();
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assert!(
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transform.translation.x.abs() < 1e-3,
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"card must not move during delay, got x={}",
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transform.translation.x
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);
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}
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#[test]
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fn input_buffer_push_and_drain_ordering() {
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let mut buf = InputBuffer::default();
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buf.push(BufferedInput::Draw);
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buf.push(BufferedInput::Undo);
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// FIFO: Draw comes out first.
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assert!(matches!(buf.queue.pop_front().unwrap(), BufferedInput::Draw));
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assert!(matches!(buf.queue.pop_front().unwrap(), BufferedInput::Undo));
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}
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#[test]
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fn hover_state_initialises_without_entity() {
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let state = HoverState::default();
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assert!(state.entity.is_none());
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}
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#[test]
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fn win_scatter_produces_eight_distinct_points() {
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let targets = win_scatter_targets(600.0);
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assert_eq!(targets.len(), 8);
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// All must be different.
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for i in 0..8 {
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for j in (i + 1)..8 {
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assert_ne!(
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targets[i], targets[j],
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"scatter targets {i} and {j} must be distinct"
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);
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}
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}
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}
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}
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