Session 6 closed with a four-item UX punch list (unlock foundations,
drop shadows, drop-target highlights, stock badge). All four shipped
in session 7, plus an unrelated font-fallback fix surfaced by a
second-machine smoke test that landed before the UX work.
Refreshes the doc to reflect:
- HEAD: 655dfde, 3 commits ahead of origin
- 982 tests pass (was 962)
- Session 7 changelog table summarising the five commits
- UX punch-list entirely closed; release-prep items still on the
table but un-deferred (player gets a directional choice next session)
- New "next-round candidates" UX list (animated focus ring,
achievement onboarding, mode-switch keyboard shortcut, aspect-ratio
fidelity, foundation completion flourish, drag-cancel tween)
- Resume prompt asks A/B/C: tag v0.11.0, README/CHANGELOG first, or
start a new UX round
Length 120 → 109 (-11) by trimming the spent priority list.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
9.5 KiB
Solitaire Quest — UX Overhaul Session Handoff
Last updated: 2026-05-02 (session 7) — UX iteration round complete: every item from session 6's UX punch list has shipped, plus a font-fallback fix surfaced by a second-machine smoke test. Six commits on top of session 6's c4970b1. Direction now opens for the next round — release prep or another UX pass, the player's call.
Status at pause
- HEAD:
655dfde. Local master is 3 commits ahead oforigin/master(f6c9166,f712b89,655dfdeunpushed;fdb6c2eand95df542already pushed). - Working tree: clean. (
CARD_PLAN.mdis untracked but intentionally so — it's a plan doc, not source.) - Build:
cargo clippy --workspace --all-targets -- -D warningsclean. - Tests: 982 passed / 0 failed across the workspace (+20 from session 6's 962 baseline).
- Tags on origin:
v0.9.0,v0.10.0. Stale local-onlyv0.1.0is still safe togit tag -d v0.1.0.
Where we are
Session 6's UX punch list was four items. All four shipped today, plus an unrelated font-fallback fix from a second-machine smoke test.
The card-theme system, HUD restructure, modal scaffold, and the four big UX feel items (foundations, drop shadows, drop highlights, stock badge) are all in. Direction is open — the deferred release-prep items (v0.11.0 cut, README/CHANGELOG refresh, desktop packaging) are still on the table, and a fresh round of UX iteration is also available.
Design direction (unchanged)
- Tone: Balatro — chunky readable type, theatrical hierarchy, satisfying micro-interactions.
- Palette: Midnight Purple base + Balatro yellow primary + warm magenta secondary.
- See
~/.claude/projects/-home-manage-Rusty-Solitare/memory/project_ux_overhaul_2026-04.md(auto-memory; on a different machine, recreate this fresh from the README + ARCHITECTURE.md).
Canonical remote
github.com/funman300/Rusty_Solitare is the canonical repo. Always push there.
Session 7 (shipped 2026-05-02)
| Area | Commit | What landed |
|---|---|---|
| Font fallback | fdb6c2e |
shared_fontdb now include_bytes!()s assets/fonts/main.ttf (FiraMono) and pins every CSS generic to "Fira Mono" so unmatched named families on minimal Linux installs / fresh Wayland sessions / chroots don't drop card rank/suit text. Surfaced when a second-machine pull rendered cards without glyphs. |
| Unlock foundations | 95df542 |
PileType::Foundation(Suit) → Foundation(u8) (slot 0..3). Pile::claimed_suit() derives the claim from the bottom card — no separate field, no claim-stuck-after-undo class of bugs. can_place_on_foundation drops its suit parameter. next_auto_complete_move prefers a slot whose claimed suit matches the candidate before falling back to the first empty slot for an Ace. Empty foundation markers render as plain placeholders (no "C/D/H/S"). HUD selection label and hint toast read claimed_suit() and fall through to "Foundation N" / "move to foundation" when the slot is empty. Save-format invalidation: GameState.schema_version bumped 1 → 2; old game_state.json files silently fall through to "fresh game on launch." Stats / progress / achievements / settings live in separate files and are unaffected. 9 new tests. |
| Drop overlay | f6c9166 |
The pre-existing update_drop_highlights system tinted PileMarker sprites green for valid drops, but markers were occluded by stacked cards — invisible during real play. New update_drop_target_overlays spawns a soft-fill + 3 px outlined box ABOVE cards for every legal target (full fanned column for tableaux, card-sized for foundations / empty tableaux). Z_DROP_OVERLAY = 50 sits above static cards but below DRAG_Z = 500 so the dragged card never gets occluded. Reuses STATE_SUCCESS hue. The original marker-tint system is untouched. 3 new tests. |
| Drop shadows | f712b89 |
Each CardEntity spawns a CardShadow child sprite — neutral black at 25 % alpha, sized card_size + 4 px, offset (2, -3), local z -0.05. update_card_shadows_on_drag snaps shadows in DragState.cards to a lifted state (40 % alpha, (4, -6) offset, (8, 8) padding). resize_cards_in_place extended to keep shadows cheap on window resize. update_card_entity's despawn_related is followed by a fresh add_card_shadow_child so flips / theme swaps re-attach shadows. Pure card_shadow_params(is_dragged) helper unit-tested. 4 new tests. |
| Stock badge | 655dfde |
A small ·N chip at the top-right corner of the stock pile shows the remaining count. update_stock_count_badge spawns a top-level world entity whose Transform.translation is recomputed each tick from LayoutResource, so window resize / theme swap don't strand it. Hides via Visibility::Hidden when the stock empties — the existing ↺ StockEmptyLabel takes over and they never co-render. Z_STOCK_BADGE = 30 sits between cards and Z_DROP_OVERLAY. 4 new tests. |
Open punch list — release prep (still deferred unless player chooses now)
- Cut
v0.11.0— meaningful slice sincev0.10.0: full card-theme system (CARD_PLAN phases 1–7 + theme picker + hayeah art), HUD overhaul (band + fade), session 6's four bug fixes, and session 7's font fallback + four UX feel wins. (git tag -d v0.1.0first to clean up the stale local tag.) - README + CHANGELOG refresh — README was last touched at
a6b8348before the Settings picker shipped; doesn't mention card themes, the auto-fade, or any of session 7's UX work. - Desktop packaging per
ARCHITECTURE.md §17. The Arch PKGBUILD exists in/home/manage/solitaire-quest-pkgbuild/(separate repo, no remote yet). Pending: app icon, macOS.icns+ notarisation cert, Windows.ico+ Authenticode cert, AppImage recipe.
Open punch list — UX iteration (next-round candidates)
The session-6 list is exhausted. Candidates for a next round, none formally requested by the player:
- Animated focus ring (currently a static overlay; could pulse on focus change).
- Achievement onboarding pass — show first-time players the achievement panel after their first win.
- Mode-switch keyboard shortcut from inside the Mode Launcher (today only mouse opens it).
- Runtime aspect-ratio fidelity — hayeah SVGs are ~1.45 h/w; engine layout assumes 1.4. Cards render ~3 % squashed vertically. Cosmetic.
- Foundation completion celebration — when a foundation reaches its King, do a small flourish (sparkle, lift, sound). The auto-complete cascade already covers the win moment, but per-foundation closure is currently silent.
- Drag-cancel return animation — illegal drops snap cards back instantly. A short ease-back tween ("springs back to where it came from") would feel more forgiving.
Card-theme system (CARD_PLAN.md, fully shipped)
Seven phases landed across b8fb3fb → 924a1e2. End-to-end:
- Bundled default theme ships in the binary via
embedded://— 52 hayeah/playing-cards-assets SVGs (MIT) + a midnight-purpleback.svg(original work). - User themes live under
themes://rooted atsolitaire_engine::assets::user_theme_dir(). Drop a directory containingtheme.ron+ 53 SVG files; appears in the registry on next launch. - Importer at
solitaire_engine::theme::import_theme(zip)validates an archive (20 MB cap, zip-slip rejection, manifest validation, every SVG round-tripped through the rasteriser) and atomically unpacks. - Picker UI in Settings → Cosmetic — one chip per registered theme; selection persists to
settings.jsonasselected_theme_idand propagates to live sprites viareact_to_settings_theme_change→sync_card_image_set_with_active_theme→StateChangedEvent.
Resume prompt
You are a senior Rust + Bevy developer working on Solitaire Quest.
Working directory: <Rusty_Solitare clone path on this machine>.
Branch: master. Direction is OPEN — the session-6 UX punch list is
fully shipped. The player will choose between cutting v0.11.0, doing
release prep (README/CHANGELOG/packaging), or starting a new UX
iteration round.
State: HEAD=655dfde. Local master is 3 commits ahead of origin
(f6c9166, f712b89, 655dfde unpushed; fdb6c2e and 95df542 already
pushed). Working tree clean apart from untracked CARD_PLAN.md
(intentional).
Build: cargo clippy --workspace --all-targets -- -D warnings clean.
Tests: 982 passed / 0 failed.
READ FIRST (in order, before doing anything):
1. SESSION_HANDOFF.md — full state, session 7 changelog, punch list
2. CLAUDE.md — hard rules (UI-first, no panics, etc.)
3. ARCHITECTURE.md — crate responsibilities + data flow
4. ~/.claude/projects/<this-project>/memory/MEMORY.md
— saved feedback / project context (machine-local;
may be missing on a fresh machine)
DECISION TO ASK THE PLAYER FIRST:
A. Push the 3 unpushed commits and cut v0.11.0?
B. Skip the tag for now, refresh README + CHANGELOG, then tag?
C. Skip release prep entirely and start a new UX iteration round?
If C, see the session-7 next-round candidates list (animated
focus ring, achievement onboarding, mode-switch keyboard
shortcut, aspect-ratio fidelity, foundation completion flourish,
drag-cancel return tween).
WORKFLOW NOTES:
- Commits use:
git -c user.name=funman300 -c user.email=root@vscode.infinity \
commit -m "..."
- Sub-agents stage + verify only; orchestrator commits.
- Every commit must pass build / clippy / test before pushing.
- Push to GitHub (origin) — that is the canonical remote.
OPEN AT THE START: ask which of A / B / C. Don't pick unilaterally —
this is a directional choice, not a tactical one.